Hi i'm making a drone that enters a tank and follows it around, revealing terrain around it, while not dealing any damage (of course!) and doesn't rock the tank. I've tried using Rocker=no but it neither not rocks the tank nor reveals anything. Help!
Code please and everything related to it in rules(md).ini.
I don't think that it's possible to make a spy drone thingy, the Spy Plane works by having the Special call on the type of SpyPlane, as the camera weapon doesn't have any special statements, but I could be wrong.
Code:
[SpyCameraWeapon]
Damage=6;range of shroud to reveal
Range=20;how far away to start revealing
Burst=1
Projectile=InvisibleHigh
Warhead=DummyWarhead
Report=SpyPlaneSnapshot
You could, of course, always resort to such tricks as having the spy drone spawn an invisible unit, have that reveal the shadow, and then have it automatically kill itself...
The Limpet Mine logic isn't present in RA2/YR.
(20.05.2007, 14:02:51)Renegade Wrote: [ -> ]You could, of course, always resort to such tricks as having the spy drone spawn an invisible unit, have that reveal the shadow, and then have it automatically kill itself...
Sorry for digging up such an old thread but I would like to create a spy drone like covie suggested.
Obviously the parasite logic alone won't reveal anything.
How did you imagine this to work, Renegade? Can a weapon have both Warhead=Parasite and Spawner=yes?
In theory, I guess so - practically, I was not specifically thinking of something like that, but more of something like
the MakeInfantry logic. The first thing to test, though, would be whether
RevealOnFire is of any help.
When using MakeInfantry, make sure you use an InfDeath that actually converts ownership.
But yeah, if you don't want to sacrifice one of those, and RevealOnFire doesn't help, try spawning like on the Aircraft Carrier, spawning only one invisible Aircrafttype. (Preferably Insignificant or DontScore, and killing itself after a certain amount of time - if it reveals the map immediately after being spawned, just give it Strength=1, no DeathWeapon damage [
DeathWeaponDamageModifier], and have it kill itself immediately on the first shot.)