Posted: Sat Sep 24, 2011 1:07 pm Post subject:
Nod Laser Fence [YR Ares]
Hi. I have been asked for Nod laser fence, so here it is. I have found it little bit fat-ass for myself, and going to redo it later. Original model by DonutArnold.
This one missing buildup frames and have no active animation.
Can you render a cameo please? It is very hard, even impossible to create a cameo of a isometric wall image(such as this release). It can be done with buildings, but wall types is to hard. I did minor edits on a google image, but I noticed this laser fence have 4 lasers, and my cameo have 3
It looks good, but unless it's on a corner, it kinda looks asif an infantry would be able to walk through the laser fence posts, if you know what I mean. Maybe add some sort of electricity anim in between the sphere that in the center and the poles around it (which the lasers attach to) to make it look like it's impossible for an infantry to walk in between (and make it through alive)? _________________ QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Fri Sep 30, 2011 7:03 pm Post subject:
FistOfFire wrote:
Can you render a cameo please? It is very hard, even impossible to create a cameo of a isometric wall image(such as this release). It can be done with buildings, but wall types is to hard. I did minor edits on a google image, but I noticed this laser fence have 4 lasers, and my cameo have 3
Um, no it doesn't... your icon has 4. The front only shows 3, but the side piece shows there's one more above it. _________________ QUICK_EDIT
Posted: Thu Sep 06, 2012 4:05 pm Post subject:
NTPOST Buildup created for you :)
I noticed that you did manage to create an awesome looking Laser Fence, and it works like a dream with Ares 0.2, so I went ahead and made a buildup sequence and put all the data from rulesmd/artmd along with it
I also remapped some pink colors to gray, seems you missed a few pixels hehe I added a scorch and damage fire to the building frames too, so an overall improvement in my opinion
The cameo I use is from TS, sorry guys, but I like it!
[BuildingTypes]
XX=NAPOST
XX=NAFNCE
; im not 100% sure if parts of the Laser Fence are hard coded to this ID, so we'll just use Image=NTPOST/NTFNCE in the artmd.ini
; Laser Fence Post
[NAPOST]
UIName=Name:NAPOST
Name=Laser Fence Post
;Image=NTPOST;This flag will go into artmd.ini, not here, since we want the ID to remain NAXXXX incase of hardcoding
BuildCat=Combat
Prerequisite=POWER
Primary=EMPTower;I decided to give it an EMP weapon
DistributedFire=yes
Strength=900
Armor=steel
TechLevel=1
Adjacent=12
Sight=4
Owner=Americans,Alliance,British,French,Germans,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=200
Soylent=200
Points=200
BaseNormal=no
IsBaseDefense=yes
Points=200
Powered=yes
Power=-10;Tiberian Sun - this was -25 and NAFNCE was Power=0 (both should be Powered=yes to work)
Crewed=no
Capturable=false
Repairable=yes
ClickRepairable=yes
Sellable=yes
LaserFencePost=yes
;+++++++++
;Remove these if you want a non-violent reaction when a POST dies
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=5
MinDebris=1
;+++++++++
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
GuardRange=25 ; Used to set max. intra-post distance
WorkingSound=PowerOn
NotWorkingSound=PowerOff
ImmuneToPsionics=yes
Drainable=yes
; Laser Fence Section
[NAFNCE]
;UIName=Name:NAPOST;using "Laser Fence" instead of "Laser Fence Section"
UIName=NOSTR:Laser Fence; ARES FLAG to avoid having to edit ra2md.csf
Name=Laser Fence Section
;Image=NTFNCE;This flag will go into artmd.ini, not here, since we want the ID to remain NAXXXX incase of hardcoding
BuildCat=Combat
Strength=400
Armor=steel
TechLevel=-1
Sight=1
Owner=Americans,Alliance,British,French,Germans,Russians,Confederation,Africans,Arabs,YuriCountry
Capturable=false
Repairable=no
ClickRepairable=no
Sellable=no
Unsellable=yes
Cost=0
Soylent=0
Points=0
Powered=yes
Power=-5
Selectable=no
Insignificant=yes
Crewed=no
LaserFence=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
BaseNormal=no
IsBaseDefense=no
LegalTarget=false
Drainable=no
Immune=yes
CanC4=no
Bombable=no
ImmuneToEMP=yes; ARES FLAG
Warpable=no
[NAPOST]
Cameo=POSTICON
Image=NTPOST
PrimaryFireFLH=0,0,150;since I gave it a weapon, shoots from top of post
Remapable=yes
Foundation=1x1
Height=2
Buildup=NTPOSTMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
DamageFireOffset0=0,20
[NTPOSTMK]
Normalized=yes
Layer=ground
Shadow=yes
AltPalette=yes ; use the unit palete
Probably it is that pathfinding failures cause immense lag, similar heavy lag can be received from blowing up a bridge that just happens to be only way in...
Presume you walled your entire base without a path in(?) while fair idea would have been create a choke point entrance with units/defenses as AI is terrible dealing with walls/fences in general.
If there was memory leak and what not, the lag would not recover back to normal speed and game would keep chugging regardless of selling the fence. QUICK_EDIT
Gangster - you're welcome I love modding! I'll post more things soon!
ApolloTD - ahh cool, that explains alot. I was playing on Trailer Park (2- map, not alotta room after they biuld their massive crowded bases, which was the problem. Thanks alot! QUICK_EDIT
At first I thought it was the fact that I dont have all my animations listed in the [Animations] segment, but the pathfinding thingy makes perfect sense. Or does the lack of the complete list add to the problem? QUICK_EDIT
i've got some problem,is the powered animation for the fence enabled in ares? cause, it doesn't appear, it looks like it is unpowered even if it is powered. _________________
Posted: Mon Sep 10, 2012 5:20 pm Post subject:
Fence power anims
I chose not to use any powered anims on the fence POSTS, simply because:
- if you lose power, the anim stays on the post, frozen, which doesnt look right
- if you hit the post with EMP or cut power, the anim stays frozen also, but the laser 'fence' sections will shut off, an obvious sign that it's off.
So no, there are no animations for powered/not. also, this SHP had to be slightly resized, and the anim doesnt fit properly anyways.
XPoweredLight=yes (where X is ActiveAnim, ActiveAnimTwo, IdleAnim, list goes on) can be used to make animation disappear when the structure loses power. Note that it does not just hide the animation, but rather temporarily removes it, meaning that once power is restored it starts from the first frame of the animation again. It also requires that the animation has XPowered=no to work.
Altough I am not sure if above is applicable to Laser Fence posts, but might be worth a shot. _________________ QUICK_EDIT
How about a version that isn't so... snowy? Light cameos are kinda bad because you have to either strain to read them in a hurry, or paint the text bar 15 shades of black against an overluminescent backdrop.
[NAPOSTMK]
Normalized=yes
Layer=ground
Shadow=yes
;Rate=1
;Palette=unittem
AltPalette=yes ; use the unit palete
[NAPOST_A]
Image=NAPOST_A
Normalized=yes
LoopStart=0
LoopEnd=11
LoopCount=-1
Rate=220
Layer=ground
;NewTheater=yes
DetailLevel=1
YDrawOffset=-7;negative is up
[NAPOST_AD]
Image=NAPOST_A
Normalized=yes
LoopStart=12
LoopEnd=23
LoopCount=-1
Rate=150
Layer=ground
;NewTheater=yes
DetailLevel=1
YDrawOffset=-7;negative is up
[NAPOST_B]
Image=NAPOST_B
Normalized=yes
LoopStart=0
LoopEnd=13
LoopCount=-1
Rate=220
Layer=ground
;NewTheater=yes
DetailLevel=1
YDrawOffset=-7;negative is up
actually, i have those codes and animations already, it is working, but the problem is, about the NAFNCE, i can't make it show it's "laser", when i build it, the fences show up, but looks "unpowered" without it's laser, but when i try to toggle it to unpower, then toggle it again to power, the laser shows up, is it a bug? i copied already the codes for the fence. anyway, good one though for the post. _________________
Um.. no? Only a few infantry, like the damn dogs, not much else though. Just because Boris has a parka fetish and Russia is a frozen wasteland... QUICK_EDIT
If overpowering on building works in Ares (NPatch had this feature) than you could just have NAPOSTs overpowering each other making it looks like tesla fence. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Sep 12, 2012 9:59 am Post subject:
No, that doesn't work. But I assume, it'd only need a single line to be added.
I'll play with it when I next get in front of my Ares projects... uni, so far, I don't like how well you blessed me with this overcrappified timetable QUICK_EDIT
Blame Westwood for being goddamn capitalists dogs. Pretty much all missions that ever took place in Soviet Union were snow maps.
Which is hilarious considering one of the magazines shown at the end of Allied campaign in RA2 (last mission of which was a snow map) has July 30, 1972 marked as date. Either in RA2 universe, it takes a while for the media to catch attention of something as big as Allied victory over Soviets, or Russia has a tad bit colder climate.
Or much more likely, WW just didn't care. _________________ QUICK_EDIT
uni, so far, I don't like how well you blessed me with this overcrappified timetable
Uni? lol?
Gangster wrote:
CCHyper wrote:
Ixonoclast wrote:
Hahahah, imagine Tesla fences.
Someone needs to make these now!
If overpowering on building works in Ares (NPatch had this feature) than you could just have NAPOSTs overpowering each other making it looks like tesla fence.
If you mean the way Prism Towers charge eachother just before firing, not sure that would work without them actually firing at something...
devil614 wrote:
[NAPOST_A]
[NAPOST_AD]
[NAPOST_B]
...
Rate=220
YDrawOffset=-7;negative is up
make it Rate=440
make it YDrawOffset=-6 instead -- looks better
Edit: Amended your triple post into one post -SMIFFGIG Try using the Edit button in future
Uups.. Mah bad Last edited by devil614 on Wed Sep 12, 2012 9:20 pm; edited 1 time in total QUICK_EDIT
Laser post looks nice but the buttress/corner pieces do look quite spacious (unless some kinda of electric anim or similar was added between the gaps?) _________________ QUICK_EDIT
Laser post looks nice but the buttress/corner pieces do look quite spacious (unless some kinda of electric anim or similar was added between the gaps?)
Besides the animation I put on it, from the original Laser Fence? I gave mine a weapon too, so get too close and it zaps you with EMP. QUICK_EDIT
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