Yup, another question -1 reply

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SteviEboY

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31st March 2006

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#11 11 years ago

i'm not a modder but wouldn't it make more sense to check the abilites of a scout squad or a CSM squad for it's infiltrate ability? Last time I checked Guardians with warlocs couldn't infiltrate




Junk angel

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29th January 2007

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#12 11 years ago

sure, but scouts have a research requirement for infiltrate, whereas marine squads or guardian squads gain have leader requirements.




SteviEboY

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#13 11 years ago

right.. but neither can infiltrate. So would it be that you add the infiltrate research into the leader requirements say for a SM Sergeant?




DiVaD

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14th May 2007

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#14 11 years ago

The thing is, infiltration isn't an ability as far as I know. When I look at a few units I know have the infil ability from the start, such as the assassin, infiltration is a table reference in the RGD file of the squad, such as guard_squad_assassin/squad_infiltration_ext So what SteviEboY is suggesting would be to make it so that I need a research to be able to build a sarge at all, but the research would immediately cause all Kasrkin squads to infil, regardless of whether they have a sarge at all. The thing is, I have no idea how to mod abilities beyond very basic stuff like cooldown time. So if I were to make an ability that a Sarge has that would cause the squad to infil, that would be perfect. Anybody know how to do that?




Junk angel

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#15 11 years ago

did you try to look at dow infiltration units instead of DC? You had to turn infil on there.




SteviEboY

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#16 11 years ago

But wouldn't that not work as the command structure is different? In DC you can't turn it on and off. Sorry for being difficult ;)




Junk angel

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#17 11 years ago

it might be, that the old abbility still may be copy pasted.




DiVaD

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#18 11 years ago

I've never tried looking at a DOW unit, I'll do it right now... The extensions look pretty much the same. They also have pretty much the same requirements, like research and stuff.




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