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Ares 0.7 Material Collection
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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sat Apr 05, 2014 8:53 pm    Post subject:  Ares 0.7 Material Collection Reply with quote  Mark this post and the followings unread

This topic is about Ares 0.7, which will be the next version (if it's not for an Ares 0.6p1 Very Happy). I'm striving for a June release date.

Learning from the 0.6 thread, I'd like to not repeat the mistakes from last time and not have all modders shout their ideas into this thread. Also I saw that there is a discrepancy between what I think would be splendid little features from the coding perspective and what you actually want to work with.

So my plan is the following: I still have lots of features lying around, and I'd like to include them before coding more new things. Code doesn't mature when it is sitting on a hard disk for years, but it requires constant updates because Ares changed quite a lot. Including them will bring us back to a Tiberian Sun focus.

I'll have to go through the list of feature requests on LaunchPad once again. There are some things that sound interesting to do, but some are so outdated that I'm not sure whether anybody still wants them. Like Sonar Pulse effect on warheads. It's a small feature separately, but I would implement it on warheads, not on bullets; this could be the starting point to move some other features like KillDriver from bullets to warheads. If you remember, KillDriver doesn't work with CellSpread and it only works on weapons firing projectiles, not on features delivering manual damage like Lightning Storm.

So, please don't make this a thread of naming new weird feature ideas requested here for the first time. Request the stuff, maybe with a link to a blueprint or a bug report on Launchpad. That would help me to keep track of them better. If you link old features, please also mention whether the proposal is up-to-date or whether it need more thought or design work. This is not the place to discuss new ideas that change the game in a radical way, or to get comments on weird new ideas. Though, there's nothing wrong with reqesting something modders usually know about, like "Splits".

Last time I didn't release a binary early, because I was working on all this internal stuff you don't even know about. This time, I'd like to get some features out quickly, because they can then be tested while I do the maintenance and housekeeping again. So the first few features will definitely be selected by me.

See ya soon!

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Last edited by AlexB on Sun Aug 24, 2014 4:35 pm; edited 1 time in total

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FurryQueen
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Also Known As: Fen
Joined: 24 Jul 2010

PostPosted: Sat Apr 05, 2014 9:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dunno if it's been suggested, but the Feature Deathmatch from the RenProj forums had some good ideas in it. My wish is still two weapons firing at the same time and per unit/weapon reload times for ammo (primarily aircraft). Oh, and a guard area with aircraft akin to Generals would be the tits.

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AlexB
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Joined: 31 May 2010
Location: Germany

PostPosted: Sat Apr 05, 2014 9:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

There's a new branch already, called Alex' Adult Playground. It will contain all the features I code. The first batch, which will be the largest one, is already there.

I'll update LaunchPad soon, so you can start verifying features immediately. Smile

Please note that you need the included ares.mix, because I added a string.

---------------------

Airstrike Voices
Ares supports to customize airstrike related voices. These flags can be defined on the designator unit like Boris and the aircraft (the designator's flags take precedence). If a flag isn't set on any of those, the respective [AudioVisual] flag is used. To disable an airstrike voice, set it to an empty sound.

[TechnoType]VoiceAirstrikeAttack= (soundmd entry) Specifies the voice played when the airstrike is called in and the team enters the map.
[TechnoType]VoiceAirstrikeAbort= (soundmd entry) Specifies the voice played when the designator unit is killed before the aircraft had a chance to fire.


Deactivated & Sparkling
Only un-powered units sparkle. Deactivation because of EMP and Operator logics does not make the unit sparkle any more.
Note: This might be extended to make sparkling customizable.


Made the dimming effect for deactivated voxel units customizable
[AudioVisual]DeactivateDimEMP= (float, defaults to 0.8 )
[AudioVisual]DeactivateDimOperator= (float, defaults to 0.65)
[AudioVisual]DeactivateDimPowered= (float, defaults to 0.5)

The first applicable value is used, the other values will not be considered. That is, if an unpowered unit is under EMP, the DeactivateDimEMP is used. This is purely cosmetic and the order may change in the future. A value of 1.0 disables the dimming effect. Supported range is 0.0 to 1.0, though higher values might also work to brighten the unit.

This only affects UnitTypes and only voxels.


Added Firestorm's AV tag
[Projectile]AV= (bool, defaults to AG): Whether this projectile can be fired at vehicles (UnitTypes). Opposed to TS, AV does not override AG and AA, and it can be defined independently of the two.


Splits missile logic and Airburst enhancements
The split weapon of the Cyborg Reaper from Tiberian Sun fired two missiles. Each of them splits in mid-air after they gained some altitude, releasing two new projectiles each, which would either aim for the original target or retarget to one of the units nearby (range 2) or a cell random cell in a 7x7 area.

[Projectile]Splits= (boolean, defaults to no): Whether the projectile will split into a number of other projectiles defined by Cluster and AirburstWeapon. Can be combined with Airburst.

[Projectile]RetargetAccuracy= (float, defaults to 0.0): The probability that a split cluster will aim for the same target the original projectile was shot at. The higher the value, the less likely it is for the split projectile to chose another target. Valid range is 0.0 to 1.0.

[Projectile]AirburstSpread= (float, defaults to 1.5): The range the airburst effect covers. Each cell in range will be targeted by the AirburstWeapon. Requires Airburst=yes. Cannot be combined with Splits=yes.


Fix for inefficient smoke animation lookup
When aircraft smoke because of heavy damage, the animation is hardcoded, but still looked up every time. When an aircraft is destroyed, it creates many smoke animations. This fix gets rid of the lookup. Additionally, it makes the smoke customizable per AircraftType.

[AircraftType]Smoke.Anim= (animation type, defaults to SGRYSMK1): The animation created as smoke.

[AircraftType]Smoke.ChanceRed= (integer, defaults to 10): The chance of a heavily damaged aircraft creating a smoke animation each frame.

[AircraftType]Smoke.ChanceDead= (integer, defaults to 80): The chance of a crashing aircraft creating a smoke animation each frame.


Passable structures
[BuildingType]IsPassable= (boolean, defaults to no): Whether the cells the building occupies can still be entered or stood on by vehicles and infantry.

This tag can be considered a replacement for the Firestorm tag IsLimpetMine.


Hunter Seeker added
Side specific Hunter Seeker units:
[Side]HunterSeeker= (VehicleType): The unit used as Hunter Seeker for the SW firer's side. Replaces GDIHunterSeeker= and NodHunterSeeker= from Tiberian Sun. Set this to a vehicle type with the fly locomotor.

Global hunter seeker control:
[SpecialWeapons]HSBuilding= (list of BuildingTypes): Buildings that can launch Hunter Seekers.
[General]HunterSeekerDetonateProximity= (integer): Distance to target in leptons below which the Hunter Seeker will detonate. Tiberium Sun uses 150.
[General]HunterSeekerDescendProximity= (integer): Distance to target in lepons where the Hunter Seeker will start do decent. TS uses 700.
[General]HunterSeekerAscentSpeed= (integer): Speed value used while rising to a higher flight level. TS uses 40.
[General]HunterSeekerDescentSpeed= (integer): Speed value used while going down to a lower flight level. TS uses 50.
[General]HunterSeekerEmergeSpeed= (integer): Speed value used when ascending from the launch site. TS uses 6.

The last five values can be overridden by TechnoTypes:
[TechnoType]HunterSeeker.DetonateProximity= (integer)
[TechnoType]HunterSeeker.DescendProximity= (integer)
[TechnoType]HunterSeeker.AscentSpeed= (integer)
[TechnoType]HunterSeeker.DescentSpeed= (integer)
[TechnoType]HunterSeeker.EmergeSpeed= (integer)

Only the Fly locomotor makes use of these values.

Ignore certain target types:
[TechnoType]HunterSeeker.Ignore= (boolean, defaults to no): Whether the Hunter Seeker will ignore targets of this type.

Type=HunterSeeker super weapon added, with the following settings:
[SuperWeaponType]HunterSeeker.Buildings= (list of BuildingTypes): Overrides the global HSBuildings list.
[SuperWeaponType]HunterSeeker.Type= (VehicleType): Overrides the side-specific HunterSeeker unit type.
[SuperWeaponType]HunterSeeker.RandomOnly= (boolean, defaults to no): Whether or not every object on the map has an equal chance of being targeted by the Hunter Seeker. If this is no, non-civilian targets are preferred for human players in multiplayer games. If no preferred target is found, a random target is chosen.

Default properties:
EVA.Detected=EVA_HunterSeekerDetected
EVA.Ready=EVA_HunterSeekerReady
EVA.Activated=EVA_HunterSeekerLaunched
SW.AITargeting=NoTarget
SW.AffectsHouse=enemies
SW.AffectsTarget=all
Text.Ready=TXT_RELEASE


Recreated the Drop Pod SW
This re-implements the Drop Pod SW (Type=DropPod) known from Firestorm. Firestorm had types E1 and E2 hardcoded, which is not recreated. Thus, don't forget to set the types.

Global tags:
[General]DropPodTypes= (list of InfantryTypes): The types to chose from. Each type has an equal chance of being selected. You can add types more than once. Only infantry is supported.
[General]DropPodMinimum= (integer): The minimum number of Drop Pods being generated. Defaults to 0.
[General]DropPodMaximum= (integer): The maximum number of Drop Pods being generated. Defaults to 0.

SW specific tags:
[SuperWeapon]DropPod.Types= (list of InfantryTypes): The types to chose from. Each type has an equal chance of being selected. You can add types more than once. Only infantry is supported. Defaults to [General]DropPodTypes.
[SuperWeapon]DropPod.Minimum= (integer): The minimum number of Drop Pods being generated. Defaults to [General]DropPodMinimum.
[SuperWeapon]DropPod.Maximum= (integer): The maximum number of Drop Pods being generated. Defaults to [General]DropPodMaximum.
[SuperWeapon]DropPod.Veterancy= (float): The veterancy level the units will start at. Values between 0 and [General]VeteranCap are valid. Defaults to 2.0 (elite).


Drop Pod Trailer speed improvement and customization
[General]DropPodTrailer= (Animation): The animation used as smoke trailer for drop pods. Defaults to SMOKEY.

The animation is retrieved only once, not once for each drop pod every six frames. The smoke trailer is created even if the drop pod does not have a [General]DropPodWeapon attached.

If the weapon used in [General]DropPodWeapon does not have at least one valid Report sound set, the game will not crash any more.


Team retaliates if a member is attacked
This feature has to be enabled with a tag to not change the original game's behavior.

[General]TeamRetaliate= (bool, defaults to false)
Whether teams are allowed to retaliate if a member is attacked and not killed immediately.
Note: This feature was removed from RA2 and teams could be picked apart one by one because of this.

----------

FurryQueen: I know the aircraft feature is everyone's favourite, but I think it's quite hard to get right and it might involve changing locomotors. That's why I'm trying to avoid it. Weapons is complicated also, because the game assumes one Ammo, one ROF, one whatever. Getting all these right (and there are more requests regarding weapons) would be better done in one go, though that would be difficult.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Apr 05, 2014 9:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Holy fucking shit. That's what I think of this huge post already.

On a thought... does this include any softcoding regarding Cluster's 9 hardcode? That's all I can ask about all of a sudden.

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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
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

Last edited by Graion Dilach on Sat Apr 05, 2014 9:39 pm; edited 1 time in total

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Sat Apr 05, 2014 9:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice to see the project going.
I will try this time to give ideas with links to blueprints as requested.

So here they are:
https://blueprints.launchpad.net/ares/+spec/ability-for-weapons-selected-by-range-rather-than-primary-secondary

https://blueprints.launchpad.net/ares/+spec/add-a-new-sw-ai-targetting-method-random

https://blueprints.launchpad.net/ares/+spec/aircraft-crush-angle

https://blueprints.launchpad.net/ares/+spec/aircraft-multiple-trailers

https://blueprints.launchpad.net/ares/+spec/custom-cursors-on-normal-weapons

https://blueprints.launchpad.net/ares/+spec/victoryscreenmusic

And maybe the superweapon like the TSFS EMP Cannon.

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"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
PillBox20's Red Alert 2 Mod: http://www.moddb.com/mods/pillbox20s-red-alert-2/downloads/pillbox20s-red-alert-2-version-02

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Glukv48
Cyborg Firebomber


Joined: 11 Nov 2012
Location: Russia, Krasnodar.

PostPosted: Sat Apr 05, 2014 10:31 pm    Post subject: Reply with quote  Mark this post and the followings unread


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MRMIdAS
Tiberian Beast


Joined: 17 Jul 2008

PostPosted: Sun Apr 06, 2014 12:24 am    Post subject: Reply with quote  Mark this post and the followings unread

I'd like to see Opentopped buildings, ala C&C3.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sun Apr 06, 2014 1:28 am    Post subject: Reply with quote  Mark this post and the followings unread


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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sun Apr 06, 2014 2:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Good stuff!

off to test new things Smile

EDIT:

Splits=yes works but only at impact of target, it is missing the
ProjectileRange key from FS which sets off the splitting within certain radius in air.

; First stage of Cyborg Spider rocket launcher
[QuadLauncher]
Damage=0
ROF=180  ;was 80
Range=7
ProjectileRange=2
MinimumRange=3  ; was 2
Projectile=DualCluster
Speed=25  ; was 10
Warhead=SA
Report=SAMSHOT1
Burst=2

RetargetAccuracy= this was originally percentage instead of a float in firestorm inis wise. 75% etc... Doubt it matters much tho, just a heads up.

Got reminded, would really need SW.AITargeting= with values to have the AI target its own units or buildings for support powers!!! All options present are meant against enemy as can't use IronCurtain/Chronosphere like targeting either...

https://blueprints.launchpad.net/ares/+spec/sw-ai-targeting-for-repair-and-heal

Last edited by ApolloTD on Sun Apr 06, 2014 8:24 am; edited 4 times in total

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Apr 06, 2014 2:17 am    Post subject: Reply with quote  Mark this post and the followings unread

On 4SG's idea maybe it could be it shows how much HP is deducted.

Either way sounds like a nice albeit very niche idea to add in. (Gonna remind me alot of Ragnarok Online though)

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Sun Apr 06, 2014 5:49 am    Post subject: Reply with quote  Mark this post and the followings unread


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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Sun Apr 06, 2014 10:17 am    Post subject: Reply with quote  Mark this post and the followings unread


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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Apr 06, 2014 10:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Fog of War won't be done its just too laggy on the computer to be properly fixed.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Apr 06, 2014 11:33 am    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:

Got reminded, would really need SW.AITargeting= with values to have the AI target its own units or buildings for support powers!!!


I'm Using...

SW.AITargeting=Base
SW.AffectsHouse=owner
SW.RequiresHouse=owner
SW.AffectsTarget=infantry,units
SW.RequiresTarget=infantry,units

Which makes them target the infantry & units in their base. Typically they are also the units it's reading to attack with too, so I often get attacked by "buffed" units.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sun Apr 06, 2014 11:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
ApolloTD wrote:

Got reminded, would really need SW.AITargeting= with values to have the AI target its own units or buildings for support powers!!!


I'm Using...

SW.AITargeting=Base
SW.AffectsHouse=owner
SW.RequiresHouse=owner
SW.AffectsTarget=infantry,units
SW.RequiresTarget=infantry,units

Which makes them target the infantry & units in their base. Typically they are also the units it's reading to attack with too, so I often get attacked by "buffed" units.


Yes, but ideally you'd have short buff and apply it to field units than any prolonged that lasts all the way to enemy base.
Having it fire on mobile force would make AI seem more intelligent like in middle of a battle.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Apr 06, 2014 12:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm just saying that it is currently possible for the AI to target its own units/buildings, but yes we do need better control over which ones.

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Sun Apr 06, 2014 12:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
Fog of War won't be done its just too laggy on the computer to be properly fixed.
Thats a shame, such a great feature that improved TS's gameplay hugely, is there really no chance it will ever be fixed?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Apr 06, 2014 12:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

It can be fixed but fixing it will put so much lag on your Games that it'll make the game almost unplayable (think playing the game on Slowest or worse)

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sun Apr 06, 2014 1:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Targeting own units is not possible easily, at least not in a general way. Both the Chronosphere and the Iron Curtain have elaborate rules for this, concerning AI Triggers and Map Actions. By itself, the AI cannot see what it should do with the SWs. It doesn't know "I'm under attack", nor does it know "I could make my units better when I'm attacking".

I thought of power toggle last night (looked up the old code from 2011). I could update and include it, and it would make Power Toggle a Keyboard Command (no ACB button). But I'm not sure this is what you want.

Regarding Splits: RetargetAccuracy=0.75 can be written as RetargetAccuracy=75%, thus it still is a percentage. RA2 removed ranges from projectiles completely, as well as several other features like bouncing (which is too hard to bring back). I worked on Range already, but I don't know whether that's all that is needed to bring it back.

Cluster= is only supported for Splits=yes. I think I couldn't get Airburst and Splits to be unified completely and I had to add a new tag, AirburstSpread=. Set this to the radius, and all cells in it will be hit.

Fog of war is not a feature I'd like to code at the moment.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sun Apr 06, 2014 2:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

I took the liberty of confirming the Airstrike Voices on its Whiteboard.
As far as Splits= goes, it works perfectly, splits into Cluster= number as well. Airburst doesn't seem to need 9 projectiles either as 4 and 8 worked perfectly.
As far as RetargetAccuracy, it seems to be a straight percent as I'm guessing and if set to say 50%, 4 of 8 projectiles will hit the target, the other 4 will hit another single target. I'd confirm this on launchpad but I cannot find the blueprint.

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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013

PostPosted: Sun Apr 06, 2014 3:10 pm    Post subject: Reply with quote  Mark this post and the followings unread


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DarkVen9109 wrote:
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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Last edited by Parasite03 on Sun Apr 06, 2014 3:24 pm; edited 1 time in total

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Apr 06, 2014 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

You could make the normal EMP "sparkles" anim invisible & use an AttachEffect.Animation= to give an EMP weapon any anim you want.

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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013

PostPosted: Sun Apr 06, 2014 3:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

The second one is not as easy.

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DarkVen9109 wrote:
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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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013

PostPosted: Sun Apr 06, 2014 4:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, just tried the drop pod superweapon. It doesn't quite work. Just nothing happens.

[General]
DropPodWeapon=Vulcan2   ; weapon mounted on drop pod
DropPodHeight=2000      ; height above ground that drop pods appear at
DropPodSpeed=75         ; speed of drop pod's descent
DropPodAngle=0.79       ; angle of descent for drop pod [radians; .40=flat,1.18=steep]
DropPodTrailer=SMOKEY   ; the animation used as smoke trailer for drop pods
DropPodTypes=GI         ; the types to chose from. Each type has an equal chance of being selected. You can add types more than once. Only infantry is supported.
DropPodMinimum=1        ; the minimum number of Drop Pods being generated
DropPodMaximum=3        ; the maximum number of Drop Pods being generated

[DPOD]
UIName=Name:DPOD
Name=Drop Pod
Category=AirPower
Primary=Vulcan2
Strength=60
Selectable=no
Armor=light
TechLevel=-1
Sight=0
RadarInvisible=yes
Speed=16
Owner=British,French,Germans,Americans,Alliance,Russians
Cost=10
Points=20
ROT=5
Ammo=5
Passengers=5
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
VoiceSelect=
VoiceMove=
VoiceAttack=
Locomotor={4A582745-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=10

Note: it is listed as an aircraft

[DropPodSpecial]
UIName=Name:DropPod
Name=Drop Pod
IsPowered=true
RechargeVoice=
ChargingVoice=
ImpatientVoice=                                  
SuspendVoice=
RechargeTime=.001;4
Type=DropPod
Action=DropPod
SidebarImage=PODSICON
ShowTimer=no
DisableableFromShell=no
DropPod.Types=CONS,SHK,FBT

Note: there are CONS and FBT InfantryTypes in my mod.

Basically, when i clikc the weapon - it gives me the paradrop cursor. When I click somewhere - just nothing happens. Only the cursor disappears.

BTW, DropPodPuff and DropPod are set to existing values.

Ooooops.. Just noticed the doublepost.

P.S. Another thing
https://blueprints.launchpad.net/ares/+spec/languages

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DarkVen9109 wrote:
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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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sun Apr 06, 2014 5:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:

Global tags:
[General]DropPodTypes= (list of InfantryTypes): The types to chose from. Each type has an equal chance of being selected. You can add types more than once. Only infantry is supported.
[General]DropPodMinimum= (integer): The minimum number of Drop Pods being generated. Defaults to 0.
[General]DropPodMaximum= (integer): The maximum number of Drop Pods being generated. Defaults to 0.

SW specific tags:
[SuperWeapon]DropPod.Types= (list of InfantryTypes): The types to chose from. Each type has an equal chance of being selected. You can add types more than once. Only infantry is supported. Defaults to [General]DropPodTypes.
[SuperWeapon]DropPod.Minimum= (integer): The minimum number of Drop Pods being generated. Defaults to [General]DropPodMinimum.
[SuperWeapon]DropPod.Maximum= (integer): The maximum number of Drop Pods being generated. Defaults to [General]DropPodMaximum.
[SuperWeapon]DropPod.Veterancy= (float): The veterancy level the units will start at. Values between 0 and [General]VeteranCap are valid. Defaults to 2.0 (elite).


A) you know by now not to doublepost
B) Learn to read because
C) You're doing it WRONG, they don't all belong in General.

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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013

PostPosted: Sun Apr 06, 2014 5:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Calm down. They have their defaults. I did set DropPod.Types, minimums and maximums are ud=sing the defaults in [General] and Veterance defaults to elite. I AM doing it right.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sun Apr 06, 2014 6:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral: Thanks, I still haven't created all the blueprints for features already done. Maybe I'll do that later today. RetargetAccuracy can be confirmed on the Splits blueprint, though.

Parasite03: It indeed looks ok, except that DPOD is not needed. Does the debug.log say anything like DropPod super weapon "DropPodSpecial" ...?

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sun Apr 06, 2014 6:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

While I'd like to see you actually prove me wrong Parasite, it clearly works when coded correctly:

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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013

PostPosted: Sun Apr 06, 2014 8:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, then you could show the correct code. But I'm 99.9% sure that it is not because of me using default values but not specifying them on the super weapon.

For Alex: while I didn't have the SMOKEY animation, every time I launched the superweapon it logged that it added an event SPECIAL_PLACE. No clue what that is all about.

4StarGeneral, your code please?

EDIT

Well, here is a bug report for you, Alex:
Drop Pod Superweapon ignores defaults.
Adding
Code:
DropPod.Minimum=3
DropPod.Maximum=3
DropPod.Veterancy=1

to the superweapon(I only had Types before) definately made it work. BTW what images does the game use for the falling droppod and what defines its direction (the game should be able to handle 2 directions).

A quick idea to enchance them:
[Side or Superweapon]
DropPod.FlyingAnim=list of 2 anims ;defines the anims of the flying droppod: 1 east and 1 west
DropPod.FadingAnim= list of 2 anims ;same but the fading away animations.

EDIT 2

I suppose the animation the game uses while the droppod is flying is the same anim that is left behing. Gonna test it right now.

EDIT 3

Well, I determined that the nimation of droppod flying is a separate 1. Anybody knows what it is?
It's Pod.shp

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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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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sun Apr 06, 2014 8:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

If I must:
Code:
[DropPodSpecial]
UIName=NOSTR:Drop Pods
Name=Drop Pod Special
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=2
Type=DropPod
Action=DropPod
SidebarImage=PARAICON
ShowTimer=yes

DropPod.Types=E1,GGI  ; The types to chose from. Each type has an equal chance of being selected. You can add types more than once. Only infantry is supported. Defaults to [General]DropPodTypes.
DropPod.Minimum=4   ; The minimum number of Drop Pods being generated. Defaults to [General]DropPodMinimum.
DropPod.Maximum=8   ; The maximum number of Drop Pods being generated. Defaults to [General]DropPodMaximum.
DropPod.Veterancy=1   ; The veterancy level the units will start at. Values between 0 and [General]VeteranCap are valid. Defaults to 2.0 (elite).

SW.Range=5
SW.CreateRadarEvent=true
SW.AffectsTarget=empty
SW.Deferment=75
SW.RequiredTarget=empty
SW.AITargeting=ParaDrop
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox


I can confirm that none of the Globals are read for the DropPod superweapon. Although I don't see why you would need Globals in the first place when you would want to define everything for each (if multiple) superweapons anyway.

Droppod and Droppod2.shp are the 2 directional 'dropped' pods and Pod and Podring are the animations, they're all listed in rulesmd.ini if you cared to look.


On another note, the Hunter Seeker code seems to not be working with/without TS defaults. Could be my code, but I've tried everything I can think of.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Sun Apr 06, 2014 10:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

I did a little testing on the Splits= logic.

I used a high-flying aircraft with a long range cluster missile.

RetargetAccuracy= works the exact opposite way as described, it seems.

With it set to 1%, all missiles hit the target
With it set to 99%, things around the original target (and a 7x7 area around it) were peppered with missiles.

Also, something was funky with the damage.

Code:

[Projectile]
Shadow=no
Acceleration=15
Ranged=yes
Airburst=yes
Cluster=15
AirburstWeapon=Dragon
RetargetAccuracy=99%
Splits=yes
Image=MEDUSA
ROT=35

;relevant weapon code...
[Dragon]
Damage=5


The original missile's base damage is 75, and with Damage=5 on the sub-munition, it was causing rather substantial damage.

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Sun Apr 06, 2014 11:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Something is indeed wrong with cluster damage, and i too noticed that RetargetAccuracy= works the opposite way to the description.

Other than that (and no way to make the projectile to split inair, other than Airburst=yes), everything works fine.

PS. If you make the projectile split on hit, it can replace shrapnel logic if you need a weapon with shrapnels when the on hitting a structure or clear ground. Just something i thought i would mention.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sun Apr 06, 2014 11:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

True, fixed that some hours ago, but no new binary yet. The damage is multiplied by 10. This was like that in FS, though I'm not sure why. Seems stupid that way.

Edit: Also, the Drop Pod global tag problem will be fixed soon. Smart: having optional values that can default to other values. Not so smart: Initializing them with a value of 0, while that will make them not use the default.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Mon Apr 07, 2014 11:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Alright after much further testing I'm confirming:

- As Mevitar describes Splits= doesn't seem to split in mid-air unless Airburst=true.

- Only Powered units sparkle (i.e. Robot Tank)

- IsPassable works as intended, but on a side note, IsPassable=yes on a barracks can make infantry untargetable when created (Infantry are spawned in the building)

- Dimming effects work as intended {EDIT} (0.9 is very light, 0.1 almost black)

- Smoke animation and rate on dying/dead aircraft all work as intended (10 is 10% chance, 90 is 90% chance).

- AV=no doesn't seem to prevent from firing at vehicles?

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Last edited by 4StarGeneral on Mon Apr 07, 2014 3:43 pm; edited 1 time in total

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Mon Apr 07, 2014 2:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually, i had an idea, and added Dropping=yes to the projectile. Now it splits immediately after firing. There is still no way i know of to make it split in the midflight, though.

4StarGeneral wrote:
- Dimming effects work as intended (0.1 is very light, 0.9 almost black)
Didn't you mean it the other way around? Like: dim value of 0.9 is very weak darkening, while 0.1 makes the unit almost black? #Tongue



This is the part where i request something too.

Shields (but i won't be surprised if you say it's too much work, at least adding a second "health" bar)
Stunning Weapons (although not the way it was originally proposed)
Auto-fire SW after click (i would really like to use manual activation for auto-targetted SWs, but i don't really remember where the discussion about them went to anymore)

And the already mentioned:
Show damage values.
Custom cursors on weapons.
AI targeting options for heal/buff SWs (i might be wrong on this one, but if SW.AITargeting=GeneticMutator/PsychicDominator already targets enemy units, can't this behavior be reversed to make it consider friendly ones first?).
SW that fires the building's weapon at a target (yes, EMP Cannon from TS). It was requested many times before, maybe its time will finally come? #Tongue
knowing you, you have it done already, but it's waiting on your hard drive

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Mon Apr 07, 2014 4:08 pm    Post subject: Reply with quote  Mark this post and the followings unread


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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Mon Apr 07, 2014 7:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

What did I say about discussing new radical ways to change the game? This string stuff is just that. Not thought out, not useful. What if I'd do yes=no? edit: I split out the String Replacement request.

Regarding Range: Do not confuse non-working Range on projectiles with Splits. It has nothing to do with it, I haven't heard anyone requesting Range to be restored yet. If Splits can't be used as intended, well, that's how it is now.

EMP cannon is waiting on my harddrive, but it isn't done yet, though it can do marvellous things already.

Mouse cursor customization needs a bit more work. I worked on that, very long ago. It's the old NPatch style notation in one line (which I wanted to include back in 0.2 already) and a section that makes defining cursors simpler.

The dimming should indeed be "the lower the darker". Values larger than 1.0 should brighten the voxel.

Currently I'm working on a Toggle Power keyboard command. It's working, but RA2 hasn't updated the code, as it wasn't used. Thus, Temporal attacking a powered down building and then letting go of it will make the building power up again. Needs a bit more work.

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Mon Apr 07, 2014 8:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:


EMP cannon is waiting on my harddrive, but it isn't done yet, though it can do marvellous things already.

Mouse cursor customization needs a bit more work. I worked on that, very long ago. It's the old NPatch style notation in one line (which I wanted to include back in 0.2 already) and a section that makes defining cursors simpler.

Currently I'm working on a Toggle Power keyboard command. It's working, but RA2 hasn't updated the code, as it wasn't used. Thus, Temporal attacking a powered down building and then letting go of it will make the building power up again. Needs a bit more work.


Great! We are glad that you are doing all this!

But just one question. Aa... what about the Bounty Logic? How is it going with it?

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Mon Apr 07, 2014 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

EMP might not get into 0.7. It needs more work, even if not much. I can't promise this yet.

I didn't work on bounty. This question can be better answered by Graion.

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gistop
Stealth Laser Trooper


Joined: 19 Feb 2014
Location: Canada

PostPosted: Tue Apr 08, 2014 1:09 am    Post subject: Reply with quote  Mark this post and the followings unread


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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Tue Apr 08, 2014 6:43 am    Post subject: Reply with quote  Mark this post and the followings unread

[quote=AlexB]I could update and include it, and it would make Power Toggle a Keyboard Command (no ACB button). But I'm not sure this is what you want. [/quote]

Was this at me? After reading through the new posts, I double checked the blueprint. It is woefully unclear, and I apologize for that. The idea was to attach power toggling to the deploy function of a building through a tag like DeployToTogglePower=. Which, for some unknown reason, I didn't state in the blueprint. This would be handy for structures such as laser fences or other structures that you wouldn't want to be perpetually active.

However, if (when?) you implement toggle power as a keyboard command then the deploy method becomes much less important. It would still be a handy feature though.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Apr 08, 2014 10:47 am    Post subject: Reply with quote  Mark this post and the followings unread

I would like Range on projectiles. Without it Splits seems quite limited. With Range for instance you could have the initial weapon explode immediately and send many projectiles scattering all over. Not to mention it could also be used without Splits for sonic or plasma type weapons that can't travel far etc.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Tue Apr 08, 2014 11:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Bolt, You can use Dropping=yes on projectile to make splits fire off immediately, the saving grace really given the ProjectileRange is unavailable...

Sadly this means, recreating Cyborg Reaper splits missile totally accurately is impossible as it would use ProjectileRange to travel 2 cells in air prior to causing the split missiles to trigger if not using Range=3 given in Projectile entry.

The 10x times damage thing can be removed as its at best, confusing to the modder.

AlexB, nobody requested ProjectileRange as had no idea it was relevant on achieving the mid-air missile split, without it, that is not achievable.

Come to think of it, could the weird missile circling bugs in RA2 be related to the removal of projectile ranges as I do not recall similar issues in Tiberian Sun.

I'm not too bothered if ProjectileRange is totally too complex to consider bringing back as thankfully Dropping allows trigger atleast all on firing, else the logic would have been far less useful.

Like others said, RetargetAccuracy is reversed on the values but else works very well.

Drop Pods also work fine apart from the global values not being read.

As for requests, EMP Cannon SW with working range limit I would also very much like #Tongue

I don't know if its possible to have change/alternate feature to the missiles making them randomly crash nearby cell when they lose their target (Like C&C games prior to TS) instead of just go boom when no longer target and meet the MissileSafetyAltitude level for detonation.

Wonder when jumpjet issues get fix too Smile

Last edited by ApolloTD on Tue Apr 08, 2014 3:04 pm; edited 1 time in total

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Apr 08, 2014 1:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Which tag specifies a drop pod's art itself (is it customizable per SW at all?), or that's a global tag still kept in RA2?

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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
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Tue Apr 08, 2014 1:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Of Vanilla YR, line 526: DropPod=DROPPOD,DROPPOD2 ; mark to leave after drop pod lands and a couple commented out (;GEFDropPodPuff=DROPEXP     ; animation to play when drop pod hits the ground) (;GEFAtmosphereEntry=PODRING ; animation to use when drop pod enters atmosphere) animation control that I haven't tested whether it works or not. On a related note, it may also be possible to get DropPod's out of a crate if your SW is named the same as TS's??

While ProjectileRange may stop the projectiles from circling forever, projectiles will still circle if they're stuck in a position where their ROT won't allow the projectile to turn fast enough to hit.

EDIT: The edited out tags still work. DropPod crates still don't work even when DropPod is on the correct ID of the SW list and same name, creates a blank crate, not that I figured it would work in the first place.

Has anyone been able to get the HunterSeeker working? I can get the weapon to fire, but no seeker is spawned.

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Last edited by 4StarGeneral on Tue Apr 08, 2014 2:18 pm; edited 1 time in total

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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013

PostPosted: Tue Apr 08, 2014 2:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll try to get it working... Haven't really messed with HS.

For Graion:
DropPod= is list of 2 drop pods lying on the ground a disappearing, 1 facing west and other facing east
pod.shp - 2-frame animation of flying droppods, 1 facing west and other facing east
DropPodPuff= animation of droppod landing
EnterAtmosphere= - animation of droppod spawning
-----
I'd like to see those images be customizable for every droppod SW

BTW a native YR bug report:
https://bugs.launchpad.net/ares/+bug/1304459

EDIT

4StarGeneral, Hunter Seeker works just fine.
Code:
[HuntSeekSpecial]
UIName=Name:HuntSeek
Name=Hunter Seeker
IsPowered=true
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=12
Type=HunterSeeker
SidebarImage=DETNICON

CameoPalette=tscameo.pal

EVA.Detected=EVA_HunterSeekerDetected
EVA.Ready=EVA_HunterSeekerReady
EVA.Activated=EVA_HunterSeekerLaunched
SW.AITargeting=NoTarget
SW.AffectsHouse=enemies
SW.AffectsTarget=all
Text.Ready=TXT_RELEASE

HunterSeeker.Buildings=NACNST
HunterSeeker.Type=NHUNTER
HunterSeeker.RandomOnly=no


This SW attached to the NACNST gave me the ability to launch an invisible Hunter Seeker(took TS code and APACHE's image which appareantly doesn't exist) which went to the enemie's badse and exploded a tank.

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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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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Wed Apr 09, 2014 2:09 am    Post subject: Reply with quote  Mark this post and the followings unread

New binary is there.

* Drop Pod globals should be used now
* RetargetAccuracy should work as documented now
* Splits hardcoding removed (Damage isn't multiplied by 10, Speed is used from the AirburstWeapon)
* ProjectileRange added (only for non-Parasite Techno-fired bullets, not Super Weapons, not Shrapnels)

-------

Droke: I didn't check the blueprints for Toggle Power. I coded it in 2011 and now I'll include it. There will be some updates, and deploy-to-toggle seems smart on buildings that don't have a deploy function and are often powered down. And it mirrors the super-charged Gap Generators. I'll see what I can do, but maybe not for 0.7.

4StarGeneral: Drop Pod crates are more crate expansion than Drop Pods themselves. I mentioned on the blueprint or wiki that the crate bonus is not back yet.

Regarding Drop Pods: If I don't have to, I'd rather not make Drop Pod images or any other properties per-SW.

Regarding Hunter Seeker: Check the debug.logs. If HS couldn't be fired, it will tell you why. Remember that the Hunter Seeker is a VehicleType, no aircraft.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Wed Apr 09, 2014 5:44 am    Post subject: Reply with quote  Mark this post and the followings unread

I can't seem to make ProjectileRange work as intended or at all(?) for splits...

If I do it like FS, put in the launching weapon, nothing happens midflight and splits happen on impact and if I put it to airburstweapon, it doesn't split at all even on impact seemingly or it explodes all on same cell (?)

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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013

PostPosted: Wed Apr 09, 2014 12:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

About crates: I'd rather remake all that stuff because powerups system is messy and ztyped up.
There should be an expansion for it:
These should all be side-specific if made to be so.
1.Spawn custom or random units of any Type(or specific if given)
2. Give custom superweapons
3.Spawn any tiberium
4.Fill harvesters with ore? Actually, it would be nice to have like separate fuel crates appearing, Weeder=yes coolects them and dumps to make some missile. Would be nice IMO
5. Custom crate types(How crate looks, what can collect them, etc.)
And so on, so on, so on.

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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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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Wed Apr 09, 2014 12:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've thinked of something, that I think will make the game more fun to watch.

Remember the old TS Nod Artillery? Well the barrel was quite agile and was moving up and down. The same happens with the Titan if you give it the Tick Tank Projectile.

https://blueprints.launchpad.net/ares/+spec/tracking-barrels

I think that in RA2YR will fit the Flak Cannons and the Grand Cannons really well.

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