Reinforcement Mod version 2

Reinforcement Mod version 2

Postby FunkOff » 10 Jun 2013, 02:27

See attached.

For Zep:
1. Look at the ReinforcementList to see the new format: It changed somewhat from what it used to be.
2. There are some bugs, but it does work solidly for both structure AND unit reinforcements. Reinforcements that cannot be summoned with this mod include:
Experimentals
Any kind of Mass extractor
3. If you try to summon a structure as if it were a unit, or visa versa, it will fail and probably bug all to hell. Summon units as units and structures as structures
4. You can summon as many units as you want, 1, 10, or 100, and it will work... probably.

For everybody else:
-Basically, ACUs can build beacons now. Beacons cost 5 mass and take 10 seconds to build.
-You can only have 1. If you build another when you already have one, the old one will de-spawn due to Quantum reverberations.
-Upon construction of the beacon, your unit reinforcements will be immediately summoned and dropped in the vicinity.
-If you have structure reinforcements, engineers will be dropped to construct them. The structures will be constructed in the vicinity of the beacon and construction will be free of charge. Engineers will be transported out when construction is complete.
-All reinforcements, engineers, and the transports carrying them can be shot and killed. Therefore, protect your engineers making your stuff if you want your stuff to be completed.
Attachments
gwReinforcementList.zip
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Re: Reinforcement Mod version 2

Postby ColonelSheppard » 10 Jun 2013, 02:33

FunkOff wrote:...due to Quantum reverberations

LOL!
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Re: Reinforcement Mod version 2

Postby Ze_PilOt » 17 Jun 2013, 22:15

I've altered the script in some ways to make it work with the support AIs, but I've found a issue that you may want to know about for your civilian mod or whatever :

Code: Select all
IsUnitCloseToPoint = function(unit, point)
   local position = unit:GetPosition()
   if VDist3(position, point) < 5 then
      return true
   else
      return false
   end   
end


Code: Select all
   if VDist3(position, point) < 5 then

instead of
Code: Select all
position[1] - point[1] < 5 and position[3] - point[3] < 5 then


The reason is that (position - point) can be negative while being inside the map. so you either need to use a abs() function or to use the distance measurement function.
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
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Re: Reinforcement Mod version 2

Postby FunkOff » 18 Jun 2013, 02:33

Hmm. You make a valid point. However, the function appears to work well as written? Have you observed it working in an unexpected or adverse manner?
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Re: Reinforcement Mod version 2

Postby Ze_PilOt » 18 Jun 2013, 07:55

The transport were spawning out too soon (before dropping) in the top position of loki.
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Re: Reinforcement Mod version 2

Postby FunkOff » 18 Jun 2013, 11:25

Ze_PilOt wrote:The transport were spawning out too soon (before dropping) in the top position of loki.


Touche then.
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