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- /** The specialpower: **/
- /** you can and prob should remove the money costs **/
- /** reload time is a preference **/
- <SpecialPowerTemplate
- id="SpecialPowerDispatchSupplyDrop"
- ReloadTime="30s"
- TargetType="NONE"
- Flags="IS_PLAYER_POWER WATER_OK SHARED_SYNC"
- Money="-10">
- </SpecialPowerTemplate>
- /** The modules in your structure: **/
- /** in the example video i used the conyard. **/
- /** Based of the radarjam missile. **/
- /** Setup as a player power, but unit ability button setup should work aswell. **/
- <SpecialPower
- id="ModuleTag_DispatchRadarJammingMissile"
- SpecialPowerTemplate="SpecialPowerDispatchSupplyDrop"
- UpdateModuleStartsAttack="true">
- </SpecialPower>
- <ActivateModuleSpecialPower
- id="ModuleTag_ManipulatorDeviceUpdate"
- SpecialPowerTemplate="SpecialPowerDispatchSupplyDrop">
- <SpecialPowerModules
- ModuleId="ModuleTag_SpecialPowerRedShadowStrikeTeam"
- TriggerType="SELF_POSITION" />
- </ActivateModuleSpecialPower>
- /** OCL="OCL_OSR_CallSupplyDrop01" is basicly a rework of the bloodhound support specialpower, only 1 oxvtol that drops a **/
- /** crudly reowrked pitbull mde to look like a moneycrate, that pitbull has a lifeupdate, hich basicly kills him before **/
- /** he can even land. But the dead only happens after the Ox unloads him, then he spawns another dummy through ocl that **/
- /** basicly has the autodepositupdate, **/
- /** 1k cash for 5 sec per sec. after that that dummy dies aswell. **/
- <OCLSpecialPower
- id="ModuleTag_SpecialPowerRedShadowStrikeTeam"
- SpecialPowerTemplate="SpecialPowerDispatchSupplyDrop"
- OCL="OCL_OSR_CallSupplyDrop01"
- AvailableAtStart="false"
- CreateLocation="CREATE_AT_EDGE_NEAR_SOURCE"/>
- <AISpecialPowerUpdate
- id="ModuleTag_NODOpsRedShadowStrikeAI"
- CommandButtonName="Command_DispatchsupplyDrop"
- ReinforceDistance="300.0"
- SpecialPowerRadius="300.0"
- SpecialPowerAIType="SPECIAL_POWER_REINFORCEMENT"/>
- <MonitorSpecialPowerTimerUpdate
- id="ModuleTag_IonCannonReadyToFireUpdate"
- SpecialPowerTemplate="SpecialPowerDispatchSupplyDrop"
- ReadyCondition="SPECIALPOWER1_READY"/>
- /** in the player spellbook because i use it as a player power, step can be disregarded **/
- <PlayerPowerManager
- id="ModuleTag_PlayerPowerManager_SupplyDock"
- SpecialPowerTemplate="SpecialPowerDispatchSupplyDrop" />
- /** Also made a plyer power button for the same reason **/
- /** used the none target version ofc **/
- <PowerButton
- id="SpecialPowerDispatchSupplyDrop">
- <State
- Image="Button_PlayerPowerRadarJammingMissile"
- Title="NAME:PlayerPowerRadarJammingMissile"
- TypeDescription="TYPE:PlayerPowerRadarJammingMissile"
- Description="DESC:PlayerPowerRadarJammingMissile" />
- </PowerButton>
- /** The OCL is basicly the same as the bloodhound SP **/
- <ObjectCreationList
- id="OCL_OSR_CallSupplyDrop01">
- <CreateObject
- Options="IGNORE_ALL_OBJECTS DONT_SET_PRODUCER ISSUE_MOVE_AFTER_CREATION MOVE_USES_EVACUATE_AND_EXIT MOVE_TARGET_USES_OFFSET"
- Disposition="LIKE_EXISTING">
- <Offset
- x="0"
- y="0"
- z="100"></Offset>
- <CreateObject>OSR_Aircraft_SupplyDropVTOL</CreateObject>
- </CreateObject>
- </ObjectCreationList>
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