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CrateType extension

Open Otamaa opened this issue 4 years ago • 2 comments

CrateType extension that allow user to attach Weapon and SuperWeapon to Crate goodies (Granted & auto shot to collected cell) How To Test : 1.Go to :

[Powerups] 
;Darkness chance must be > 0 in order to use the extension
Darkness=100,SHROUDX,yes              ; cloak entire radar map

2.RulesMD.ini

[CrateTypes]
0=CRATENAME
[CRATENAME]
;it is better to use a clone SW for crate so it wont stack and interference with other bulding SW
;for example , [NUKESPECIAL] copy it and make [NUKESPECIAL_CRATE]
Crate.SuperWeapon= ;SuperWeaponType (Type 1) 
Crate.Weapon= ;WeaponType (Type 2)
Crate.SuperWeaponGrant= ;bool (single shot SW *Type1*)
Crate.Anim= ;Anim played when obtained
Crate.Chance= ;int (Appear chance)
Crate.Type = ;int (crate Type : 1-SuperWeapon Laucher , 2-WeaponLaucher , 3-Darkness (Re-shroud) , 4-Random Unit , 5-Money , 6-HealAll(test)
Crate.Sound= ;sound played when obtain
Crate.AllowWater= ;bool (allow to obtain on water if no , give money Rules->SoloCrateMoney)
Crate.EVA= ;EVA play when collected
Crate.MoneyMin ;int MoneyMin for Type 5 Crate
Crate.MoneyMax ;int  MoneyMax for Type 5 Crate
Crate.Units ;List Of Unit to Spawn with Type 4 Crate

//============================================================== Unit with CarriesCrate=yes can spawn spesific crate defined by user with :

[SOMEUNIT]
CarriesCrate=yes
CrateType= ;int (0-18 vanilla crate , 20 random crate , 20+ from CrateTypes list)
                 ;for example CrateType=21 mean will spawn "CRATENAME" from CrateTypes list

*When Spawning spesific crate Chance= ;int is ignored *some limitation check were disabled atm for testing purposes , will brought back later //============================================================== Building with CrateBeneath=yes can spawn spesific crate defined by user with :

[SOMEBUILDING]
CrateBeneath=yes
CrateType= ;int (0-18 vanilla crate , 20 random crate , 20+ from CrateTypes list)
                 ;for example CrateType=21 mean will spawn "CRATENAME" from CrateTypes list

*When Spawning spesific crate Chance= ;int is ignored *some limitation check were disabled atm for testing purposes , will brought back later //============================================================== Spawn Crate thru Action Trigger User now can spawn additional crates thru Trigger Action 108 with CrateType= ;int (0-18 vanilla crate , 20 random crate , 20+ from CrateTypes list )

;for example CrateType=21 mean will spawn "CRATENAME" from CrateTypes list *When Spawning spesific crate Chance= ;int is ignored //============================================================= Known Issues : -Some SW tag from Ares cant be controlled when using auto shot SW (type 1 , Crate.SWGrant=false) -Droppod and UnitDelivery SW(s) will fail to place a unit/building when cell around crate is occupied -Cant Use/interact/Fire with EMPulse SW(s) without EMPulse building present -Online Multiplayer untested -Crate cannot be placed if there is creaters , tiberium , or any object that occupy the cell (WWP)

  • 0-ing chance all Vanilla crate will cause Game to Freeze or IE (WWP)

Otamaa avatar Mar 28 '21 16:03 Otamaa

Nightly build for this pull request:

github-actions[bot] avatar Mar 28 '21 16:03 github-actions[bot]

It works.But after being used, it continues charging(respects SW's charge time in vanilla ,of course) ,cameo doesn't dissappear.How to make it counable(just 1 ) ? (I mean just picked up from ther lucky crate,wait,use, and thats it. No recharge.Until it is picked up from the crate ,again.

Sorry !!!Quick Edit = It was all about using UseChargeDrain= tag in my mod with IronCurtainSW ... I remove the line and it works as intended. Just one_time when picked up from the lucky crate... ;P

Falaka21 avatar Apr 01 '21 07:04 Falaka21