CrateType extension
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)
Nightly build for this pull request:
- compiled-dll-3aff321882e063eebeb85a67bb478c1d677b4772.zip This comment is automatic and is meant to allow guests to get latest nightly builds without registering. It is updated on every successful build.
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