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Major issues with the Superweapon cursor and Type=
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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013
Location: Russia

PostPosted: Wed Aug 07, 2013 8:00 pm    Post subject:  Major issues with the Superweapon cursor and Type=
Subject description: Type= and both Cursor. and Nocursor. don't work well.
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Hello guys. Recently I was reading the Ares documentation about Action=SellUnit and Action=TogglePower so I decided to implement the in my mod. But now I have a problem. If I my Type= isn't equal to any of existing types that doesn't do what I want it shows me "No Cursor" cursor for the Toggle Power and "small dollar"image for normal Sell Unit cursor, and "Cant's sell" cursor for the "Fog of war" terrain even if I set the cursors manually. Also it ignores these flags that are in the code too:

Code:
SW.RequiresTarget=buildings
SW.AffectHouse=owner
SW.AITargeting=None
SW.FireIntoShroud=no


But if I add any existing type to the super weapon and make it do nothing(e.g. Psychic reveal with 0 range, also this type gives me the crate with money sound) it responds to the every tag I set but It doesn't use the Action=TogglePower or Action=SellUnit

Is there any way to make this work?

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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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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Aug 07, 2013 11:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

SellUnit and TogglePower are not real superweapons but plain actions enabled through SW buttons.

How they'll function is atm hardcoded and this is enough hacky solution already. It's like if you would use attackmove as an SW, you pick some of your units fire an SW when they're selected and thereby order the units to attackmove to the targeted area.

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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
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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013
Location: Russia

PostPosted: Thu Aug 08, 2013 12:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
SellUnit and TogglePower are not real superweapons but plain actions enabled through SW buttons.


I know that they are just actions. I just need to know which Type= should I select to get them reading the flags which I set up. Because anyone of the known by me flags from the Ares Documentation just ignores the Action=

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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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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Thu Aug 08, 2013 7:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Code:
Type=TogglePower
Action=TogglePower

Nothing else is needed. Although i don't think Type=TogglePower is even valid, it works, so SW type most likely doesn't matter.
SellUnit will probably work the same.

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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013
Location: Russia

PostPosted: Fri Aug 09, 2013 9:37 am    Post subject: Reply with quote  Mark this post and the followings unread

mevitar wrote:
Code:
Type=TogglePower
Action=TogglePower

Nothing else is needed. Although i don't think Type=TogglePower is even valid, it works, so SW type most likely doesn't matter.
SellUnit will probably work the same.


No. Is does the same thing as the wasn't Type= at all. I still see the predefined cursors.

_________________
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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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Fri Aug 09, 2013 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

As Graion wrote, you can't change that. Their behavior is hard-coded.

Type does NOT affect the cursor you have. You can't have custom cursors when you want to use a hardcoded Action= behavior, like TogglePower or SellUnit, because it is tied to the cursor. If you manage to change the cursor, Action=TogglePower or SellUnit won't work.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Fri Aug 09, 2013 11:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Could not the frame references to mouse.sha be changed by Ares though? That way if it referenced the power cursor, you could just change it in mouse.sha if you wanted a different look. I wouldn't think that would break it.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Fri Aug 09, 2013 11:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Post a request on the tracker then. Alex could probably do it for 0.4 if it just needs a tiny piece of code.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Aug 09, 2013 1:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
SellUnit and TogglePower are not real superweapons but plain actions enabled through SW buttons.

How they'll function is atm hardcoded and this is enough hacky solution already. It's like if you would use attackmove as an SW, you pick some of your units fire an SW when they're selected and thereby order the units to attackmove to the targeted area.


@GD: maybe a crazy impossible idea and a bit offtopic, but how about expanding Ares and allowing more commands like: hunt, sleep, retreat, sticky, harvest ... ?
Basically enhancing the possible keyboard shortcuts or interface buttons.

I think it would be useful if you could simply press "h" (*) for giving your harvesters a "harvest" order, after which they automatically search the next field and go harvesting.

(*) or another button that isn't already used

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Fri Aug 09, 2013 3:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can already do that IIRC, by pressing G for guard mode. You need to play YR more LKO. Razz

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interesting seeing your voxel work. They're still better than Aro's!

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Fri Aug 09, 2013 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

I converted the toggle power feature into a keyboard command (not the adv. command bar) long ago, but it's not available atm. It it requires a few other changes (lying around since '11 or even '10). Maybe some day i got to include it. For 0.4 I'll concentrate on bugfixes.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Aug 12, 2013 10:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Krow wrote:
You can already do that IIRC, by pressing G for guard mode. You need to play YR more LKO. Razz

i'm not talking about the default keyboard shortcuts which already work ever since tiberian dawn.
Those i wrote are the special unit commands which can't be given/accessed by the player and only used on maps and triggers. (see rules.ini for [Guard] [Sticky] etc and the other available unit commands/actions)

The [Hunt] command for example, makes a unit automatically move randomly accross the map, searching for enemy units. The AI and units placed on maps can use that command perfectly fine, but the player has no access to that command.
Especially in the end of a match with the opponent having only a few well hidden units, this would be useful to give your entire army, so they all swarm out and go on a search&destroy mission.
Also at the start of a match, it would be very useful for automatic scouting, by giving this to 20 cheap minigunner.

[Retreat] would be another very useful command, as this makes a unit automatically return to your base while avoiding threats. If accessible via the keyboard, you would just have to select the damaged units and press a button, instead of now scrolling to your base and giving them a move command.
I'm not sure, but i think this also makes a unit enter a free repair bay automatically too.

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DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Mon Aug 12, 2013 11:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Retreat is rarely used. If there really is a need, press h and click move. I'm a veteran player in multiplayer ra2/yr.

Though normally good players only attack when they know they can actually do something, they also know there's no going back from it.

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