11.01.2009, 07:08:18
behold, a theory...
(this requires you be familar with the INIs, as I cannot be arsed to explain every single thing...)
PART 1
1. Make it deploy to a "fake" building,
2. Give it these above tags of a "fake" building, except make it crewed.
3. Make give the building an active anim with high damage and rate (so its dead before you see it)
4. Give it a cost high enough so it give the # of inf you want (calculate it).
PART 2
(this might have problems, or not work)
5. Make the building a give the building's deathweapon the Infdeath logic that ren suggested, with some cellspread* (2 should be fine).
If this doesn't work (maybe inf come after weapon?), then bring it through something else like debris to delay it.
*officially makeInf with cellspread causes IEs with paradrops, but this isn't that major, as the odds of deploying right when a paradrop, with infantry that close by are acceptable.
(this requires you be familar with the INIs, as I cannot be arsed to explain every single thing...)
PART 1
1. Make it deploy to a "fake" building,
Commodus in a tutorial Wrote:; The building that will make the work around work. The following 5 tags make the building less of a building ie. more of a work around.courtesy of here
Insignificant=yes ; Eva/Zofia won’t announce it as a loss
Spyable=no ; can’t be infiltrated
Capturable=no ; can’t be captured
Selectable=no ; can’t be selected (it defeats the purpose)
Repairable=no ; no point
Strength=1 ; This will make the building weak so its easier to clean up the
2. Give it these above tags of a "fake" building, except make it crewed.
3. Make give the building an active anim with high damage and rate (so its dead before you see it)
4. Give it a cost high enough so it give the # of inf you want (calculate it).
PART 2
(this might have problems, or not work)
5. Make the building a give the building's deathweapon the Infdeath logic that ren suggested, with some cellspread* (2 should be fine).
If this doesn't work (maybe inf come after weapon?), then bring it through something else like debris to delay it.
*officially makeInf with cellspread causes IEs with paradrops, but this isn't that major, as the odds of deploying right when a paradrop, with infantry that close by are acceptable.