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Any way to get invisible infantry in map?
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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Mon Oct 07, 2019 5:25 pm    Post subject:  Any way to get invisible infantry in map? Reply with quote  Mark this post and the followings unread

I am trying to make invisible and unselectable infantry in map ini editing but without any success.
I have tried:
Code:
Image=
Image=INVISO
Image=none
or without Image.

It caused IE in all mentioned Image= values.
Also using InvisibleInGame=yes does seem to work only for buildings.

I need it for repair multiple bridges in mp map trigger, using repair truck.
Spoiler (click here to read it):


Any suggestions appreciated.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Oct 07, 2019 8:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Infantry need a Sequence in art.ini. Without it the game crashes.
So you have to have an invisible infantry already set in art.ini to use this in the map.

You could also try Invisible=yes. Maybe this works for units.
According to the rules.ini comment, it makes it invisible to all enemies.
So a Neutral owned infantry with this key shouldn't be visible to the player.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Oct 07, 2019 8:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try Image=WEEDGUY



weedguy.png
 Description:
 Filesize:  8.29 KB
 Viewed:  2983 Time(s)

weedguy.png



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Last edited by Bittah Commander on Mon Oct 07, 2019 8:58 pm; edited 1 time in total

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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Mon Oct 07, 2019 8:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks a lot:

Unit is new, set in map ini.

"Invisible=yes" did the trick.
I wasn't aware such as key exists, I have never seen it used before.

Doesn't WEEDGUY have real shp with sequence in vanilla TS?

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Oct 07, 2019 9:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

I suggested WEEDGUY because it has a sequence but there's no weedguy.shp and this'll cause it to be invisible without crashing the game. An SHP does exist for it, but it's incorrectly named weed.shp and thus doesn't work ingame.

I also vaguely recall that either Invisible=yes or InvisibleInGame=yes caused reconnect errors, but I'm not entirely certain.

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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Mon Oct 07, 2019 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Indeed WEEDGUY works too in vanilla TS.

Thanks for suggestions, I will probably use Invisible=yes key.
Compared to WEEDGUY it doesn't change moving or firing mouse pointer in any way when hovered above the unit.

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Tuc0
Missile Trooper


Joined: 26 Sep 2016
Location: Slovakia

PostPosted: Mon Oct 07, 2019 9:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hm, wasn't it something like when Invisible=yes or InvisibleInGame=yes caused damage to player that led to RE? But I am not sure.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Tue Oct 08, 2019 1:00 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm not entirely certain if I remember it correctly, but I believe that I used Invisible=yes for some structure and that led to a reconnect error, which made me switch to InvisibleInGame=yes.
I'd say just try it with Invisible=yes and if you do encounter a reconnect error while testing it online, switch to Image=WEEDGUY.

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