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> How to make unit slower temporarily?
epicelite
post Aug 8 2010, 01:10 PM
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I am making a single player map, starts out with some titans & an APC going across a bridge, a MCV shows up shortly after and goes across only to have the bridge blown up when the titans reach the other end.

However, the APC gets across well before the titans.

How can I slow the APC down? I tried "fallow friendly..." but it just drives across and goes to the nearest civilian vehicle.
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Nyerguds
post Aug 8 2010, 06:47 PM
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can't you make them use several waypoints across the bridge?


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epicelite
post Aug 8 2010, 07:11 PM
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I guess, kind of a pain in the butt tho.
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Rampastring
post Aug 8 2010, 07:41 PM
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Using several waypoints should slow the APCs down, I don't know any other methods though.


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epicelite
post Aug 8 2010, 10:48 PM
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PROBLEM: The bridge is in the air above some water, and the APC drives across and tries to go down into the water to the waypoint.

SOLUTION: ?????
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Rampastring
post Aug 9 2010, 02:48 PM
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Hmm, that sounds difficult.

Could you spawn the APC after the titans so that they'd reach the end of the bridge at the same time, by using only one waypoint?

I might try doing this in FS myself if I have time though.


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blai
post Aug 11 2010, 03:02 PM
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Can't you use the "follows id" parameter for vehicles that are already placed on maps? It's the same tag that lets train cars follow locomotives, and it should work for any vehicle. Just enter the id of the vehicle that you want to follow (found at the bottom of the screen) and it will follow that vehicle.

There's more on the train tutorial somewhere in the forum; you should look there.


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epicelite
post Aug 17 2010, 01:02 AM
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The units are not on the map when the game starts tho, so can not do.
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Lin Kuei Ominae
post Aug 17 2010, 11:25 AM
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why don't you create a simple APC clone and give this unit the same speed as the titans.

simply add to the map
[VehicleTypes]
xx=APCCL

[APCCL]
Image=APC
Speed=4
;add here the rest of the APC code

Maybe you can even replace with a trigger the APCCL with a normal APC when it has reached the target waypoint and is given to player control.

This post has been edited by Lin Kuei Ominae: Aug 17 2010, 11:39 AM


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Nyerguds
post Aug 17 2010, 12:42 PM
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that's a pretty crazy solution, but it might just work, lol.

do the APCs have passengers though?


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Lin Kuei Ominae
post Aug 17 2010, 02:19 PM
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QUOTE (Nyerguds @ Aug 17 2010, 12:42 PM) *
do the APCs have passengers though?

That shouldn't be a problem too, since it doesn't makes a difference afaik if you spawn a fully loaded APC outside the map or inside on a certain cell.

So it should be a simple remove unit, spawn new unit trigger, that happens so fast that the player won't even notice the unit has changed.


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Devastator
post Aug 17 2010, 08:56 PM
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So what do you do about apcw.vxl? It doesn't exsist in rules.ini, but the clone APC will be unable to go into water.


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Ixith
post Aug 18 2010, 02:10 AM
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QUOTE (Ionizer @ Aug 17 2010, 04:56 PM) *
So what do you do about apcw.vxl? It doesn't exsist in rules.ini, but the clone APC will be unable to go into water.


it won't matter as he wants the APC to cross the bridge with the titans and not go across any water. So thus if it crosses the bridge and then switches out with a normal APC then it will complete what he wants in the trigger and then when the player takes control for the mission it will be able to go full speed and through water as it'd be a normal APC.

although you could always just place the Titans and APC on the map and just use the 'follow id' parameter like the trains use. As i'm guessing you're most likely spawning the vehicles off the side of the map anyways. So if you place them just outside the blue border they can still come into the visible area and do what you want. But i still see a problem in that in the fact that it'd quickly catch up to the titans and then be right behind them in a non-uniform movement which would potentially be slightly different each time you see that part of the mission.

and yet another possibility and i'm not really sure if it'd work as you may not even have them allied to the civilians anyways...but it would be to make sure that your GDI side has no allies and rather enemies thus when you use the Follow Friendlies trigger parameter it will choose the closest same side unit, that being the titans. Then when the APC crosses you can have a trigger fire that allies you with the civilians and what not so that your units don't go after them and that they don't fire at you if there is any armed civs. Or you could make a GDI2 Side, make it also player controlled, and make the titans the GDI2 side and make sure GDI and GDI2 are both allied with each other. Thus the titans are the closest non-main GDI friendly side to the APC.

Just thinking of more possibilities you might be able to try. Though i personally think LKO's would be the best way to go at this point.


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