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c&c3 Supplydrop SP coding

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Feb 5th, 2016
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  1. /** The specialpower: **/
  2. /** you can and prob should remove the money costs **/
  3. /** reload time is a preference **/
  4.  
  5. <SpecialPowerTemplate
  6. id="SpecialPowerDispatchSupplyDrop"
  7. ReloadTime="30s"
  8. TargetType="NONE"
  9. Flags="IS_PLAYER_POWER WATER_OK SHARED_SYNC"
  10. Money="-10">
  11. </SpecialPowerTemplate>
  12.  
  13. /** The modules in your structure: **/
  14. /** in the example video i used the conyard. **/
  15. /** Based of the radarjam missile. **/
  16. /** Setup as a player power, but unit ability button setup should work aswell. **/
  17.  
  18. <SpecialPower
  19. id="ModuleTag_DispatchRadarJammingMissile"
  20. SpecialPowerTemplate="SpecialPowerDispatchSupplyDrop"
  21. UpdateModuleStartsAttack="true">
  22. </SpecialPower>
  23.  
  24. <ActivateModuleSpecialPower
  25. id="ModuleTag_ManipulatorDeviceUpdate"
  26. SpecialPowerTemplate="SpecialPowerDispatchSupplyDrop">
  27. <SpecialPowerModules
  28. ModuleId="ModuleTag_SpecialPowerRedShadowStrikeTeam"
  29. TriggerType="SELF_POSITION" />
  30. </ActivateModuleSpecialPower>
  31.  
  32. /** OCL="OCL_OSR_CallSupplyDrop01" is basicly a rework of the bloodhound support specialpower, only 1 oxvtol that drops a **/
  33. /** crudly reowrked pitbull mde to look like a moneycrate, that pitbull has a lifeupdate, hich basicly kills him before **/
  34. /** he can even land. But the dead only happens after the Ox unloads him, then he spawns another dummy through ocl that **/
  35. /** basicly has the autodepositupdate, **/
  36. /** 1k cash for 5 sec per sec. after that that dummy dies aswell. **/
  37.  
  38. <OCLSpecialPower
  39. id="ModuleTag_SpecialPowerRedShadowStrikeTeam"
  40. SpecialPowerTemplate="SpecialPowerDispatchSupplyDrop"
  41. OCL="OCL_OSR_CallSupplyDrop01"
  42. AvailableAtStart="false"
  43. CreateLocation="CREATE_AT_EDGE_NEAR_SOURCE"/>
  44.  
  45. <AISpecialPowerUpdate
  46. id="ModuleTag_NODOpsRedShadowStrikeAI"
  47. CommandButtonName="Command_DispatchsupplyDrop"
  48. ReinforceDistance="300.0"
  49. SpecialPowerRadius="300.0"
  50. SpecialPowerAIType="SPECIAL_POWER_REINFORCEMENT"/>
  51.  
  52.  
  53. <MonitorSpecialPowerTimerUpdate
  54. id="ModuleTag_IonCannonReadyToFireUpdate"
  55. SpecialPowerTemplate="SpecialPowerDispatchSupplyDrop"
  56. ReadyCondition="SPECIALPOWER1_READY"/>
  57.  
  58. /** in the player spellbook because i use it as a player power, step can be disregarded **/
  59. <PlayerPowerManager
  60. id="ModuleTag_PlayerPowerManager_SupplyDock"
  61. SpecialPowerTemplate="SpecialPowerDispatchSupplyDrop" />
  62.  
  63. /** Also made a plyer power button for the same reason **/
  64. /** used the none target version ofc **/
  65. <PowerButton
  66. id="SpecialPowerDispatchSupplyDrop">
  67. <State
  68. Image="Button_PlayerPowerRadarJammingMissile"
  69. Title="NAME:PlayerPowerRadarJammingMissile"
  70. TypeDescription="TYPE:PlayerPowerRadarJammingMissile"
  71. Description="DESC:PlayerPowerRadarJammingMissile" />
  72. </PowerButton>
  73.  
  74. /** The OCL is basicly the same as the bloodhound SP **/
  75. <ObjectCreationList
  76. id="OCL_OSR_CallSupplyDrop01">
  77. <CreateObject
  78. Options="IGNORE_ALL_OBJECTS DONT_SET_PRODUCER ISSUE_MOVE_AFTER_CREATION MOVE_USES_EVACUATE_AND_EXIT MOVE_TARGET_USES_OFFSET"
  79. Disposition="LIKE_EXISTING">
  80. <Offset
  81. x="0"
  82. y="0"
  83. z="100"></Offset>
  84. <CreateObject>OSR_Aircraft_SupplyDropVTOL</CreateObject>
  85. </CreateObject>
  86. </ObjectCreationList>
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