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Forcing a unit to drop held object/artefact
Posted: Wed Dec 24, 2008 10:34 am
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.
Posted: Wed Dec 24, 2008 10:53 am
by Deqlyn
Uh what about the take artifact feature.
Posted: Wed Dec 24, 2008 3:06 pm
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.
Posted: Wed Dec 24, 2008 3:46 pm
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)
Posted: Wed Dec 24, 2008 4:14 pm
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.
Posted: Wed Dec 24, 2008 4:33 pm
by Pyro
What about Shift-I so you can drop it without any sequence being played.
Posted: Wed Dec 24, 2008 9:13 pm
by Graydon
I was thinking the same pyro, there must be a CTRL action that duplicates 'shift I'...