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> Upgradable Defense Building with 2 or more Turrets
Bittah Commander
post Nov 5 2006, 05:55 PM
Post #1


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QUOTE ("Lin Kuei Ominae")
I want to know, if it is possible to create a new defensiv building that works like the gdi component tower but has instead of one, two or even three upgrade-places for different weapontower upgrades.
I looked at the Upgrade Center [GAPLUG] that has the ability to use 2 different upgrades with both having different superweapons.
Then i made a simple copy of GAPLUG, GAPLUG2 and GAPLUG3 (renamed them) and changed the superweapons into a Missilelauncher for PLUG2 and a GrenadeLauncher for PLUG3. (deleted complete the superweapon entrys and instead added primary=)
Also i added for both upgrades turret=yes and IsBaseDefense=yes

But the normal weapons dont want to fire or if they fire only the one fires that is placed first.

Does anyone know if my idea is realisable?
Then i would make a new GDI Defense Building with more Armor than the CTWR and with the ability to use two or three independant weapons (means:all shoot allways at the same target but with different weapons).

\EDIT
ok i get it work with 2 turrets using Primary for Turret1 and Secondary for Turret2. But there is one disadvantage.
Turret2 with secondary cant fire without turret1 but turret1 can fire without turret2.
Another disadvantage is that the turret with the primary weapon uses the range and ROF from the turret with Secondary too. and if the primary turret has a weapon with burst=2 it only fires one time if turret2 is installed.
perhaps someone has an idea to make it work perfekt for both turrets

QUOTE ("Lin Kuei Ominae")
this is my current code
CODE
; GDI Fortress Tower
[GAFTWR]
Image=GAPLUG
Name=Fortress Tower
;Prerequisite=PROC,GATECH
Strength=1000
Radar=no
Armor=heavy
TechLevel=5
Adjacent=5
Sight=6
Owner=GDI
Cost=10
Points=60
Power=-15
Powered=true
Capturable=true
Sensors=yes
Crewed=yes
Upgrades=2
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=6
ThreatPosed=0; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=800, 550, 400
AIBuildThis=yes
;IsPlug=true
TurretAnimZAdjust=-45

[GAFPLG1]
Name=Artillery Pod
;Image=GAVULC
Image=GAPLUG_E
Prerequisite=GAFTWR
TechLevel=5
Armor=wood
Sight=1
Owner=GDI
Cost=10
Points=30
Power=-5
Crewed=no
Capturable=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
PowersUpBuilding=gaftwr
PowersUpToLevel=-1
ThreatPosed=0; This value MUST be 0 for all building addons
Primary=Jugg90mm
Turret=yes
IsBaseDefense=yes

[GAFPLG2]
Name=Laser Pod
;Image=GAROCK
Image=GAPLUG_F
Prerequisite=GAFTWR
TechLevel=5
Armor=wood
Sight=1
Owner=GDI
Cost=15
Points=30
Power=-10
Crewed=no
Capturable=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
PowersUpBuilding=gaftwr
PowersUpToLevel=-1
ThreatPosed=0; This value MUST be 0 for all building addons
Secondary=LaserFire
Turret=yes
IsBaseDefense=yes

with this code the building fires the Laser and one Jugg90mm shot at the same time, but only if GAFPLG1 is placed before GAFPLG2. else it cant fire.
the other thing is that it uses the range and ROF from the Laser if this has been placed after GAFPLG1, means the Jugg90mm range gets lowered and the burst=3 scaled down to only 1 shot.

if someone knows how to force the player to build one upgrade before another one, this could become a very interesting base defense.
e.g. you have 3 different primary upgrades and 3 different secondary upgrades, the player can have a total of 9 different defense combinations.
where it is a difference if you have
1: an MG+Artillary
2: an Artillary+MG
because 1: can shoot very slow but with a high range, that applys for the MG too (long range MG tower with artillary support)
and 2: can shoot very fast but with a low range, that applys again for both weapons.
But for that you need 2 primary upgrades: MG,Artillary
and 2 secondary upgrades: again one MG and one Artillary

simple said the second weapon says how both weapons behave (or the whole building), and the first is only an addition. But at least both use their own firepower so it is important if the first one has much or few firepower.

QUOTE ("Lin Kuei Ominae")
back2topic
i tested this with many different weapons for both upgrades, and came to the poor result that it isn't always the way i described.
1. for the primary turret only weapons with Burst=2 or more are working. Else it cant fire at all.
2. only some weapon types change/raise the range due to the second upgrade. As far as i could find out, do rocket weapons act different than cannons. The Rocket weapons i tested, could raise their range while the cannons (120mm) not. Some Machineguns raised their range too, but some didn't. i dont know why.
for the rockets i only can guess, that it has something to do whith their homing ability, making them able to fly to a point out of their initial attack range.
And Machineguns normally have a speed of 100, so it doesn't matter if they attack on a short or high range.

to the problem if the player can be forced to place the primary turret first:
Is it possible to have a building with one upgrade (of course), but then its upgrade with the ability to have an upgrade too?
In this way an upgrade hierarchy could be established.

QUOTE ("Lin Kuei Ominae")
QUOTE ("Lin Kuei Ominae")
Is it possible to have a building with one upgrade (of course), but then its upgrade with the ability to have an upgrade too?

tested and not possible :(
but i think its still worth to create a new heavy defense building for gdi that uses the already pointed out behaviour. thats why i slowly started to create this new building as a new bigger project from me.

QUOTE ("The DvD")
Already experimented with this a long time ago. You've come about as fas as you'll get :(

QUOTE ("Lin Kuei Ominae")
QUOTE ("ljmicro 09")
that is tru if you make a turret and a upgrade for the turret???????
Should work

short time ago i offered the
GDI Fortress Tower and would really like to see you testing this and perhaps you want to take my new building for the test. Even if i did not finished the secondary turrets.

If you have a solution please release it here.
All my tests failed. Either no turret was drawn/visible or it doesn't turned or no second turret was placable.

QUOTE ("firefx")
But if you do that you'll have two turrets on top of each other.

that can be avoided by changing the shps. raise or lower the picture of a turret in its shp art-file.

QUOTE ("roani52")
That is the reason why OS HVA builder is made...

that isn't correct. the hva only gets used for vxl turrets and not for shp turrets wich are the most of them and we are talking about (i think :mrgreen: ). At least my building uses shp turrets.

2 my research
finally i tried to make a new additional component tower but that doesn't work. because the upgrade centre logic doesn't support turning turrets. if i take this logic i only can have looped animations for the turret.
the working turret logic for CTWR seems to be hardcoded.


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