Rotating Starting Base Building?
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Say, you want to fix the Soviet HQ.
- Create a clone of the HQ
- Make the original HQ invulnerable and invisible
- Give an action-apply to the original HQ to spawn the cloned HQ with the right rotation
- - -
If spawn entity has no trigger for setting initial rotation, you can try the following:
- Give the cloned HQ a very high rotation speed (over 9000)
- Give the cloned HQ an ability that would force it to rotate to face a specific point (e.g., an artillery attack that fires 0 shells)
- Test whether the ability works
- To make this happen automatically, make the original HQ trigger a victor-target on the specific ability, at the desired direction
- Once the ability has finished, give the cloned HQ a permanent rotation modifier of 0
I did something like this here, to tweak British 25-pounder initial rotation. You should be setting the victor-ability action in the action_apply_ext for your original soviet HQ.
https://github.com/smithereenscoh2/qol_mod
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- Do NOT create a cloned copy; instead work directly on the original HQ
- Give it a high rotation rate, and make it trigger a victor target ability on itself
- At the end of the ability, reset the rotation rate to 0 permanently
The reason why you might want to avoid cloning the HQ is that the annihilation victory conditions (if you care about them) are probably tied to the original HQ.
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The victor_target_action just has an abilities_to_use list, so what do i put there?
You have to create a custom ability for your base building, which you will supply to the victor_target_action
How do i determine the direction of the victor_target_action?
The direction of the victor target is always from the shooter to the entity that invoked victor target.
To make this work:
- Your building should spawn a custom entity (which you will create); in the spawn entity parameters you specify the desired position of the spawned entity relative to the spawner
- The spawned entity calls victor target
- after a while, the spawned entity should despawn itself
Posts: 73
1) The building that needs to be rotated. The building has a combat_ext with a flak_38_mm_preface weapon.
1A) ...and i've given the building a moving_ext as i've been told that's necessary. Set the rotation rate to 1000.
1B) ...and the game will crash if you then ALSO have set the building to be shot-blocking (i think that's the one, at least) in the line_of_sight_ext...so i've set that to false.
2) I then have a pre-facer entity that spawns in action_apply with an offset from that building. This pre-facer is basically an invisible instant demo charge, where the explosion_ext is causing a victor_target_action to be called (see below).
3) Said victor_target action needs an ability, which i have. Said ability is targeted, and causes an artillery_attack with 0 salvos, using hardpoint 1, face_to_target true and where weapon 1, 2 and 3 is said to null.
Yet, it still doesn't work. What am i missing?
Posts: 317
it is possible to rotate the base but its only possible via SCAR.
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Hm, does such a script already exist for various rotations? If not, how would I go about implementing that?
For that, you would need to create a Win Condition pack. I don't think a pre-made script exists so you would have to make it your self.
Regards,
RagnarTheGamer
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