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Making civilian vehicles stay still (*)
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SuperJoe
Commander


Joined: 03 Sep 2009

PostPosted: Sun Apr 29, 2012 12:12 pm    Post subject:  Making civilian vehicles stay still (*) Reply with quote  Mark this post and the followings unread

Here's a pretty simple way to remove the "ghost drivers" from seemingly empty civilian vehicles. It makes use of a fake weapon since unarmed vehicles try to espace when fired upon. You need to adjust the civilian vehicles in rules.ini. Here's an example of the pickup truck:

Code:

[PICK]
Primary=StayStill ; Fake weapon
Ammo=0            ; So it will never fire the fake weapon
NoAutoFire=yes    ; Following 3 keys make it avoid targetting anyone
GuardRange=0
DeployToFire=yes

[StayStill]
Damage=0          ; No damage
Range=255         ; This is needed so the vehicle won't start following enemies around
ROF=80
Projectile=Invisible
Speed=100
Warhead=AP


With this the neutral vehicle will not move when it comes under fire. At the same time it can still move if you have team / script for one. I recommend using Suicide=yes for the team though, cause without it the vehicle seems to slow down when fired upon. It only slows down for a second though, then carries on with the script, but with Suicide=yes it will ignore being fired on completely. I'm not sure how it behaves if you have a script where the vehicle drives somewhere, then stays still for some time (guard command). It might try to go after the attacker if it gets fired on while on guard mission, though I'm not sure.

The only downside to all this I could notice is that if you hijack the civilian vehicle, it will display an attack cursor over enemies. But even if you order it to attack an enemy, it will simply stop and do nothing. So it doesn't really affect gameplay, just might look odd.

EDIT: Also not sure if this affects performance in some way... the civilian vehicles might be trying to target enemies, just not being able to fire.


Key Words: #Tutorials #Modding #TiberianSun #Firestorm #Rules.INI 

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sun Apr 29, 2012 1:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why not just use SpeedType=Winged? It works too right?

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun Apr 29, 2012 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Because that would be a problem when you hijack it.

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Last edited by Bittah Commander on Sun Apr 29, 2012 2:05 pm; edited 2 times in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Apr 29, 2012 2:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

SpeedType=Winged would make them immobile (Same as Speed=0).

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Sun Apr 29, 2012 2:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Don't any of the states (such as Sticky or Sleep) prevent vehicles from moving however?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Apr 29, 2012 2:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, only in singleplayer do these work. But unfortunately not in multiplayer maps.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sun Apr 29, 2012 2:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

My bad. I didn't read about the-still-want-to-move-it-with-script-stuff. #Tongue And why would you want to hijack neutral vehicles? They're quite useless. Unless you've made changes to them in your mod. So, I think if you don't need them to move and you have no use for them SpeedType=Winged is a good way too. And definitely a nice workaround SJ. Good job. Very Happy

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Apr 29, 2012 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jun 19, 2012 7:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Found another way.
Via a trigger, assign to all neutral units on the map a script, which has only one action: Do This... 0 - Sleep

The units will now sleep and never move, shoot back and simply stay on their cell.

Pro:
-units don't need to be modified and keep their default rules.ini settings.
Cons:
-needs some trigger/script work to be done and must be probably assigned to each single neutral unit. (not tested yet if there can be done a global trigger/script/team that automatically applies to all neutral units on the map)



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