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 Forum index » Other Projects » Alpha Projects » Tiberian Sun - Reform » New GDI Units
Supply Drop Node (building / superweapon)
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SuperJoe
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PostPosted: Fri Jul 16, 2010 10:01 am    Post subject:  Supply Drop Node (building / superweapon) Reply with quote  Mark this post and the followings unread



Cost: 3000
Prerequisite: Warfactory, tech center, command center
Role: Secondary credit source
Strengths: N/A
Weaknesses: N/A

One of the main advantages of GDI is its air dominance, which allows GDI to mobilize and move forces effectively all around the globe. Supply Drop Node allows GDI to set up a supply line between the mission area and the nearest active GDI outpost. Once the supply line has been established, GDI forces in the mission area receive periodic supply drops through airways, which are worth 2500 credits per drop. While setting up the supply line has a large upfront cost, over time it will pay itself back many times. GDI commanders need to protect the Supply Drop Node to keep the supplies coming.

When the superweapon is used, a special beacon will appear near the Command Center building. Deploy this beacon to call in the supply ship and you will automatically receive the credits.

Supply Ship landing animation:

Last edited by SuperJoe on Thu May 02, 2013 6:11 pm; edited 7 times in total

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Death Cultist
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PostPosted: Fri Sep 03, 2010 9:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey I know this is a bump, but how have you done this?
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SuperJoe
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PostPosted: Sat Sep 04, 2010 5:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

I replaced both original hunterseekers: Supply drop for GDI and Blackhand training for Nod. Pretty much just changing the GDIHunterSeeker= and NodHunterSeeker= lines in rules.ini. You get the beacon "unit" once the timer has gone down, then deploy it to spawn the supplies "building" and sell it.

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Vefbl4
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PostPosted: Sun Sep 05, 2010 9:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Very good!
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SuperJoe
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PostPosted: Wed Sep 08, 2010 1:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Supply Drop has been updated visually. Instead of a box of supplies appearing out of thin air, a supply ship will now land on / take off the battlefield. I've included the supply ship animation to the profile.

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Volgin
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PostPosted: Wed Sep 08, 2010 1:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Don't want to complain too much since this is Westwood's fault, but the dropship voxel, as well as that animation are backwards. You've got the dropship's ass facing the players.
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SuperJoe
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PostPosted: Wed Sep 08, 2010 2:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol can't say I ever noticed that. The "real" front looks kind of odd to me, like too heavy and big. Maybe I'll try to edit it a bit and turn this thing around. People might be used to the backside being the front, so to them it might look like it's facing the wrong way when its really not. Confused

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MT
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PostPosted: Wed Sep 08, 2010 7:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Volgin wrote:
Don't want to complain too much since this is Westwood's fault, but the dropship voxel, as well as that animation are backwards. You've got the dropship's ass facing the players.

It doesn't matter what side the players see, in real life not everything is positioned considering the view of some distant camera in the sky.

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SuperJoe
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PostPosted: Thu Sep 09, 2010 2:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

I checked some official TS artwork here

http://www.cybergooch.com/pages/tibsunarchive/tsa_main.htm

to try to make sense of the dropship and what way its supposed to be facing. Here are some comparison shots of the voxel turned both ways:





In this 1st comparison to me it looks like the westwood facing is actually correct. The backside of the ship seems to be alot heavier and extends lower than the cockpit. Also those things that hold the cargo in place seem to begin behind the 1st set of engines in the artwork, which seems to be true for the westwood facing too.





In the 2nd comparison the westwood facing looks wrong. But you can't really tell the depth below the cockpit from this view very well (as you can see from the next pics).





3rd comparison the westwood facing seems to be right again, as the cockpit is supposed to be on higher level than the cargo container.





Think the 4th and final comparison makes the default westwood facing seem correct the most. The cockpit is supposed to curve upwards, not downwards. The whole sideway profile just seems to be pretty spot on here. Shame the artwork does not show the entire ship from this view so can't really see how the backside looks.

From these comparisons I'd guess westwood is actually using the right facing, but the voxel artist kind of screwed up the cockpit. It's too wide and lacks all the details like windows, etc.

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Death Cultist
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PostPosted: Sun Sep 12, 2010 7:29 am    Post subject: Reply with quote  Mark this post and the followings unread

eh, if I had an ass like that I'd show it off too =P But the way you have worked the supplies is very clever!
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GameMaster0000
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PostPosted: Sun Sep 12, 2010 8:19 am    Post subject: Reply with quote  Mark this post and the followings unread

I suggest that it should has some pod ring same as when aircraft take off or landing.
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0warfighter0
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PostPosted: Sun Sep 12, 2010 10:28 am    Post subject: Reply with quote  Mark this post and the followings unread

And you could also make the shadow smaller when the dropship is higher.

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SuperJoe
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PostPosted: Tue Sep 14, 2010 5:33 am    Post subject: Reply with quote  Mark this post and the followings unread

GameMaster0000: Problem is the landing animation has to be played backwards when the ship takes off (as you sell the "building"). It would look as if the pod ring is sucked right back into the plane Laughing. Activeanim that plays once would work but it would appear bit late, as the plane would have already landed.

0warfighter0: I originally was going to do that, but then noticed how all the air units cast shadow in a very simple way. Regardless of flying height the shadow will always be right below the unit and remain the same size. For the sake of consistency I made this one use the same crappy shadow.

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Death Cultist
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PostPosted: Wed May 04, 2011 8:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm just curious, have you considered using the GDI Drop Pad for the building instead of the hunter-seeker node? You'd be the first person to reactivate it successfully as Westwood did.
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Regulus
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PostPosted: Wed May 04, 2011 9:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

A custom foundation with the crate spawning where the drop pad is would work perfectly. I'm really impressed with this idea.
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SuperJoe
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PostPosted: Thu May 05, 2011 10:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Death Cultist wrote:
I'm just curious, have you considered using the GDI Drop Pad for the building instead of the hunter-seeker node? You'd be the first person to reactivate it successfully as Westwood did.


You mean this one?


I agree the building looks pretty sweet, but being an addon for command center makes the GDI superweapon logic interesting. There's 3 superweapons (Ion Cannon, Drop Pods, Supply Drop) and you can only fit 2 into the command center. You could build another command center but that wastes alot of money and power.

The supply drop node uses a custom addon graphics (the one on left)


I had some ideas of using the drop pad building as prerequisite and warfactory for the biggest GDI units (mammoth mk2, mammoth tank, armadillo, albatross), or a seperate helipad for the albatross. Though I'm not sure it would add much to the gameplay. Currently the command center is the prerequisite for big GDI units.


Regulus wrote:
A custom foundation with the crate spawning where the drop pad is would work perfectly. I'm really impressed with this idea.


Hmm. The beacon usually spawns to the top left of the building. I wonder if there is a way to control where it spawns. ExitCoord would sound logical, but according to ModEnc Applies only if the structure has Factory=VehicleType or Factory=InfantryType set.
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Bittah Commander
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PostPosted: Thu May 05, 2011 4:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

I made this animation a couple years back, but never actually used it for anything. Maybe you can use it.


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Death Cultist
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PostPosted: Sun May 08, 2011 8:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah I did mean that drop pad. But I see the logic you are going for. Perhaps maybe add some sort of aircraft pad to the upgrade centre so it doesn't just land next to it? Just purely aesthetic.
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SuperJoe
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PostPosted: Mon May 09, 2011 3:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

When you "launch" the Supply Drop superweapon, a small beacon spawns next to the command center. You have to move and deploy it to call in the supply ship. So the ship doesn't land on the building itself, but where you deployed the beacon.
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Death Cultist
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PostPosted: Tue May 10, 2011 9:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Ahhh that's really cool.
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SuperJoe
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PostPosted: Tue Mar 12, 2013 4:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

The supply drop has been worked out quite a bit since the last update. You no longer have to sell the "supply ship" to receive the credits, all you have to do is deploy the beacon. Since the thing isn't sold anymore I manage to add in the podring anim in there. One small annoyance is trying to get the landing animation (buildup anim) to draw over other buildings in its path.


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Lin Kuei Ominae
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PostPosted: Wed Mar 13, 2013 8:28 am    Post subject: Reply with quote  Mark this post and the followings unread

I think your old technique was a bit better game mechanic wise. Because now you can only use it for yourself.
With the old one it would have been possible to give an ally some money by deploying the beacon in his base and then let him take the crate.

It would be nice to finally have some more interaction possible between allies by supporting them with more than just some defending tanks.

SuperJoe wrote:
One small annoyance is trying to get the landing animation (buildup anim) to draw over other buildings in its path.

use YDrawOffset. It doesn't only moves it up in a higher render layer, but also moves it by the set amount upwards in pixel.
e.g. YDrawOffset=-250 moves it 250 pixel upwards ingame and in a much higher render layer.
Since animations are usually played centered, you often have a lot of unused space below in the SHP canvas. So you can even lower the canvas size in this step as well.

e.g. Bittah's anim is 630 pixel high and to make it appear centered ingame, you would have to add about 600 pixel below it and end up with a canvas of 1230 pixel in height. With YDrawOffset you don't have to do this and just set YDrawOffset=-600.

Though now you might have buildings that are actually in front of the anim but still played behind it as well due to the very high render layer.


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SuperJoe
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PostPosted: Wed Mar 13, 2013 9:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
I think your old technique was a bit better game mechanic wise. Because now you can only use it for yourself.
With the old one it would have been possible to give an ally some money by deploying the beacon in his base and then let him take the crate.


The supply drop never used the crate logic. It used to be a vehicle that you get (with the hunterseeker superweapon), then deploy and sell it manually.

Now you just deploy the vehicle, and get the money from a FreeUnit that has SpeedType=Winged. The building is self-destructed with an anim.

Using crates for any purpose other than crates is a bad idea. I was trying to create a spy satellite with them. A structure that would spawn one crate, and the only crate bonus that you can get is reveal. But even when I had set CrateMaximum=0 and CrateMinimum=0, picking up the reveal crate caused another crate to appear somewhere in the map. I couldn't find a way to stop it from happening. CrateTrigger=no didn't help either.
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Lin Kuei Ominae
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PostPosted: Wed Mar 13, 2013 10:23 am    Post subject: Reply with quote  Mark this post and the followings unread

oh, thought the crate was meant to be a real crate, not a sellable crate building.

ah yes, forgot about the stacking crate issue. We had the same issue in DTA during tests for new game modes.

hmm, but maybe there's a different way how you can achieve the better player cooperation.
e.g. let it spawn a special very valuable tiberium which either you or your ally can harvest.
It would need a bit more micromanagement, but then you can also help allies which is imo a really needed feature for online gaming and which TS lacks.

Too bad that sending your harv into the allies refinery still gives you the money and not the ally. Also bad that your units repairing on the allies repair bay still costs you the money. Would be nice if the ally would take the cost and this way can offer help with the repair bay.

\EDIT
I think you should use the rotating $ money-crate anim instead of your "2500 $$$" text. It would fit better into the game this way imo.
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SuperJoe
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PostPosted: Wed Mar 13, 2013 9:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Managed to mostly sort out the dropship showing through or behind buildings with the YDrawOffset (on the fly up animation) and NormalZAdjust (on the building itself). The YDrawOffset needs to be adjusted half of the pixels adjusted in the SHP, e.g. remove 60 pixels from the SHP -> YDrawOffset=-30.

Lin Kuei Ominae wrote:
hmm, but maybe there's a different way how you can achieve the better player cooperation.
e.g. let it spawn a special very valuable tiberium which either you or your ally can harvest.
It would need a bit more micromanagement, but then you can also help allies which is imo a really needed feature for online gaming and which TS lacks.


This sort of thing should probably be a seperate feature that all factions have. I had an idea of being able to build a 1x1 structure anywhere on the map that spawns a money crate in its place. The building would cost 2500 and the crate give 2000 credits, so there would be a small cost in transfering credits. You could even send credits to enemy players this way. But alas, the forced crate spawning ruins this idea.
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Lin Kuei Ominae
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PostPosted: Wed Mar 13, 2013 9:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Since you can't spawn a crate which gives money only in MP, it doesn't works anyway. So the best option is really using a special tiberium or maybe a capturable building that can be sold for the money.
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SuperJoe
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PostPosted: Thu Mar 14, 2013 12:14 am    Post subject: Reply with quote  Mark this post and the followings unread

ok here's a pretty weird idea. All factions can build special envoy vehicles that have SmallVisceroid=yes. When two of them meet, they transform into a vehicle (LargeVisceroid) that can be deployed to give you money. Would need to sort it out so it's easy to control which envoy initiates the transformation, since the other faction will gain the resulting vehicle. The cost of the envoy would be like 1000, and you gain 2000 from the transformed vehicle. So both players initially pay 1000, and the other player gains 2000.  Thus one player has lost 1000 credits, the other gained 1000 credits.

Obviously this would require you to get rid of the default small visceroid transformations. You could still make them move randomly with the Levitation locomotor. Large visceroids could remain unchanged. Would also need to sort out the random movement of a vehicle with SmallVisceroid=yes, though I'm sure something can be done about that. If you put a visceroid in guard mode they stop the random movement. Would need something more solid though.
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SuperJoe
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PostPosted: Thu Mar 14, 2013 1:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Well that was alot easier than I expected. To make a visceroid stay still all you need to do is give it a weapon with max range. Using the reaper splits logic we can make sure he never actually hits anyone:

Code:

[ViscBusy]
Damage=0
ROF=500
Range=255
ProjectileRange=0
Projectile=DualCluster ; Adjust this accordingly (remove image, etc)
Speed=25
Warhead=SA


Kind of interesting actually, the visceroid can keep shooting in any direction without turning to face the target. Without a turret. Anyway, with this done, the Envoys can be controlled perfectly. The one who approaches the other initiates the merger. The one standing still gains the new unit. Pretty straightforward. Already tested it under different circumstances, and the merger logic seems pretty fool proof.

EDIT: Also tested if this could have been the holy grail of logics, something that will make a human owned vehicle automatically deploy (add DeploysInto and DeployToFire for the unit). But unfortunately, no. The visceroid logic does not make it engage and deploy automatically. Instead it will do the default random movement that visceroids do.


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SuperJoe
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PostPosted: Thu Mar 14, 2013 2:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks like automatic deploying can kinda be done with this. The resulting unit from the merger remembers what the previous unit was doing. So I gave the result unit the same Range=255 weapon and DeployToFire. And what do you know, it does deploy automatically. Guess this could put the final touch on the envoy logic. After the merger the player does not need to deploy the unit, it all happens automatically. Shame the automatic deploying requires 2 units, so it can't be used for supply drops and such.


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Lin Kuei Ominae
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PostPosted: Thu Mar 14, 2013 8:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Thought about the visc-combine logic too, but thought it not useful, because the one that needs help usually doesn't has the opportunity to build something because he is already low on funds.

Something like a simply supply truck that you can move to the ally and offers there the resources/supplies for free would be much more convenient.

Also keep in mind that you would disable the infantry to visceroid mutation logic, which is the only one giving the game some variety/randomness in the neutral mutants.
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SuperJoe
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PostPosted: Thu Mar 14, 2013 11:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Thought about the visc-combine logic too, but thought it not useful, because the one that needs help usually doesn't has the opportunity to build something because he is already low on funds.

Something like a simply supply truck that you can move to the ally and offers there the resources/supplies for free would be much more convenient.


This is simply something that would need to be properly balanced and thought out. Lower costs of envoys to 500, and credits received to 1000? Or make use of negative build limits? A second, stationary unit with BuildLimit=-1 that can be part of the merger with envoys? After it merges with an envoy, give another one of them with a FreeUnit.

A capturable / sellable building would likewise require an engineer, and spawned tiberium would require an existing refinery / harvester. Only thing completely free would be the money crate, but without working out the problem that can't be used.

Lin Kuei Ominae wrote:

Also keep in mind that you would disable the infantry to visceroid mutation logic, which is the only one giving the game some variety/randomness in the neutral mutants.


Actually infantry to visceroid would not need to be disabled. SmallVisceroid under [General] can still point to the small visceroid. Just the "two small visceroids combining into a big one" would need to be disabled. Could balance it by giving the small visceroid a weaker version of the big visceroid attack, or something. Could also use LargeVisceroid=yes on it to give the random movement for it.

Btw here's an animation demonstrating the ability for visceroid to keep firing all the time in any direction, even when moving. It automatically starts moving into primary weapon range (much like the hunterseeker), all the while firing the secondary weapon.


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Ixith
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PostPosted: Thu Mar 14, 2013 3:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yea that crate stacking bug is an unpleasant side effect to wanting to give crate supplies. I remember that from Cliffs of Asvetia when the occasional loaded truck would come in the players could choose to destroy them for a crate on the spot....but...even with the Crate ticker in the menu turned off it'd still cause random crates to spawn everywhere.

Haven't tried it myself and this bug would still occur but to a lesser extent maybe if I even slightly know what i'm saying...
but does the CrateRegen= key actually work/not hardcoded? and if so would making that some ridiculously huge number lower the chance of the map being littered with additional crates after awhile?
Thought being that for everyone that spawns maybe they won't respawn another random one for a long long time afterwards.
Not sure what indicates how long they stay on the map before disappearing though but if it's also linked to Crate Regen= then each crate that does appear would never disappear until picked up. lol
Or has it been that long since i've done any Ini editing (or even played more than quick map tests) that this key actually just refers to how long before the crate 'moves' and not how long between crates.
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Lin Kuei Ominae
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PostPosted: Thu Mar 14, 2013 4:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

CrateRegen works. But changing this doesn't help, because every picked up crate is instantly respawned somewhere on the map. CrateRegen is only used for non-picked up crates so they don't stay forever on the same place.
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Zero18
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PostPosted: Thu Mar 14, 2013 5:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

You could have put all 0 for the crates if you want crates to spawn under Crates list. But just leave the crate timer.
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Lin Kuei Ominae
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PostPosted: Thu Mar 14, 2013 7:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Zero18 wrote:
You could have put all 0 for the crates if you want crates to spawn under Crates list. But just leave the crate timer.

No clue what you mean (your sentence makes no sense), but believe me, it doesn't works.
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Zero18
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PostPosted: Thu Mar 14, 2013 11:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Zero18 wrote:
You could have put all 0 for the crates if you want crates to spawn under Crates list. But just leave the crate timer.

No clue what you mean (your sentence makes no sense), but believe me, it doesn't works.


This...

Code:

[CrateRules]
CrateMaximum=0
CrateMinimum=0
CrateRadius=0
CrateRegen=0
SoloCrateMoney=2000


Could work? Although, this is for random crates that spawns across the map. The crates that drops from destroyed trucks is probably an overlay crate.
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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Thu Mar 14, 2013 11:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope, thing is bugged, every added crate will gets respawned like usual crates ignoring those settings at all.

Heck, that's so known, it's in since RA1 probably and even YR has that.
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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Tue Mar 19, 2013 4:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Found a solution to the crate problem. It's so simple I'm not sure why I didn't think of it before. Simply remove the all traces of the default [CRATE] in rules.ini.

Code:

[OverlayTypes]
...
;182=CRATE

;[CRATE]
;Name=Goodie Crate
;RadarColor=92,92,92
;Crate=no ;yes
;CrateTrigger=no ;yes
;RadarInvisible=yes
;Land=Clear
;DrawFlat=false


Now create 4 new entries:

Code:

[OverlayTypes]
...
183=CRATE1
184=CRATE2
185=CRATE3
186=CRATE4

[CRATE1]
Name=Goodie Crate 1
RadarColor=92,92,92
Crate=yes
CrateTrigger=yes
RadarInvisible=yes
Land=Clear
DrawFlat=false

[CRATE2]
Name=Goodie Crate 2
RadarColor=92,92,92
Crate=yes
CrateTrigger=yes
RadarInvisible=yes
Land=Clear
DrawFlat=false

[CRATE3]
Name=Goodie Crate 3
RadarColor=92,92,92
Crate=yes
CrateTrigger=yes
RadarInvisible=yes
Land=Clear
DrawFlat=false

[CRATE4]
Name=Goodie Crate 4
RadarColor=92,92,92
Crate=yes
CrateTrigger=yes
RadarInvisible=yes
Land=Clear
DrawFlat=false


Then just attach them to whatever animation you want using the technique explained HERE.

Now when you pick up one of these new crates, the game tries to spawn the [CRATE] entry but can't find it anywhere, so nothing is spawned. Tested it by picking up tons of these new crates and the game doesn't crash or anything else weird. Just to be sure the non-existing crates aren't being spawned by other means either, edit the crate rules too:

Code:

[CrateRules]
CrateMaximum=0
CrateMinimum=0
CrateRegen=99999999


If you were willing to get rid of random crates, you could use this to create a Spy Satellite, or the buildable money crate logic explained in this topic. You wouldn't have to get rid of the CarriesCrate logic either, simply attach the crate spawning animation to Explosion key for the unit you want to carry the crate.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Mar 19, 2013 6:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Too bad that this completely disables the normal crate spawning. Especially since this is a feature that can be toggled on/off in the MP menu.

But for special maps this is surely useful. Thanks for the info.
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SuperJoe
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PostPosted: Tue Mar 19, 2013 7:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Too bad that this completely disables the normal crate spawning. Especially since this is a feature that can be toggled on/off in the MP menu.


You could still actually have random crates by putting an animation into the center of the map. The anim would throw debris around the map to random locations every now and then, spawning the crates.

Though if you left all the random powerups available through crates, you'd be bit limited with what you can do with the logic. Guess you could have a structure you can build that gives you a random crate periodically. Picking those crates up wouldn't spawn any extra on the map.

You could also have the buildable crate that you can send to ally's base. But again, you wouldn't be able to define it to contain a particular powerup. Well, without affecting the random crates.

As for the Crates setting in the MP menu, that could be forced to yes or no, and then hidden by editing language.dll.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Mar 19, 2013 9:09 am    Post subject: Reply with quote  Mark this post and the followings unread

SuperJoe wrote:
You could still actually have random crates by putting an animation into the center of the map. The anim would throw debris around the map to random locations every now and then, spawning the crates.

Random water splashes and if not picked up more and more crates isn't a good solution imo.
Ok, you can add a selfdestructing CellAnim to them so they don't stay forever, but that would add quite some stress to engine imo and could cause more lags.

SuperJoe wrote:
As for the Crates setting in the MP menu, that could be forced to yes or no, and then hidden by editing language.dll.

Yes, but TS has already very few settings for MP (like missing start locations, switchable veterancy etc), so taking away another one is quite bad imo.

Though in the end it's up to the mod and if the new logic fits to it.
Taking away a big random powerup logic for a small rather insignificant money crate bonus building would be a bad trade imo.

But if the buildable crate really gets an important role and is used in a much bigger variety, then it might be worth to get rid of the random crates.
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Alex06
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PostPosted: Sat Mar 23, 2013 1:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Just thought of this, can we use the envoy/merging logic, perhaps along with map triggers, to create side-specific MCVs?

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SuperJoe
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PostPosted: Sat Mar 23, 2013 2:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Alex06 wrote:
Just thought of this, can we use the envoy/merging logic, perhaps along with map triggers, to create side-specific MCVs?


Not sure how you'd use this logic for the side-specific MCVs. Small visceroid being one MCV, and the large another? There's a very clean way for side-specific MCVs already in the works, HERE. It will allow at least up to 5 unique factions with their own MCVs and construction yards. I will write a tutorial on it once I have worked out all the issues.
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Bittah Commander
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Joined: 21 May 2003
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PostPosted: Sun Mar 24, 2013 7:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alex06 wrote:
Just thought of this, can we use the envoy/merging logic, perhaps along with map triggers, to create side-specific MCVs?

Additionally to SJ's point, the large visceroid unit (the unit which 2 merging units will turn into) is always the same, regardless of which units merged. So having a logic where 2 units merge into an MCV gives about the same result as just replacing the default BaseUnit and do anything beneficial for making side-specific MCVs work at all.
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