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(Vanilla YR) Healing zone for Ground and Air + anti drone
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bbglas007
Vehicle Drone


Joined: 14 Mar 2021

PostPosted: Fri Jul 22, 2022 11:16 am    Post subject:  (Vanilla YR) Healing zone for Ground and Air + anti drone
Subject description: Here's how I made the map crater AKA the Crater of youth
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THIS IS PART 1 - AIR HEALING
This will be updated later to include Triggers, Anti Drone and ground healing in separate parts
In the meantime, feel free to download the maps attached below.

Healing Vehicles has been well documented and easy to execute. Healing Air units not so much... if at all... and if you try with the most obvious plan / thought processing... you will be Sorley disappointed.
This took me quite a few days to figure out and perfect.

The context of this was to have a healing zone for a quirky 1v1 style map for the content Creator RA2CASHGAMES for his mod Blitz. In other words this was not a player controlled effect but rather a map effect for players to exploit. (Blitz is a sov vs allied format where all unique units of each faction is granted to the player and each side build oil to generate money with the absence of ORE on the maps ; IE, Allied get EAGLES, T Destroyers, snipers, paradrop / SOV get Demo truck, deso, tesla tanks... etc etc). The healing zone was in the middle of the map and made a sort of king of the hill scenario unfold consistently game after game

Here's a video of the map healing ground and air units. Watch for 1 min 30 seconds for the Kirov's and Rockies after



https://www.twitch.tv/videos/1302809515?t=00h20m23s


Here is a video with the anti drone function:
(this battle was absolutely insane but the time limit kicked in and it was judged off point score)


https://youtu.be/3BEUEP_-0lU?t=1944


So the mechanism works with dummy units hidden in the map. As Yuri was not used in this Blitz format, i sacrificed a few Yuri units. This was necasarry only for the Air Healing however another work around was later found in which i released a map without any unit sacrifices.
The most important thing to note is you need Gatling logic with a turret for this to function correctly. It is absolutely crucial.
The next most important thing to note is you will need to modify air units that fire at other air units with the same weapon otherwise they retaliate at the dummy unit which targets air




So here is the ORIGIONAL HEAL AIR CODE which sacrificed the Yuri Gattling tank

Spoiler (click here to read it):

;this can certainly be refined, I'll leave it up to other modders who would like to do that as this was made in a time cru5nch for the tournament

[YTNK]  ; Gattling Tank
ROT=10
Cost=0
Armor=concrete
Cloak=yes
Stage1=1
Stage2=9999999  ; it will never progress to its final stage
Stage3=9999999
JumpJet=yes
VHPScan=Normal
DieSound=_Amb_WavesLake
Explodes=yes
OmniFire=Yes
Strength=1
Cloakable=yes
Explosion=none
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
MoveSound=_Amb_WavesLake
SpeedType=Hover
GuardRange=3
Selectable=no
TypeImmune=no
CanDisguise=yes
DeathWeapon=GatDemo
LegalTarget=no
ThreatPosed=1
AntiAirValue=99
BalloonHover=yes
JumpJetAccel=10
JumpjetClimb=999999999
JumpjetCrash=15
JumpjetSpeed=16
MovementZone=Fly
CloakingSpeed=1
DecloakToFire=no
Insignificant=yes
JumpjetHeight=99999
PermaDisguise=yes
JumpjetWobbles=.1
DistributedFire=yes
InvisibleInGame=yes
JumpJetTurnRate=100
OpportunityFire=yes
JumpjetDeviation=15
JumpjetNoWobbles=yes
DefaultToGuardArea=yes
GuardAreaTargetingDelay=240

[GatDemo]
ROF=1
Anim=PIFFPIFF
Range=10
Speed=99
Damage=12
Report=_Amb_WavesLake
Suicide=yes
Warhead=GatDemoWH
Projectile=InvisibleAll

[AGGattling] ; so it wont pick up ground targets
ROF=9999
Anim=none
Range=0.01
Report=Dummy
Warhead=DummyWarhead

[AGGattling2] ; so it still wont pick up ground targets - probably not required
ROF=20
Anim=none
Burst=2
Range=0.5
Speed=100
Damage=1
Report=Dummy
Warhead=DummyWarhead ;THIS IS A VANILLA WARHEAD, No NEED to declare
Projectile=Invisiblelow

[AAGattling] ; this does 1dmg to air units with a warhead that is less than 20% - so damage is negated
ROF=1
Anim=none
Range=3.75
Damage=1
Report=Dummy
Warhead=GattWHC

[AAGattling2] ; this does 35 heal
ROF=1
Range=5
Damage=-35
Report=Dummy
IsLaser=true
Projectile=LightShrapP
LaserDuration=3
LaserInnerColor=125,0,0
LaserOuterColor=250,0,0
LaserOuterSpread=0,0,0

[LightShrapP] ; for cool effects, you can cull this down if you want less effects
AA=yes
AG=yes
Image=none
Inviso=yes
ShrapnelCount=1
ShrapnelWeapon=LightShrap
SubjectToWalls=no
SubjectToCliffs=yes
SubjectToElevation=no

[LightShrap]
ROF=1
Burst=1
Range=2
Speed=30
Bright=yes
Damage=1
Report=HealCrate
IsLaser=true
Warhead=LIGHTWH
Projectile=Invisible3
LaserDuration=5
LaserInnerColor=125,0,0
LaserOuterColor=250,0,0
LaserOuterSpread=0,0,0


;;WARHEADS

[GatDemoWH]
Sparky=no
Verses=0%,0%,0%,0%,0%,0%,0%,0%,100%,0%,0%
AnimList=PIFFPIFF
InfDeath=4
Tiberium=yes
CellSpread=10
PercentAtMax=1.0
AffectsAllies=yes


[GattWHC]
Bright=yes
Verses=10%,8%,7%,5%,4%,10%,10%,5%,3%,3%,50%
Bullets=no
AnimList=none
InfDeath=1
Particle=SPRKLAIR
ProneDamage=70%
CombatLightSize=120%

[LIGHTWH]
Bright=yes
Verses=1%,1%,1%,1%,1%,1%,1%,1%,1%,1%,1%
CLDisableRed=no
CLDisableBlue=yes
CLDisableGreen=yes
CombatLightSize=80%

[DUMMYC] ; Referenced by particles
Verses=-70%,-70%,-70%,-37%,-37%,-31%,-10%,-10%,-10%,-10%,-10%
CellSpread=1
Conventional=no
PercentAtMax=1


;;Particles

[SPRKLAIR]
Damage=10
Spawns=yes
Warhead=DUMMYC
Slowdown=.0085
HoldsWhat=spkl3
BehavesLike=Gas
ParticleCap=16
SpawnCutoff=15
SpawnFrames=0
SpawnRadius=1000
SpawnTranslucencyCutoff=12.5

[spkl3]
Image=TWNK1
MaxDC=190
MaxEC=240
Damage=1
Radius=1500
Warhead=DummyWarhead
Velocity=99.0
EndStateAI=20
StartFrame=0
WindEffect=1
BehavesLike=Gas
Translucency=20
StateAIAdvance=4
DeleteOnStateLimit=no


[XCOMET]
EliteSecondary=LightShrap

YOU WILL NEED UNIT ADJUSTMENT FOR THIS TO WORK WHICH WILL BE REFERENCED IN PART 2



I hope i didnt forget anything, I will edit if I discover any discrepancies as you can see there's a bit of code here


So here is the v2 HEAL AIR CODE which is Yuri COMPATIBLE with some refinements
This has a lot more effects going for it


Spoiler (click here to read it):


[VehicleTypes]
85=UTNK

[ParticleSystems]
16=HEALTHGas
17=HEALTHSMK
18=SPRKLAIR

[Particles]
28=Reveal1
29=Reveal2
30=spkl3


[UTNK]
ROT=10
Cost=0
Name=derp
Size=3
Armor=concrete
Cloak=yes
Image=LTNK
Owner=YuriCountry
Sight=10
Speed=6
RateUp=1
Stage1=1
Stage2=999999
Stage3=9999999
Turret=yes
UIName=Name:derp
Weight=3.5
Crusher=no
JumpJet=yes
Primary=AGGattlingN
VHPScan=Normal
Weapon1=AGGattlingN
Weapon2=AAGattlingN
Weapon3=AGGattling2N
Weapon4=AAGattling2N
Weapon5=AGGattlingN
Weapon6=AAGattlingN
Category=AFV
DieSound=_Amb_WavesLake
Explodes=yes
IsTilter=yes
OmniFire=Yes
RateDown=50
Strength=1
Cloakable=yes
Explosion=none
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
Maxdebris=0
MoveSound=_Amb_WavesLake
Secondary=AAGattlingN
SpeedType=Hover
TechLevel=-1
GuardRange=5
IsGattling=yes
Selectable=yes
TypeImmune=no
Accelerates=false
CrateGoodie=no
DeathWeapon=GatDemo
EliteStage1=100
EliteStage2=200
EliteStage3=300
LegalTarget=no
ThreatPosed=99
TurretCount=1
WeaponCount=6
AntiAirValue=99
BalloonHover=yes
ElitePrimary=AGGattlingN
EliteWeapon1=AGGattlingN
EliteWeapon2=AAGattlingN
EliteWeapon3=AGGattling2N
EliteWeapon4=AAGattling2N
EliteWeapon5=AGGattlingN
EliteWeapon6=AAGattlingN
JumpJetAccel=10
JumpjetClimb=999999999
JumpjetCrash=15
JumpjetSpeed=16
MovementZone=Fly
Prerequisite=YAWEAP
WeaponStages=3
ZFudgeColumn=8
ZFudgeTunnel=13
CloakingSpeed=1
DecloakToFire=no
Insignificant=yes
JumpjetHeight=99999
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
EliteSecondary=AAGattlingN
JumpjetWobbles=.1
InvisibleInGame=yes
JumpJetTurnRate=100
OpportunityFire=yes
CanPassiveAquire=yes
JumpjetDeviation=15
JumpjetNoWobbles=yes
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
DamageSmokeOffset=100, 100, 275
DefaultToGuardArea=yes
DamageParticleSystems=SparkSys,SmallGreySSys
IsSelectableCombatant=yes
TooBigToFitUnderBridge=true
AllowedToStartInMultiplayer=no

[GatDemo]
ROF=1
Anim=PIFFPIFF
Range=10
Speed=99
Damage=12
Report=_Amb_WavesLake
Suicide=yes
Warhead=GatDemoWH
Projectile=InvisibleAll

[AGGattlingN]
ROF=9999
Anim=none
Range=0.01
Speed=100
Damage=1
Report=Dummy
Warhead=DummyWarhead
OmniFire=yes
Projectile=Invisiblelow

[AGGattling2N]
ROF=20
Anim=none
Burst=2
Range=0.5
Speed=100
Damage=1
Report=Dummy
Warhead=DummyWarhead
OmniFire=yes
Projectile=Invisiblelow

[AAGattlingN]
ROF=1
Anim=none
Range=3.75
Speed=100
Damage=1
Report=Dummy
Warhead=GattWHC
OmniFire=yes
Projectile=Invisible4

[AAGattling2N]
ROF=1
Range=5
Speed=100
Damage=-35
Report=Dummy
IsLaser=true
Warhead=GattWH2
FireOnce=yes
OmniFire=yes
Projectile=LightShrapP
LaserDuration=3
LaserInnerColor=125,0,0
LaserOuterColor=250,0,0
LaserOuterSpread=0,0,0


[LightShrapP]
AA=yes
AG=yes
Image=none
Inviso=yes
ShrapnelCount=1
ShrapnelWeapon=LightShrap
SubjectToWalls=no
SubjectToCliffs=yes
SubjectToElevation=no

[LightShrap]
ROF=1
Burst=1
Range=2
Speed=30
Bright=yes
Damage=1
Report=HealCrate
IsLaser=true
Warhead=LIGHTWH
Projectile=Invisible3
LaserDuration=5
LaserInnerColor=125,0,0
LaserOuterColor=250,0,0
LaserOuterSpread=0,0,0



;WARHEADS - DONT FORGET TO DECLARE THESE

[GatDemoWH]
Sparky=no
Verses=0%,0%,0%,0%,0%,0%,0%,0%,100%,0%,0%
AnimList=PIFFPIFF
InfDeath=4
Tiberium=yes
CellSpread=10
PercentAtMax=1.0
AffectsAllies=yes


[GattWHC]
Bright=yes
Verses=10%,8%,7%,5%,4%,10%,10%,5%,3%,3%,50%
Bullets=no
AnimList=none
InfDeath=1
Particle=SPRKLAIR
ProneDamage=70%
CombatLightSize=120%

[GattWH2]
Bright=yes
Verses=180%,30%,30%,3%,3%,30%,30%,30%,30%,30%,30%
Bullets=no
AnimList=none
InfDeath=1
Particle=HEALTHSMK
CellSpread=0.2
ProneDamage=70%
CLDisableRed=no
CLDisableBlue=yes
CLDisableGreen=yes
CombatLightSize=200%

[LIGHTWH]
Bright=yes
Verses=1%,1%,1%,1%,1%,1%,1%,1%,1%,1%,1%
CLDisableRed=no
CLDisableBlue=yes
CLDisableGreen=yes
CombatLightSize=80%

[DUMMYC]
Verses=-70%,-70%,-70%,-37%,-37%,-31%,-10%,-10%,-10%,-10%,-10%
Particle=HEALTHGas
CellSpread=1
Conventional=no
PercentAtMax=1



;PARTICLES - DONT FORGET TO DECLARE THESE

[HEALTHGas]
Damage=10
Spawns=yes
Warhead=DUMMYC
Slowdown=.0085
HoldsWhat=Reveal1
BehavesLike=Gas
ParticleCap=8
SpawnCutoff=1.1
SpawnFrames=1
SpawnRadius=1000
SpawnTranslucencyCutoff=12.5

[Reveal1]
Deacc=.15
Image=HEALALL
MaxEC=12
Damage=1
Warhead=DummyWarhead
Velocity=99.0
EndStateAI=60
WindEffect=0
BehavesLike=Gas
NextParticle=Reveal2
Translucency=50
StateAIAdvance=1
DeleteOnStateLimit=yes
NextParticleOffset=40,40,0

[Reveal2]
Image=none
MaxDC=30
MaxEC=200
Damage=10
Radius=300
Warhead=DummyWarhead
Velocity=99.0
EndStateAI=20
StartFrame=0
WindEffect=1
BehavesLike=Gas
Translucency=50
StateAIAdvance=4
DeleteOnStateLimit=yes


[SPRKLAIR]
Damage=10
Spawns=yes
Warhead=DUMMYC
Slowdown=.0085
HoldsWhat=spkl3
BehavesLike=Gas
ParticleCap=16
SpawnCutoff=15
SpawnFrames=0
SpawnRadius=1000
SpawnTranslucencyCutoff=12.5

[spkl3]
Deacc=.15
Image=VTMUZZLE
MaxEC=120
Damage=1
Warhead=DummyWarhead
Velocity=99.0
EndStateAI=60
WindEffect=0
BehavesLike=Gas
Translucency=45
StateAIAdvance=1
DeleteOnStateLimit=yes
NextParticleOffset=160,160,0




[XCOMET]
EliteSecondary=LightShrap



Ok, now here are the unit adjustments you need to make for either of these systems
Again, this is for the sole purpose of these specific air units not engaging in an attack mission with a map unit that is not meant to be seen


Actually now i mentioned it, i have not tested if this works with yuri disks cos i kinda never play as yuri :-/

There is a bit of a failsafe though if they do engage with the invisible units and i will mention that later in the triggers




Spoiler (click here to read it):


[SHAD]
Primary=NightHawkwAG
Secondary=NightHawkAA
ElitePrimary=NightHawkwAGE
EliteSecondary=NightHawkwAAE


[NightHawkwAG]
ROF=40
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
Range=6
Speed=100
Damage=35
Report=BlackOpsAttack
Warhead=SA
OmniFire=yes
Projectile=QuadShellAG

[NightHawkwAGE]
ROF=40
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
Range=6
Speed=100
Damage=40
Report=BlackOpsAttack
Warhead=SSA
OmniFire=yes
Projectile=QuadShellAG

[QuadShellAG]
AA=no
AG=yes
Image=none
Inviso=yes
SubjectToWalls=no
SubjectToCliffs=no
SubjectToElevation=no


[NightHawkAA]
ROF=40
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
Range=6
Speed=100
Damage=35
Report=BlackOpsAttack
Warhead=NHSA2
OmniFire=yes
Projectile=QuadShellAA

[NightHawkwAAE]
ROF=40
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
Range=6
Speed=100
Damage=40
Report=BlackOpsAttack
Warhead=SSAAA
OmniFire=yes
Projectile=QuadShellAA

[QuadShellAA]
AA=yes
AG=no
Image=none
Inviso=yes
SubjectToWalls=no
SubjectToCliffs=no
SubjectToElevation=no

[NHSA2]
Verses=100%,80%,80%,50%,25%,25%,75%,50%,0%,100%,100%
Bullets=yes
AnimList=PIFFPIFF,PIFFPIFF
InfDeath=1
ProneDamage=70%

[SSAAA]
Verses=100%,100%,100%,60%,40%,40%,75%,50%,0%,100%,100%
Bullets=yes
AnimList=PIFFPIFF,PIFFPIFF
InfDeath=1
ProneDamage=80%



[JUMPJET]
Secondary=20mm2
EliteSecondary=20mmE2


[20mm]
ROF=30
ange=5
Damage=25
Report=RocketeerAttack
Projectile=Invisible4AG

[Invisible4AG]
AA=no
AG=yes
Image=none
Inviso=yes

[20mm2]
ROF=30
Range=5
Speed=100
Damage=25
Report=RocketeerAttack
Warhead=SSAAA ; already mentioned above
Projectile=Invisible4

[20mmE]
ROF=5
Range=5
Speed=100
Damage=25
Report=RocketeerAttack
Warhead=SSA
Projectile=Invisible4AG

[20mmE2]
ROF=5
Range=5
Speed=100
Damage=25
Report=RocketeerAttack
Warhead=SSAAA
Projectile=Invisible4




These unit edits were to stop Rocketeers and nighhawk helicopters attacking the air units as they were the most prone to doing so in testing.
"Well what about Disks? What about siege choppers" you might ask?

Upon testing i found that the only way this issue would come up was when you set your units to enter guard mode and i believe the initial stage of gatling was not enough to provoke a response from those untis. The issue can still arise however which is why i added a deathweapon to the hidden unit which will kill all of them all at once ( i think i had 5 of them flying really high). Then there would be a local variable set to call them back which would most likely interrupt the attack mission. In a competitive game this would not be an issue at all as most people are very focused on their opponent and simply has to move 2 cells away or whatever for the whole attack mission to be forgotten.

So in case you don't get the whole point of all this yet, i had to coax and bend the engine into force attacking negative value weapons to air units. you can try other methods for yourself. please let me know if you are successful as i did a lot of testing just to get this working as perfectly as it is.

That concludes part 1 of the tutorial, i will be posting the rest of it later as this was quite in depth and i had to go through a lot of code here.  In the meantime feel free to download the maps

The first method is used in the map Crater which is shown in the video which sacrifices Yuri
The second method is used in the map Krasis ex Khaos. It has a lot more visual effects, triggers and crazy stuff going on with an easter egg special crate in the middle which you will have to see for yourself


I really hope i Havn't forgotten anything here, but download the maps and have a look if you can't wait for me to post the next parts of the tutorial



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Key Words: #Tutorials #RedAlert2 #YurisRevenge #Rules.INI 

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