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Ares 0.7 Material Collection
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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Wed Jun 11, 2014 8:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, considering that smoke only appears only for the first time when unit being damaged, and every time when it got damaged more. DPS.Initial=
While sparks are continuous effect on damaged unit, which triggered by timer. DPS.Timed=
At least observing TS it seems it working that way.

Also i hope there will be a just a PS.Timed=  tag for a reason of attaching a constant(or "on-move") PS spawner to unit. Like Floater from FS.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Jun 11, 2014 9:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Gangster wrote:
Also i hope there will be a just a PS.Timed=  tag for a reason of attaching a constant(or "on-move") PS spawner to unit. Like Floater from FS.


You can already use the Techno-AttachEffect for this.

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Jun 11, 2014 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

DamageSparks is only working if you use the original DamageParticleSystems, if you use DamageSparkParticleSystems it doesn't work.

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deathreaperz
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Joined: 20 May 2013
Location: Indonesia

PostPosted: Wed Jun 11, 2014 1:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
DamageSparks is only working if you use the original DamageParticleSystems, if you use DamageSparkParticleSystems it doesn't work.

Because AlexB wrote DamageSparksParticleSystems on the Ares.dll

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Jun 11, 2014 1:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Duh... k I'll go back to muddling my way though the particles.

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Starkku
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Joined: 28 Dec 2007
Location: Finland

PostPosted: Thu Jun 12, 2014 1:47 pm    Post subject: Reply with quote  Mark this post and the followings unread


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AlexB
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Joined: 31 May 2010
Location: Germany

PostPosted: Thu Jun 12, 2014 7:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks guys! All done except for the ill-fated damage smoke particle systems. This one does not matter though, as it isn't that helpful because of many limitations and I'm most likely removing it for the RC, which will arrive soon.

I'm updating the documentation already, but that will take a few more days. Until then, maybe also have fun with the copa do mundo in Brazil, which starts in ten minutes. I'll have. That's why the documentation will take some more days. Wink

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!DarkRose
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Joined: 13 Aug 2006
Location: U.K, Birmingham

PostPosted: Fri Jun 13, 2014 1:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Can confirm i now have the DamageSparks= DamageSmokeParticleSystems= and DamageSparksParticleSystems= tags working.

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AlexB
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Joined: 31 May 2010
Location: Germany

PostPosted: Fri Jun 13, 2014 5:27 am    Post subject: Reply with quote  Mark this post and the followings unread

I got a question about the AV tag, which might not work correctly because of a change of systems between TS and RA2. The current default is AG, which meant ground units for TS, but terrain/empy cells for RA2.

Would the better default be "LandTargeting != LAND_NOT_OKAY" (in words: LandTargeting value is not 1)?

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RehteA
Soldier


Joined: 16 Oct 2013

PostPosted: Fri Jun 13, 2014 6:38 am    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:
Would the better default be "LandTargeting != LAND_NOT_OKAY" (in words: LandTargeting value is not 1)?


LandTargeting is not a projectile flag....
If two unit use one same projectile, whose LangTargeting value should game use when loading the rules?

If LandTargting don't allow targeting ground unit, whatever AV set doesn't matter at all.

How about just be yes by default?

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Fri Jun 13, 2014 8:34 am    Post subject: Reply with quote  Mark this post and the followings unread

just use CanTargetLand already Very Happy

dont replace LandTargeting or using LandTargeting! , make me confus Very Happy

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Glukv48
Cyborg Firebomber


Joined: 11 Nov 2012
Location: Russia, Krasnodar.

PostPosted: Fri Jun 13, 2014 11:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
In addition, custom side dialog backgrounds are impossible to test since there are currently no places where the backgrounds are displayed (saving/loading games is disabled, Ares' own message box is displayed for recons/desyncs instead of the old one).


This can be tested by simply comment on these lines in Ares.dll.inj
Code:
52D6C2 = Singleplayer_hDlg_DisableSaves, A
4F17F6 = sub_4F1720_DisableSaves, 6

I have already confirmed in IRC, that custom side dialog backgrounds working properly.

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AlexB
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Joined: 31 May 2010
Location: Germany

PostPosted: Fri Jun 13, 2014 11:19 am    Post subject: Reply with quote  Mark this post and the followings unread

AV would default to AG when finding out what unit types it could passively acquire. It would use LandTargeting when actually firing; in this case there is the firing unit, and its LandTargeting would be used.

I got the feeling that this tag also does more harm than good, and it might be removed, too.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sun Jun 15, 2014 8:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Ares 0.7 RC can now be found on LaunchPad. The aforementioned AV changes were included, even the LandTargeting one.

A preliminary documentation is included, with two notable changes: the first one is big files having been split into many smaller ones (this is an ongoing process), which means that the search feature will not say "Oh yes, Super Weapons mention that. Somewhere. Look yourself." any more, but link to the particular sections. The second thing is that I edited the files the search function uses to strip most of the formatting. This means you should see fewer ~~~~~~~~~~~~~~~~~~~ and ``````````````````````````` there, fewer :tag:`[General]Blah`, and fewer .. note::. Maybe this helps to find the right information faster.

I'll continue working on the documentation, and maybe regroup a few things because I feel the table of contents could need an own table of contents to be browsable more easily.

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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013

PostPosted: Thu Jun 19, 2014 2:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not that this is for 0.7 but just to get some feedback on a proposion:

https://blueprints.launchpad.net/ares/+spec/changing-fixed-resolution

Blueprint text:
Launchpad Blueprint wrote:
It would be nice to get the main menu fixed resolution get changed by a tag in uimd.ini:
MainResolution=
1. default ; the YR's 800x600 resolution
2. flexible ;takes the resolution that would fit the current screen without chopping any images
3. XXXX x YYYY ;some other fixed resolution


I know there aer same requests but most of them just request to make it be like it was in Red Alert 2.

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Thu Jun 19, 2014 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graphics Drivers can already allow you to stretch to fit screens.

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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013

PostPosted: Thu Jun 19, 2014 3:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

I does stretch but it cuts off one of the dimensions to fit the other one. E.g. the spinning logo and the bar on the bottom are cut off from the left and the version bar is very cut. I meant to make the game select the resolution that is in your screen's dimensions (dont know how to call it, thing like 4:9)

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What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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Glukv48
Cyborg Firebomber


Joined: 11 Nov 2012
Location: Russia, Krasnodar.

PostPosted: Thu Jun 19, 2014 4:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles, The problem is not only in the extended screen (you rightly said, it can be configured in the driver or in the parameters of the monitor.), But also in the fact that the game is constantly changing screen resolution, and also when minimized and games. It always irritated me....
ASLO: https://bugs.launchpad.net/ares/+bug/1321641

AlexB and Parasite03: I think this discussion again, you have to put in a separate topic

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RehteA
Soldier


Joined: 16 Oct 2013

PostPosted: Fri Jun 20, 2014 7:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Something about HuntSeeker:
Is it possible for "HunterSeeker.Type=" to support a list?

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Fri Jun 20, 2014 7:14 am    Post subject: Reply with quote  Mark this post and the followings unread

It is an easy change, but I won't change this for 0.7, which is almost done.

Regarding menu resolutions: I don't plan to change anything there.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Jun 20, 2014 10:08 am    Post subject: Reply with quote  Mark this post and the followings unread

0.7 RC: Vehicles with LandTargeting=1 are untargetable.

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=======================
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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Fri Jun 20, 2014 11:14 am    Post subject: Reply with quote  Mark this post and the followings unread

The anti-aircraft-only ones? Cause I noticed in one game I couldn't attack Sentinels but I wasn't sure what that was.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Fri Jun 20, 2014 1:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

AV will be removed. Thanks for reporting.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Jun 20, 2014 2:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Though that was the reason. Sorry TS fans.

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Fri Jun 20, 2014 7:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

The tag just isn't that useful on its own, as in TS the targeting logic doesn't even come into play as IsLimpetMine=yes works about the same way in this regard as EMPulseCannon=yes. You can't manually select a target. Thus, AV preventing auto-target-acquiring of infantry and aircraft was enough to make it work. As there are other ways to recreate this effect in YR, removing this tag is no real loss.

edit: This quirk was actually caused by the same error I made on CivilianEnemy, it took the target's LandTargeting, not the own. Not much harm done as I didn't update the RC yet, but the question still is whether this tag is useful. I'm feeling that I'm very unconcentrated and the numbers of bugs because of this skyrocketed for 0.7.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sun Jun 22, 2014 10:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hello mortals, I am back. I am on holiday now, so I can keep contributing as I can.

I talked with AlexB, he released RC2 for 0.7, AV tag should work now, some small fixes, he will inform you later about that.
So I tested it and some other stuff.

Regarding Av tag, I put AV=no on [Cannon] which basic tank uses, so as you can see Lasher cannot attack Rhino Tank, and vice versa, so I assume it is working now.

Regarding prevent scatter

I put PreventScatter=yes on [DiskWH] and as you can see from first pic, Disk is shooting at Rhino Tank, and in second, after few shoots, Rhino Tank is on red health, almost destroyed, but did not move, he did not scattered from shot, so I assume it works here.

I also tested CivilianEnemy=yes on Alligators, bears, monkeys, and each time they get in weapon range of my units, they kill animals automatically.
haven't check AI yet but I assume it behaves same, so I assume tag is working.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Mon Jun 23, 2014 1:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

To make it official: The RC2 is there, which fixes firepower multipliers not being applied correctly and which gives AV its last chance. So, please see that all units fire with apropriate firepower on the right kind of targets.

There are minor changes to the documentation which are not remarkable, with the exception of the new What's New section, which lists and links the larger new features for each version since Ares 0.3.

If all goes well, Ares 0.7 will be released at the end of this week.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Thu Jun 26, 2014 3:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

So, nothing more to say? Then you'll get the Ares you deserve and not the one you need. Wink

But seriously: look at the last two weeks which were the hot phase. It's really depressing that I only get responses (aside from more feature requests) when adding something new. What if I would just stop adding stuff, which would also make managing bug and feature reports as well as writing long posts and maintaining the documentation unnecessary? I'd have lots of spare time.

Yet, of course: Thanks to all of you reporting issues and confirming features as working. Conveniently, your names are listed in this thread. Very Happy

How's multiplayer stability? I haven't heard a word about that yet.

How does the documentation look? Even for me the table of contents is getting too long, but alas there's no easy way to hide less important sub-sections selectively. I started grouping some items like stealh, tiberium and so on, but the old ones are more difficult to put somewhere. Also, is the What's New? section helpful or not?

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Thu Jun 26, 2014 3:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

I haven't found a single bug yet in RC2 so I haven't posted, but I haven't tested everything, as I haven't replaced win/lose stuff and I don't really multiplayer at all.
Feels like its complete to me, and no one else seems to have reported any bugs, so no news could be good news.
Honestly, the table of contents is a table of contents, the more content, the longer it gets, no real way of getting around it, it's still usable, but if you know what you're looking for, that's what the search function is for. As far as a What's New? section, I can't seem to find it lol.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Jun 26, 2014 3:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

I would come in with a bugreport, but it's totally bad moment and wasn't brought in by the changes of 0.7 (infact, it's probably original YR) - as in opentopped IFVs with temporal passenger's weapon will crash when the passenger tries to fire (it's related to how the IFV-fireonthemove bug got fixed) - and thereby I am actually withholded the report to not slow down 0.7 with that. Because honestly, I haven't seen anything else messing up, tho yea, I didn't tested the UI-realted new shiny stuff neither.

Multiplayer stability: it seems fine. Blitters seems to pop up less frequently as well.

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=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Thu Jun 26, 2014 3:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral: For one who plays only single there should be one playing only multi. Then this problem would vanish. Also, not hearing anyone complain isn't the same as all are well. Accepting no answer to the question "Are you alright in there?" can surprisingly yield mixed results in a retirement home.

What's New is next to the Migration Guide close to the top. And incidentally, I haven't heard a word about the optimized search function yet either...

Graion: noted.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu Jun 26, 2014 5:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Multiplayer testing takes longer because it requires people to come together at the same time. I just put out another internal version of my mod that uses RC2 so maybe that will get played.

Otherwise in skirmish I haven't noticed anything in particular.

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BaRaka
Medic


Joined: 09 Jun 2014

PostPosted: Fri Jun 27, 2014 11:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bugs (not all of them are caused by this version):

1) Sometimes, vehicles who get the driver Killed try to do their mission anyway. If a vehicle was in a mission to attack something and gets hit by a warhead with KillDriver=yes, it will become neutral, but it will keep driving until it gets close enough to it's target ( this includes changing dirrection and getting around obstacles ), and only then stops.
This doesn't happen very often, but I've seen it three or four times in a game.

2) Clones of ParaDrop or AmerParaDrop seem to read or ignore at random the ParaDrop.Count= tag: I created 4 clones of AmerParaDrop, tested each of them and they worked perfect, and later the paradrops used only the ParaDrop.Types= and ParaDrop.Num= tags and ignored the rest of the  ParaDrop.Plane#.Types= and ParaDrop.Plane#.Num= list, from 2 to 9.

3) The aircrafts used in SpyPlane SWs ignore their ammo / burst, sometimes being able to fire at least 2 times at the target, even if Ammo=1 and Burst=1.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Jun 28, 2014 10:06 am    Post subject: Reply with quote  Mark this post and the followings unread

3) Is an old bug that has effected all aircraft since the game was released.

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Glukv48
Cyborg Firebomber


Joined: 11 Nov 2012
Location: Russia, Krasnodar.

PostPosted: Sat Jun 28, 2014 10:15 am    Post subject: Reply with quote  Mark this post and the followings unread

BaRaka wrote:

2) Clones of ParaDrop or AmerParaDrop seem to read or ignore at random the ParaDrop.Count= tag: I created 4 clones of AmerParaDrop, tested each of them and they worked perfect, and later the paradrops used only the ParaDrop.Types= and ParaDrop.Num= tags and ignored the rest of the  ParaDrop.Plane#.Types= and ParaDrop.Plane#.Num= list, from 2 to 9.

For me ParaDrop works fine.

A few examples:

Code:
[xxx]
UIName=Name:ParaX
Name=Paradrop
IsPowered=no
RechargeTime=4
Type=ParaDrop
SidebarPCX=PARAICON.pcx
ShowTimer=yes
DisableableFromShell=no

ParaDrop.Count=2
ParaDrop.Types=E1
ParaDrop.Num=8
ParaDrop.Plane2.Types=GGI
ParaDrop.Plane2.Num=4

ParaDrop.Nod.Types=E2
ParaDrop.Nod.Num=9
ParaDrop.Nod.Plane2.Types=SHK
ParaDrop.Nod.Plane2.Num=4

ParaDrop.ThirdSide.Types=INIT
ParaDrop.ThirdSide.Num=6
ParaDrop.ThirdSide.Plane2.Types=YURI
ParaDrop.ThirdSide.Plane2.Num=3



Code:
[MCVDropSpecial]
UIName=Name:MCVDrop
Name=MCV Drop
SidebarPCX=MCVDROPICON.pcx
IsPowered=no
RechargeTime=8
Type=ParaDrop

ParaDrop.Aircraft=PDPLANE
ParaDrop.Types=AMCV
ParaDrop.Num=1
ParaDrop.Count=1

ShowTimer=yes
DisableableFromShell=no
EvaReady=none


Quote:
[xxxX]
UIName=Name:AirArmada
SidebarPCX=ARMADAICON.pcx
Name=Air Armada
IsPowered=no
RechargeTime=10
Type=ParaDrop
ParaDrop.Aircraft=PDPLANE

ParaDrop.Count=3

ParaDrop.Types=MSTRTNK
ParaDrop.Num=2

ParaDrop.Plane2.Types=PATHFIND
ParaDrop.Plane2.Num=5

ParaDrop.Plane3.Types=GGI
ParaDrop.Plane3.Num=6

ShowTimer=yes
DisableableFromShell=no
Eva.Ready=none
SW.AITargeting=ParaDrop



 

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Mon Jun 30, 2014 11:41 am    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:


How does the documentation look? Even for me the table of contents is getting too long, but alas there's no easy way to hide less important sub-sections selectively. I started grouping some items like stealh, tiberium and so on, but the old ones are more difficult to put somewhere. Also, is the What's New? section helpful or not?


I like the new order in the documentation! I can now find what I need faster than before, thanks to the new grouping! Smile

Also the Search option work very well!

I have nothing more to add.

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BaRaka
Medic


Joined: 09 Jun 2014

PostPosted: Mon Jun 30, 2014 3:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
… vehicles who get the driver Killed try to do their mission anyway…

I've analysed this bug. When a unit is hit by a warhead with Psychedelic=yes, and while it's in berserk mode it is „neutralised" by a KillDriver= warhead, the unit will still be able to drive to whatever destination it decided to go before it was killed.
It will not attack anything, it will not even crush a conscript who gets in it's way, just drive to that specific point, and will stop there.

Quote:
… Clones of ParaDrop or AmerParaDrop seem to read or ignore at random the ParaDrop.Count= …

… but it works well if I copy all ParaDrop.___ tags from the [Superweapon] entry in Rulesmd.ini and paste them in the [Superweapon] entry from every mode.ini (even if I don't change nothing ):

Rulesmd.ini:
Code:
[SuperParadrop1]

RechargeTime=12
ParaDrop.Count=3
ParaDrop.Aircraft=PDPLANE
ParaDrop.Types=E1
ParaDrop.Num=6
ParaDrop.Plane2.Types=GGI
ParaDrop.Plane2.Num=6
ParaDrop.Plane3.Types=MTNK
ParaDrop.Plane3.Num=2


MPBattleMD.ini:
Code:

[SuperParadrop1]
RechargeTime=20 ;                   <- initially, this was the only line for the SW

ParaDrop.Count=3 ;                  
ParaDrop.Aircraft=PDPLANE
ParaDrop.Types=E1
ParaDrop.Num=6
ParaDrop.Plane2.Types=GGI
ParaDrop.Plane2.Num=6
ParaDrop.Plane3.Types=MTNK
ParaDrop.Plane3.Num=2


Quote:
3)  Is an old bug that has effected all aircraft since the game was released

Well, maybe Ares will fix this one, too  Very Happy

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Thu Jul 03, 2014 8:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

BaRaka: Thank you for reporting. I think I see why this could happen, but this requires a bit more work. I'll look at this for 0.8.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Jul 05, 2014 10:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Love the What’s New page, there are a few features from previous versions that I'd missed.

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