Hyperspace Retreating **SIngle Unit at a time** to make room for reinforcements? -1 reply

Please wait...

Guest

I didn't make it!

0 XP

 
#1 9 years ago

Is this in any possible with the game engine, and where would we start in order to implement this?

I would love to be able switch out units without exiting the map.




ssdcommander

admiral, you are needed

50 XP

16th December 2008

0 Uploads

266 Posts

0 Threads

#2 9 years ago

yes actually there is theres a thread on alpha blue




nason

thats me

50 XP

3rd September 2006

0 Uploads

734 Posts

0 Threads

#3 9 years ago

is there a link somewhere to this site?




Guest

I didn't make it!

0 XP

 
#4 9 years ago

long story short open note pad and save the following to data\scripts\ObjectScript_TacticalRetreat require( "PGStateMachine" ) function Definitions() Define_State( "State_Init",State_Init ) end function State_Init( message ) if message == OnEnter then if Get_Game_Mode() ~= "Space" then ScriptExit() end if not Object.Get_Owner().Is_Human() then ScriptExit() end end if message == OnUpdate then if Object.Is_Ability_Active( "TURBO" ) then Sleep( 4.5 ) if Object.Is_Ability_Active( "TURBO" ) then Object.Activate_Ability( "TURBO",false ) Reinforce_Unit( Object.Get_Type(),false,Object.Get_Owner(),false,false ) Object.Hyperspace_Away() Sleep( 0.5 ) Object.Despawn() ScriptExit() end end end end Then copy the unit ability to the unit u want ObjectScript_TacticalRetreatTURBO510Unit_Retreat_Jedi_CruiserSPEED_MULTIPLIER,1.0f only problem is when you retreat , then bring back the unit its brand new with no hard point damage:( The lua script and xml coding were made by Sidiousinvader i think