Forcing a unit to drop held object/artefact

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Zeph
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Forcing a unit to drop held object/artefact

Post by Zeph »

Hello, I would like to know if there's a good way to make a unit drop an object either by scripting or fear tags, I am currently using a reflexive attack that I trigger with a General Action script. I test for dropping condition and then make the unit press T via scripting, problem is you can avoid it if you taunt with the unit. Is there any other way to drop a projectile a unit is holding?I also need the projectile to keep moving after it has been dropped.

:)
Deqlyn
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Post by Deqlyn »

Uh what about the take artifact feature.
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Pyro
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Post by Pyro »

The take artifact/projectile feature would remove it, not drop it. But if Zeph doesn't care that the arti/proj is new when it is dropped he could force it to remove it and have an invisible unit appear that detonates immediately when visible that drops this arti/proj. You would have a script look for the unit with that arti/proj of course.
Topsy Kretz
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Post by Topsy Kretz »

Ummm, Don't SF2 units do this ?? I'm pretty certain it's possible to do completely in FEAR, however, I'm also certain I don't recall how it is done.

:: looks West to Chicago ::

o3 would know. :o)
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teepens
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Post by teepens »

easiest way is to copy the 20 magic crystal (berserk) for example.

Temporarily replace the collection to the monster in question, and set up the desired pickup/drop sequence for the attack.

Then replace the projectile to be dropped as desired. This is how I was able to make monsters pickup/drop bodies. Starting from scratch, for some reason, ended up failing. Even if I used the same structure as in 20 magic crystal.
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Pyro
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Post by Pyro »

What about Shift-I so you can drop it without any sequence being played.
Graydon
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Post by Graydon »

I was thinking the same pyro, there must be a CTRL action that duplicates 'shift I'...
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