View Full Version : Limiting Nebelwerfers
CyberPope
25th May 08, 6:26 AM
Is there a way to limit the number of nebelwerers that can be on the field?
If i just adjust the max cap then if the nebel loses its crew then it can be re-manned and then another one can be produced allowing for circumventing the cap.
Is there a way to make it so that either,
1) it can't be remanned
2)can't produce another one while there is an unmanned nebel on the field
or
3) the nebel weapon disappears when the crew dies.
Any of those would solve my problem.
Any help is much appreciated
Peace
Yes there is a way. Lemme open my mod and see.
Silver_Wolf#
25th May 08, 9:43 AM
Cyber... it just seems a bit off to me to hard cap nebels, sure they can be a pain but most of the times you would be like "Oooh fireworks!" rather than "fk there goes my vet 2 sniper".
CyberPope
25th May 08, 11:04 AM
@ Silver Wolf - the mod I am working on scales back artillery opitions quite a bit for all factions... while one nebel is reasonable, multiple nebels upset the game balance.
@ RGB - I look forward to hearing your solution.
Peace
CyberPope
26th May 08, 11:47 AM
Copy requirement #1 of the officer, paste it into the nebel's requirements, and then change the squad reference to the nebel.
Thank you for your suggestion.
However, it is still possible to produce a second nebelwerfer if the first nebel's crew is lost and then the weapon is re-crewed.
Any other suggestions are most welcome as I cannot figure out a way to truely limit the nebelwerfer to only one on the field.
Peace
However, it is still possible to produce a second nebelwerfer if the first nebel's crew is lost and then the weapon is re-crewed. Yes it is. Why do you put peace after every post. You could always put it in your signature.
CyberPope
27th May 08, 10:55 AM
Yes it is. Why do you put peace after every post. You could always put it in your signature.
This is what I am trying to avoid. If the limitation can be circumvented, and quite easily I might add, its not much of a limitation.
Is there a way to check to see if any nebelwerfer weapons are on the field, crewed or not crewed, and add a requirment where if their is, then no new nebels can be built?
As for putting Peace at the end of my posts... I've been doing it forever... and I enjoy typing it.
Peace
As my knowledge is limited, from what i know i don't think there is a way to do that. I'm not sure if it can or can't be done. You'd have to ask someone with more than 5 months of experience. lol
CyberPope
29th May 08, 7:41 PM
OK, I've managed to fine a way to limit axis to only one nebelwerfer at a time.
The solution however makes it impossible to re-crew the weapon by anyone. While I'd prefer a method that allows for the enemy to capture the nebel, this will have to do for now.
I changed the requirements so that the max_cap = 1.. this limits the construction of more than one at time.
To keep the weapon from being re-crewed open:
ebps\races\axis\vehicles\150mm_nebelwerfer.rgd
go to team_weapon_ext
Change max_capture_crew_size and min_capture_crew_size to something bigger than the biggest crew available to any army. I changed them to 10.
Now when the crew dies the old weapon cannot be re-crewed.
Any more savy options are greatly welcomed.
Peace
Sturmtruppen
29th May 08, 8:23 PM
#3 may be possible, i havnt tried it, but if you want to remove it when crew dies
in team_weapon_ext/on_abandon_action, add action for
self_destruction_action
the codes can be found in goliath/health/death_actions/...
just make sure you change the weapon to something else, but its 6 rockets so maybe it should go boom like that
CyberPope
30th May 08, 10:36 AM
Thanks for the advice. I may give that a try.
Peace
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.