So you attached a complete building to the position of another buildings barrel?
That is really cool.
Does the length of the GrandCannon barrel adds to the firing range of the Gattling turret? Or is the Gattling turret range calculated from the centre of the GC foundation?
Can you attach it to a moving object like a ship as well?
Does the gattling turret still has its own strength and armor or does it use the one of the mother building, the GC? Can you destroy the Gattling turret without damaging the GC?
Can you make a building moveable using a different locomotor that statue and speedtype? _________________ SHP Artist of Twisted Insurrection: Nod buildings
Might have been more clear for most if the gattling cannon was on top of the grand cannon if you meant to say, that it is additional part to grand cannon building like a turret upgrade/add, i'd be more interested if it can work independantly to fire at things while grand fires on its own targets and if maintains own health or shared health QUICK_EDIT
Such a thing(e.g. the gattling cannon in the picture) is called "Virtual Units". Of course it is a unit and has its own target, weapons, sight, and so on. However it is not considered "existing on the map" thus is immune to normal weapons, and cannot be selected. _________________ Fusion Reactor upgrade is complete.
I would love to see a battleship with 13 virtual units, so it can attack 13 different targets at the same time.
3 triple cannon turrets (Anti armor)
6 dual gun MGs (Anti Infantry)
4 rocket launcher (Anti Air) _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Jul 07, 2011 1:14 pm Post subject:
LH_Mouse wrote:
Such a thing(e.g. the gattling cannon in the picture) is called "Virtual Units". Of course it is a unit and has its own target, weapons, sight, and so on. However it is not considered "existing on the map" thus is immune to normal weapons, and cannot be selected.
If I get this right, you effectively attached another TechnoClass to one.
Following questions, source of bugs:
How it reacts to bunkering-debunkering? (TechnoClass::Remove)
Does it gets destroyed with it's parent unit?
Chronosphere?
Temporal weapons?
Radiation?
OpenTransport?
Passenger logic?
EMP?
IronCurtain?
Deploying/undeploying?
The idea is great, no doubt. I wonder if it gets properly coded. My AttachAnim failed acknowleding the power of TechnoClass::Remove, which is why the idea seems abandoned now.
I'm definitely interested in this idea. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Following questions, source of bugs:
How it reacts to bunkering-debunkering? (TechnoClass::Remove)
Does it gets destroyed with it's parent unit?
Chronosphere?
Temporal weapons?
Radiation?
OpenTransport?
Passenger logic?
EMP?
IronCurtain?
Deploying/undeploying?
1. Virtual units will be removed if its *ParentUnit equals NULL;
2. See above;
3. Virtual units can be neither chronosphere'd nor iron-curtain'd;
4. Temporal weapons are not "weapons that deal normal damage" so they ARE able to erase virtual units. However in general a unit won't automatically attack virtual units since virtual units are not "on the map";
5. Not tested, most probably vulnerable;
6. Virtual units cannot carry passengers, and if its parent unit gets transported it will run into the same state(limboed, opentopped, etc);
7. GZ's EMP is based on the normal damage system, thus EMP does not work on virtual units;
8. See 3;
9. See 1. <-- I'm not sure whether it is worth making this transitive.
============================================
Video clip:
Later I'll fix it. There're a lot of parameters needed to be synchronized between the virtual unit and its parent on each frame. _________________ Fusion Reactor upgrade is complete.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Jul 07, 2011 2:43 pm Post subject:
Mostly, I meant if the parent gets an effect applied, would that effect be carried over to it's virtual counterpart. Especially Temporal, EMP, Passengers and Curtain. (At passenger, an example of it's use: parent is a Gunner=yes object, would the virtual use it's passenger for own roles, too?)
Seeing that the community considers this as an implementation of the multi-turret logic, these came into my mind.
Yeah, since you expands the YR tables directly, I guess you won't have problems with pointer-arithmetics, true. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
So I'm guessing this will allow multiple turret units? say the virtual unit is just a turret without a body (think battleship wise)
Or even a unit with one turret but with multiple weapons like the GLA scropion tank with its main cannon and the rocket upgrade? so it can attack something like other tanks with both weapons? _________________
In this picture:
APOC: *pAttachedVirtualUnit=SREF1, *pParentUnit=NULL;
SREF1: *pAttachedVirtualUnit=SREF2, *pParentUnit=APOC;
SREF2: *pAttachedVirtualUnit=SREF3, *pParentUnit=APOC;
SREF3: *pAttachedVirtualUnit=SREF4, *pParentUnit=APOC;
SREF4: *pAttachedVirtualUnit=NULL, *pParentUnit=APOC;
[SREF]
Virtual=yes
CoordRelativeTo=Turret ; Turret/Body means coordinates are relative to parent's turret/body(the same way as FLH), otherwise considered absolute delta XYZ from parent.
TurretRotationLockedOnto=None ; None means free, Turret/Body means locked to be the same as it parent's turret/body.
BodyRotationLockedOnto=Turret
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_________________ Fusion Reactor upgrade is complete.
This even might work as a nod multi turret placement logic like in cnc 3 logic. neat tho would be useful like what LKO said battle ships and stuff plus you might add like for an APC with a turret that repairs and other that defends and lots of different possibilities.
Edit: this as well will save lots of work for ARES devs or is it Npatch related ? QUICK_EDIT
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