Posted: Wed Jun 09, 2021 12:31 pm Post subject:
Sacrificing the NavalYard for New Seperate Factory
Subject description: Especially for Ares' new side
rulesmd.ini
[UNITS]
+=MOBMCHFACT
+=SOMEMECH
[BUILDINGS]
+=MECHFACT
[MOBMCHFACT]
DeploysInto=MECHFACT
DeployFacing=2
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal ;it can't go in to water
CrateGoodie=no ; crates don't give this unit, I don't want
Prerequisite=some of your new sides building,of course including WF
Owner=new side
AllowedToStartInMultiplayer=no ;otherwise, it will be too much
[MECHFACT]
;;;UndeploysInto= please remove this line , I mean nver use please
PlaceAnywhere= yes ; Required to deploy on land
TechLevel=-1 ;We don't want it to be builable by ConYard because of wierd bugs
Naval=yes ;important for logic
WaterBound=no ; Since Naval=yes overrides this, no importance but I put
WeaponsFactory=yes ; rally points can be set
Factory=UnitType; production, differently than WF
AIBuildsThis=no ; I don't know AI can handle with this or no...
BaseNormal=yes; buildable near by
UnitRepair=no
UnitReload=no
;NumberOfDocks=; I removed this line ,too
[SOMEMECH]
Prerequisite=MECHFACT, ; and as you wish
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
Naval=yes ; it will be built from your New Mech Fact, not WF
BuiltAt=MECHFACT ; with Ares, I use this tag ,too.Even not necessary ,in fact..
Underwater=no ; definetely no,for targeting issues ....
artmd.ini
[MECHFACT]
Foundation=4x4 ; I don't know but someone said it is HARDCODED, don't use anything else with navalyards ...
some explainations:
1.) I believe naval yards hardcoded to be 4x4 foundations,true or false ? I don't know
2.)PlaceAnywhere=yes solves everything but in fact, the building can be deployed water or land,both; via con.yard , I didn't want to use this.
3.)Since PlaceAnywhere=yes tag is used, on land, deployment cursor will be RED instead of GREEN,but we can deploy it to land ,anyway.
So, deployment from a land move limited vehicle like MCV to ConYard solves everything.
By sacrificing the new side's naval ships, enjoy your heavy weapons factory.
Now you can queue up your ligth units from regular WF,and heavy units from your new MechFact. simultaneously.
Note that; your mechs that comes from the new MechFact. can be attacked by NavalTargeting= available units,since your mechs are now actually naval units.
So,NavalTargeting= on every other units and defences must be checked again..Happy modding ! and sorry for english language mess
PlaceAnywhere has a problem though: it actually means anywhere.
Slopes, cliffs, beach, ramps...
Not ideal.
Not sure how force-fully deployment from Vehicle instead of via side-bar will change this, if at all.
But Naval=yes has the side-effect of disallowing construction on non-water (something that only WaterBound=yes is supposed to be doing) for some reason. QUICK_EDIT
Yeah. Still so much weird,horrible But I could not find any other solution than that. I can deploy my new building(from vehicle) on trees, on tiberium area, inside of civilian structures... Anyway, I know it is not a good idea to use PlaceAnywhere= tag ... Maybe ,in future, Ares or even Phobos can handle this... All I wanted to do,queue two seperate lines of production simultaneously, and I count this is a failure...
I don't know if we add to Factory deployer unit " MovementRestrictedTo= Clear " can solve this ? QUICK_EDIT
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[GAPAVE]
UIName=Name:GAPAVE
Name=Pavement
BuildCat=Combat
Strength=1500
Prerequisite=GAPILE,GACNST ; for testing for now
Armor=concrete
TechLevel=1
Adjacent=2 ;I keep it small,you know the purpose
Sight=5
Selectable=no
Insignificant=no
BuildLimit=1 ; This is up to you
Nominal=yes
Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
AIBasePlanningSide=0
Cost=100
Points=5
Repairable=false
;Explosion=
ThreatPosed=0
BaseNormal=yes
ToTile=water01 ;magic lives on !!!
High=yes
Immune=yes ; since it is not important, the factory on it important...
LegalTarget=no
Warpable=no
KeepAlive=no
AIBuildThis=no ; for now,I am not sure it can handle this...
[MECHFACT]
UIName=Name:GAYARD ;I just copicated the rules
Name=Allied Shipyard ;same above
BuildCat=Tech
Prerequisite=PROC,POWER,GACNST
WeaponsFactory=yes
Factory=UnitType
Strength=1500
Armor=concrete
Naval=yes
WaterBound=yes
TechLevel=5
Adjacent=8
Sight=10
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0
Cost=1000
Points=55
Power=-25
Powered=true
BaseNormal=yes;no
Crewed=no
Capturable=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN42,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=12
MinDebris=6
ThreatPosed=0
DamageParticleSystems=SparkSys,LGSparkSys
DamageSmokeOffset=700,700,500
AIBuildThis=no
;UnitRepair=yes
;UnitReload=yes
NumberOfDocks=1
AmbientSound=_Amb_WavesLake
NumberImpassableRows=3
TargetCoordOffset=300,200,0
ImmuneToPsionics=no
;PlaceAnywhere=no; yes ;canceled to prevent any weird things we mentioned before...
It can still be placed on open water like normal NavalYard also, but I don't prefer it manually... I think you have catched the idea this time... QUICK_EDIT
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