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MindControl in DTA?
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Boso
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PostPosted: Thu Jan 25, 2018 7:11 am    Post subject:  MindControl in DTA? Reply with quote  Mark this post and the followings unread

Just some good old modding, but im wondering if there is a mindcontrol like warhead within DTA, similar to YR. Any type of warhead which can change a units house.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jan 25, 2018 8:15 am    Post subject: Reply with quote  Mark this post and the followings unread

no

The TS engine doesn't has any of the special RA2/YR logics.

Only via map triggers and pre-scripted events you could simulate something like this. (e.g. the TS firestorm campaign map where Huey the infested Cyborg send into Cabals factory caused several Reaper and Cyborgs to switch houses)

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Einhander
Cyborg Soldier


Joined: 17 Apr 2014

PostPosted: Thu Jan 25, 2018 1:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's amazing how this question came up again, however I think I may have a semi solution.

Launch a regular nuke, kill some stuff, and spawn some units at the epicenter after the damage is done. While not exactly the same thing, I think it would accomplish the same result.

Provided of course you can figure out a way to have the detonation spawn units. (Almost like spawn viceroids)

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jan 25, 2018 1:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

huh? wrong topic? what have nukes and visceroid spawning to do with MindControl?

and no, there is no way to have a trigger know where a player launched nuke exploded, nor a way to make the effects of a trigger match that waypoint.

There is no dynamic location/house/unit checking in the engine at all. It's all only fixed predefined rules.
The only usable variables are boolean yes/no variables. Not even something numeric for counting or location saving is available.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Jan 25, 2018 1:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

He meant that the nuke could double/reworked into an inviso suicide rocket-plane which in turn would give off the illusion of MC.
The only problem would be when the units spawned aren't of the same type/Image the nuke just killed.
Not to mention radiation would have to be turned off.

Should be possible to have multiple rocket-projectile weapons do the job, one for each Type #Tongue

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Einhander
Cyborg Soldier


Joined: 17 Apr 2014

PostPosted: Thu Jan 25, 2018 2:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 understands the underlying mechanics I was shooting for, bear with me I just gave up nicotine so I'm a bit scattered.

My intention was to recycle previously used or current resources. If I remember in the past there was a viceroid spawner a while back for Nod, I think that it could be repurposed to suit the requite for possibility. While it won't be "perfect" I can see it being a reasonable alternative for what the engine can actually do.

As we have previously discussed LKO in the staff forums we had a similar discussion with cargo ships and side swaps. Granted I'm going to personally go with what you suggested in there (no spoilers allowed).

However for Boso cannibalizing the two super weapons and merging them together may yield comparable results. The caveat is that in this case the super weapon will only "spawn" units instead of taking them over. Or the super weapon could retain the damage to at least kill the enemies there then spawn the units. While I am unsure if that is possible, that could be a minor solutions to the conundrum.

*Personal note: I do not in any way feel that DTA requires or should have a mind control oriented weapon. I am actually strongly opposed to such a creation, however in an effort to respect the discussion and the creativity required to solve the problem I have made a suggestion whether plausible or impossible.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jan 25, 2018 3:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. visceroid spawn used the DropPod superweapon, which created a few dummy infantry that got instantly killed by the droppod itself firing an invisible gascloud particle
The damaging particle with BehavesLike=Gas then instantly mutated the dummy infantry into visceroids

2. the only true transformation weapon in the TS engine would be the visceroid logic.
For that you can simply create a wide area damaging particlesystem with BehavesLike=Gas to mutate every infantry (and vehicle) into a visceroid.

btw, even TerrainTypes like trees can be mutated into a visceroid by such a weapon.


However none of these comes close to the initial question of MindControl.
More like the genetic mutator.


TAK02 wrote:
He meant that the nuke could double/reworked into an inviso suicide rocket-plane which in turn would give off the illusion of MC.
The only problem would be when the units spawned aren't of the same type/Image the nuke just killed.
Not to mention radiation would have to be turned off.

Should be possible to have multiple rocket-projectile weapons do the job, one for each Type #Tongue

Why would an aircraft looking like a missile give off the illusion of mindcontrol?
Nukes don't cause any mutation or units to spawn.
TS has no unit spawning logic.
Visceroid mutation logic can only change units killed via BehavesLike=Gas particles with damage. It can not create visceroids if there was nothing there in the first place. It is no spawning out of thin air.
TS has no radiation.

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X-Mech Calendar (28 Mechs for GDI and Nod)
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Tools
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Last edited by Lin Kuei Ominae on Thu Jan 25, 2018 3:15 pm; edited 1 time in total

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Jan 25, 2018 3:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Then screw TS, all hail OpenRA! Twisted Evil
Also, noticed the DTA tag too late. Einhander brought nukes in, adding to the confusion.

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One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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Einhander
Cyborg Soldier


Joined: 17 Apr 2014

PostPosted: Thu Jan 25, 2018 3:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tend to complicate things with my abstract thinking. While the nuke approach my not have been required, I was trying to figure out something that had umph for the animation.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Jan 25, 2018 3:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Einhander wrote:
I tend to complicate things with my abstract thinking. While the nuke approach my not have been required, I was trying to figure out something that had umph for the animation.

Nah, nukes are always good.
In the name of Kane, of course. Razz

_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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