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[ARES] Using Factories and Cloning to make spammable drones.
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Darkstorm
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Joined: 20 Jan 2008
Location: Texas

PostPosted: Thu Nov 22, 2012 4:24 am    Post subject:  [ARES] Using Factories and Cloning to make spammable drones. Reply with quote  Mark this post and the followings unread

I've been working on my private mod and concocted an idea to use cloning to make a system of spammable drone vehicles for tier 1 & 2 vehicles. This can be accomplished using Ares 0.2 and the new logic for making kennels and other alternate factories.

NOTE: Remember that when you are following this tutorial, I am adding new vehicles and buildings that will need to be added to the [VehicleTypes] list and [BuildingTypes] list respectively. Also, I did add Image= tags so my buildings show up in game, remove or change them if you intend to use different graphics.

So first you need a new war factory, here's what I used during my proof of concept test:

Code:

[BOTMAKER]
UIName=NOSTR:Robot Maker
Name=Allied War Factory
Image=GAWEAP ;Remove or Change to whatever
BuildCat=Tech
WeaponsFactory=yes
Prerequisite=GACNST,GAWEAP
Factory=UnitType
DeployTime=.044
Strength=1000
Armor=wood
TechLevel=2
Sight=4
Adjacent=2
Owner=Americans,Russians,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=2000
Points=80
Power=-25
Capturable=true
Crewed=yes
Bib=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM
MaxDebris=15
MinDebris=5
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=408,880,435
AIBuildThis=yes
ExitCoord=512,256,0
ImmuneToPsionics=no
NumberImpassableRows=1

Factory.ExplicitOnly=yes ;This factory can only make whats built at it.


The Factory.ExplicitOnly is a tag that sets it to only let units that are build at this building to be produced here as opposed to letting any vehicle be made.

So now we need something to be made here. I made three robot tank clones but they were pretty much all the same so here's one:

Code:

UIName=NOSTR:Assault Bot
Name=Robot Tank
Image=ROBO ;Remove or Change to whatever
Prerequisite=BOTMAKER
Primary=Robogun
Strength=200
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=2
BuildLimit=3
Sight=6
Speed=10
CrateGoodie=no
Owner=Americans
Cost=600
Soylent=600
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=RobotTankSelect
VoiceMove=RobotTankMove
VoiceAttack=RobotTankAttackCommand
VoiceFeedback=
DieSound=RobotTankDie
MoveSound=RobotTankMoveStart
CrushSound=TankCrush
MaxDebris=2
SpeedType=Hover
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
MovementZone=AmphibiousDestroyer
ThreatPosed=15   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
OpportunityFire=yes
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
ImmuneToRadiation=yes
Trainable=no
BuildTimeMultiplier=1.3

BuiltAt=BOTMAKER ;The factory where this robot is made
Cloneable=yes ; Needed for cloning
ClonedAt=BOTCLONER ;Where the robot is cloned


BuiltAt Specifies the building where it's built, so if you had a dog and a kennel, you can set the dog infantry to "BuiltAt=KENNEL" with KENNEL set to "Factory.ExplicitOnly=yes" and then you have replica of the RA1 Kennel.

Cloneable and ClonedAt are tags used in the next step, Cloneable sets whether it can be cloned and the ClonedAt tag specifies a specific cloning building verses any building.

So you have a factory and a robot tank to be made at the factory. The factory will only produce the assault robot and nothing else. Any new robots you want added, just add the same tags.

Now you need to create the cloning building:

Code:

[BOTCLONER]
UIName=NOSTR:Robot Fabricator
Name=Allied War Factory
Image=GAWEAP ;Remove or Change to whatever
BuildCat=Tech
WeaponsFactory=yes
Prerequisite=GACNST,BOTMAKER
DeployTime=.044
Strength=1000
Armor=wood
TechLevel=2
BuildLimit=3 ;Limits construction to 3 buildings so it doesn't get out of hand
Sight=4
Adjacent=2
Owner=Americans,Russians,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=2000
Points=80
Power=-25
Capturable=true
Crewed=yes
Bib=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRIS7LG,DBRIS7SM
MaxDebris=15
MinDebris=5
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=408,880,435
AIBuildThis=yes
ExitCoord=512,256,0
ImmuneToPsionics=no
NumberImpassableRows=1
;CloningFacility=yes


The CloningFacility tag is the vehicle equivalent of the Cloning tag. When set to yes, the building will churn out an extra vehicle. HOWEVER, if you have ClonedAt set for this building, it will clone the unit regardless. Set this tag to yes only if you want it to clone ALL vehicles.

If we have this cloner and then we have one with CloningFacility set to yes, the robots will only clone from this one.

I added a limit of 3 to keep it semi balanced.

So now you have a alternate factory that will produce these robots and a cloning facility to clone them.

The tags that I draw attention to apply to both unit factories and infantry factories, so you can use this with infantry as well. I imagine you might be able to apply the Factory.ExplicitOnly tag to construction yards and have buildable cranes that produce other buildings, something I intend to work with in the future if it is possible.


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

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