View Full Version : Keeping The Spider mine Still
GrimTerror
12-10-2005, 7:51 PM
Hey all.
I just want to know how you keep the Spider mine from unburrowing when an enemy gets near. I tried getting rid of it's Unburrow code, but it only worked halfway.
The mine was planted, enemy comes along, The mines pops up but doesnt move, and the Enemies don't seem to notice it. If i got rid of the Special Ability code, would that keep the mine in place and stop the game from crashing?
MidnightGladius
12-10-2005, 8:04 PM
Just don't give it a spell (in A3, make the spell None). If this is related to the spy-mine, good luck with it. I don't mind at all.
GrimTerror
12-10-2005, 9:20 PM
Thanks MG! You are just too cool!:)
Wow, i can't believe this happened! It DIDN'T work!? MG i think you actually do have to tinker with IceCC to make the Spider Mine sit still! No amount of tinkering in Arsenal 3 will stop it from popping up and booming. Can anyone give my closure on this?
Actually... the solution is really simple, and can be done with Arsenal III's unit editor.
Open it, select the vulture spider mine, go to the Advanced tab, untick the 'auto attack and move' and 'attack' boxes, and tick the 'permanent cloak' box.
Voila.
GrimTerror
12-11-2005, 8:50 AM
I unticked the Attack and auto attack thingy, but it didn't work. Maybe the permanent cloak is the missing ingredient!
Edit: Umm you guys, its still not working! Even with attack, auto-attack move and permant cloak ticked on and off respectively, it doesn't work. It still wants to leap out and go boom.
I think it requires actual iScript editing, cuz thats the closest i've got it it so far. I'll try and tinker with it myself and see if i can find out. Thanks for your help so far!
Edit 2: Well that failed badly. I can't get it to stay still. I tried deleting its unburrowing codes, and theis Burrow attack code i found on the vultre, but to no avail. I just cant do it!
I unticked the Attack and auto attack thingy, but it didn't work.
Erm... it does work.
I checked it myself, really.
Are you sure you're compiling your mod alright? maybe you're compiling the wrong *.mpq?
GrimTerror
12-12-2005, 12:01 PM
No seriously, i've made mods before. I do it as i would do any other mod, or as i have done already before.
When i said it didn't work, i meant the spider mine didn't stay Burrowed, but it didn't seem to Unburrow in a regular manner. I think what happened was it unburrowed but didn't make the noise or dust that is created when it goes to attack. When it did pop up, the enemy obviously didn't see so it was still cloaked like it was burrowed. Thing is, i just want it to stay burrowed full stop. Is that too much to ask for:P
I guess it is and what is a spy mine?
Mr.Bad
12-14-2005, 5:53 PM
it seems like it might actually be cool to have it pop up like it sensed an enemy and wanted a better veiw of it or something.(unless it still moves?)
GrimTerror
12-14-2005, 7:44 PM
Ceaser is idea stealing! He's going to take that idea and apply to...a certain area! Detain him at once!
On a less realistic side, has ANYONE found out how to actually do this PROPERLY!?
BSTRhino
12-14-2005, 10:57 PM
Hmmmm... interesting question. I don't have a definitive answer for you, but I know what I'd really like to try. There's an order called "Burrow" and I'm just thinking, what if you set the order for the spider mine to "Burrow" instead of "Vulture Spider Mine" or whatever it's called. That might mean that the spider mine might burrow as soon as it is placed on the ground, and it because it doesn't have its spider mine AI anymore, it wouldn't picking targets at close range and popping up. The trouble is, after the spider mine runs its "Burrow" order, what would happen next? I get the feeling it would either automatically move onto the "Burrowed" order and do nothing, or it would try to run its idle order, which would be set to "Burrow" so it'd try to burrow again. I don't know if that would crash the game. That's what I'd like to try though.
If that doesn't work, there's always the cheat's way out of making the spider mine permanently cloaked, modifying the iscript to make the thing look like its burrowed, and also changing its AI to something that doesn't pickup targets. But the spider mine would look cloaked, and that might not be what you want.
GrimTerror
12-15-2005, 6:00 AM
Who would've thought one little explosive would be so much trouble. Nevertheless, i'll try out those theories! I'm sure there's a way to do it.
Edit: I think it's probably hard-coded or something, so i'll just let it pop up without moving. Just pretend it sensed something and popped up to take a look:P
BSTRhino
12-15-2005, 4:39 PM
So that would be using AqoTrooper's method, which means the enemies still don't seem to be able to notice the spider mine even when it is partially popped up, right? In that case, you could just change around the iscript so that the spider mine always plays its burrowed frame, except when it is first created, where you could add in the burrowing animation (might need some nobrkcode instructions), and it would look the same.
GrimTerror
12-16-2005, 12:32 PM
It seems all well and good but it's kinda iffy. During a test i took (one of many) where i had taken the Unburrow and Walking commands from the iScript, and the Attack and Auto-attack move data, the enemy walked over the seemingly unburrowed Spider-Mine, but soon after the game crashed. There is some sort of Burrow command on the Vulture's iScript too, but obviously the Vulture doesn't burrow so i think it's related to the Spider mine. How it is related though, i have no idea.
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