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Possible to destroy terrain objects?
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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sat Jun 13, 2020 7:05 pm    Post subject:  Possible to destroy terrain objects? Reply with quote  Mark this post and the followings unread

As you know some of terrain objects can be destroyed by removing the immune=yes

But I don't see a way to remove a rocks and some other stuff. I am just curious and really want to know.

For example.A Rock
[SROCK02]
Name=Sand Rock #2
LegalTarget=true
Armor=concrete
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Strength=100
;Immune=yes
Land=Rock
RadarColor=64,64,64
NoUseTileLandType=true
DrawFlat=false
IsARock=true ;WST 6/21/99 all pesky rocks need to have this

I added the health and armor to this but I can't get rid of it. While this works really well with bridge hut, ore drill etc...

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Jun 13, 2020 8:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Those things are overlay.

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Mr.Hymn
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Joined: 01 May 2020

PostPosted: Sun Jun 14, 2020 5:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Isn’t wall also overlay? Do I also need to declare them as building similar to wall does?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jun 14, 2020 7:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Overlays are by default invincible. Only a few keys make them destroyable.
Wall=yes    -also applies special damage stages, change graphic according to adjacent walls to connect them
Tiberium=yes  -applies several frames for growth logic
Explodes=yes  -instantly destroyed when hit by weapon, uses BarrelExplode, BarrelDebris, BarrelParticle from [General] section when destroyed
Crushable=yes -can be removed by Crusher vehicles (IIRC weapon fire still can't destroy it)

Overlays do not have any Strength or Armor property and don't work like buildings or other destroyable objects.

Walls are a special case, as they start as a building [GAWALL], then in art.ini are told to change to the overlay [GAWALL] (see art.ini the ToOverlay key)
WW simply used the same [GAWALL] section in rules.ini to declare the building and the overlay.

From all the keys in rules.ini [GAWALL], only the key Wall=yes is read for the overlay. The other keys are only used temporarily for the construction and placement before the building is instantly converted via ToOverlay into an Overlay.

Wall=yes is also hardcoded to use unittem.pal, while your rock is using the default isotem.pal for normal overlays.
The rock is also missing the necessary amount of frames to work as wall overlay.

Mr.Hymn wrote:
Isn’t wall also overlay? Do I also need to declare them as building similar to wall does?

so no, that would not solve your issue.


The easiest would be to create a normal building and give it the Image of the rock, and don't use the overlay rock at all.

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sun Jun 14, 2020 1:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Overlays are by default invincible. Only a few keys make them destroyable.
Wall=yes    -also applies special damage stages, change graphic according to adjacent walls to connect them
Tiberium=yes  -applies several frames for growth logic
Explodes=yes  -instantly destroyed when hit by weapon, uses BarrelExplode, BarrelDebris, BarrelParticle from [General] section when destroyed
Crushable=yes -can be removed by Crusher vehicles (IIRC weapon fire still can't destroy it)

Overlays do not have any Strength or Armor property and don't work like buildings or other destroyable objects.

Walls are a special case, as they start as a building [GAWALL], then in art.ini are told to change to the overlay [GAWALL] (see art.ini the ToOverlay key)
WW simply used the same [GAWALL] section in rules.ini to declare the building and the overlay.

From all the keys in rules.ini [GAWALL], only the key Wall=yes is read for the overlay. The other keys are only used temporarily for the construction and placement before the building is instantly converted via ToOverlay into an Overlay.

Wall=yes is also hardcoded to use unittem.pal, while your rock is using the default isotem.pal for normal overlays.
The rock is also missing the necessary amount of frames to work as wall overlay.

Mr.Hymn wrote:
Isn’t wall also overlay? Do I also need to declare them as building similar to wall does?

so no, that would not solve your issue.


The easiest would be to create a normal building and give it the Image of the rock, and don't use the overlay rock at all.


Thank you for your clarification. I understand a lo more. However I've seen some people actually done it. It's chinese people they actually did something more crazy by destroying the terrain like ice or land and see the water tiles coming out instead which have property become unbuildable on top and even blocking and enemies. Mine just destroying rocks because it's good to expand the base without using PlaceAnywhere=yes logic. It doesn't seems to apply to AI.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Jun 14, 2020 1:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Chinese are known to manage ridiculous feats, especially when the "HAres"/chinese Ares is involved.

Whether or not AlexB is not incorporating them into the regular Ares due to lack of code or lack of code-stability is another matter.

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sun Jun 14, 2020 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've done it now I can destroy any rocks I wanted. All I did is put the Explodes=yes  and put them in the [buildingTypes] Now they all destroyed while being fired upon

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Jun 14, 2020 5:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

But not the ones pre-placed on the map as overlay?

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Mr.Hymn
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Joined: 01 May 2020

PostPosted: Sun Jun 14, 2020 5:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
But not the ones pre-placed on the map as overlay?


Preplaced. I can destroy any rocks on the map that preplaced. I did not build them myself they still act like overlay no healthbat and see any info just like tree or ore drill but I can force fire on them and destroy them

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jun 14, 2020 7:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mr.Hymn wrote:
and put them in the [buildingTypes]

that's useless and wrong.

Explodes=yes is what makes them destroyable, not this wrong/redundant entry in the BuildingTypes list.

_________________
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Mr.Hymn
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Joined: 01 May 2020

PostPosted: Mon Jun 15, 2020 2:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Mr.Hymn wrote:
and put them in the [buildingTypes]

that's useless and wrong.

Explodes=yes is what makes them destroyable, not this wrong/redundant entry in the BuildingTypes list.


Let me try without BuildingTypes

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HG_SCIPCION
Gauss Rifle Trooper


Joined: 07 Jun 2013
Location: Perú

PostPosted: Mon Jun 15, 2020 2:34 am    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
The Chinese are known to manage ridiculous feats, especially when the "HAres"/chinese Ares is involved.

Whether or not AlexB is not incorporating them into the regular Ares due to lack of code or lack of code-stability is another matter.



KEK, pls TAK02, I see that you talk too much about everything and i dont see real info in your words. Probably is better ask why AlexB dont share lastest code of ARES.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Jun 15, 2020 6:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Whenever I asked, he always said something along the lines of "unstable, untested".

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