Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Wed Jan 01, 2014 8:02 pm Post subject:
[QST\REQ] Droppods
Subject description: Making droppods min rad. Possible?
Is it possible to make droppods in RA2 not using alternate methods but using the method TS used to use instead? Is this isn't possible - you can consider a request to fix TS droppods along with veinholes and waste facilities and chemical missiles. Thts why I put this in Ares section. _________________
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
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Wed Jan 01, 2014 9:28 pm Post subject:
So it's either a tut on how to enable TS-style droppods, or else a request to recreate all kinds of TS logic into RA2. Rather hefty request (if not already requested a 1000 times before). QUICK_EDIT
Posted: Wed Jan 01, 2014 10:20 pm Post subject:
Re: [QST\REQ] Droppods
Parasite03 wrote:
Is it possible to make droppods in RA2 not using alternate methods but using the method TS used to use instead? Is this isn't possible - you can consider a request to fix TS droppods along with veinholes and waste facilities and chemical missiles. Thts why I put this in Ares section.
Goddamnit, it's long known Vein's will not be touched.
And no, it if lol, dyslectic not possible to have Droppods like in TS, because it's partially reworked in paradrop in YR. _________________
Request it here, so AlexB and others can keep tracking easier whose requested what.
But I am with you, I would also like too see veinholes, but I do not think AlexB will touch this. That job is pain in ass to implement. _________________
Plus who is really going to use it besides the very few TS-to-YR mods out there? To be used extensively it would require big map edits or whole new maps being made using the feature, which I honestly doubt would ever happen in the amount needed to be a) worth coding for Alex and b) gameplay changing for mods. QUICK_EDIT
Agreed that Droppods are pointless because of paradrops;
Disagree that there aren't multiple uses for TerrainType growth logic (a.k.a. veins). (even if they're never touched) _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Disagree that there aren't multiple uses for overlay growth logic (a.k.a. veins). (even if they're never touched)
This ^. The entire Vein logic only applies to Tiberian Sun / Tib universe.
Only mod which would benefit is Rewire. Not that cost-effective...
As for the Droppods, if there were no workarounds, I'd say; take a look at it. But there is atleast 1 good workaround with Ares (custom SW) that allows you to use Droppods. _________________
The entire Vein logic only applies to Tiberian Sun / Tib universe.
Only mod which would benefit is Rewire. Not that cost-effective...
I am interested only in Veins-Waste Facility link.
Idea of collecting resourse for something other than money probably may find a use. espesialy if you could select a bonus it give to you on full silo, like for example:
Chem Missle SW if enough veins harvested.
Power output boost, if enough uranium (harmfull type of ore) harvested.
Revival enemy radar if enough enemy men captured (abductor logic)
Prerequisite overrider if enough of hot chocolate milk harvested, wtf.
etc _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Thu Jan 02, 2014 11:49 am Post subject:
Quote:
That job is pain in ass to implement.
Wasnt it implemented in pd's RockPatch? Why couldnt he see his old code and write new one off it? It's not originally NPatch's feature, so veinholes are not affected by his words about not doing anything that VK did for NPatch! _________________
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
Wasnt it implemented in pd's RockPatch? Why couldnt he see his old code and write new one off it? It's not originally NPatch's feature, so veinholes are not affected by his words about not doing anything that VK did for NPatch!
if it was then look at the doc that came with it and follow the info there _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Thu Jan 02, 2014 3:48 pm Post subject:
Oh, my bad. I always mess something =) _________________
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
Generally: There are leftovers in YR, and bits and pieces are missing. To know what is missing I first have to understand how the logic works, then compare. This takes time. Writing the code doesn't.
It's hard to not miss minor nuances of a logic or things that were changed. For example, Visceroids retreat to the closest Tiberium field when damaged badly. This is missing from YR, and I didn't see it in time for 0.5.
In this special case: Tiberium growing and Veins use a similarily complex mechanism, but they are unexplored atm. The only estimation I can give from complex and unexplored is: more likely difficult than easy. _________________ QUICK_EDIT
For example, Visceroids retreat to the closest Tiberium field when damaged badly. This is missing from YR, and I didn't see it in time for 0.5.
Hey, this is the first time that I hear for this!
So visceroids actually have some special checking range of nearest tiberium patch, if they are on red health right?
Only neutral visceroid or AI's and human controlled ones do that? _________________
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Thu Jan 02, 2014 8:50 pm Post subject:
AlexB wrote:
Generally: There are leftovers in YR, and bits and pieces are missing. To know what is missing I first have to understand how the logic works, then compare. This takes time. Writing the code doesn't.
It's hard to not miss minor nuances of a logic or things that were changed. For example, Visceroids retreat to the closest Tiberium field when damaged badly. This is missing from YR, and I didn't see it in time for 0.5.
In this special case: Tiberium growing and Veins use a similarily complex mechanism, but they are unexplored atm. The only estimation I can give from complex and unexplored is: more likely difficult than easy.
AlexB, do you plan to implement the Visceroid retreat logic? If so, would be you willing expand it to a tag that works on other types of units as well? I would have use for this in my project. _________________ "It's got that Droke style to it!" QUICK_EDIT
AlexB, do you plan to implement the Visceroid retreat logic? If so, would be you willing expand it to a tag that works on other types of units as well? I would have use for this in my project.
I could see some use of the retreat logic as well as it being expanded to not just visceroids. Maybe D-Day can find use in it as in D-Day Ore is replaced with supply crates. (Units running back to resupply) _________________ ~ Excelsior ~ QUICK_EDIT
I don't want to derail the topic, so I'll keep it short: In TS the retreat logic is only applied in a function specific to Visceroids. I haven't found the function that looks for Tiberium as the TS-Visceroid does, but I think I could use another function serving a similar purpose. Then, I'd just have to make it a versatile function (like I already did with Visceroid creation, which could support different Visceroid types already, and which I planned to use with StrongGas particle systems).
Parasite03: Is this request about TeamTypes being able to "drop in" like in TS using the DropPods=yes tag from there? Or is this something different? As it has been said already, the Drop Pod system has been replaced by aircraft paradropping stuff, so it would be a completely new logic. The TeamTypes aren't expanded yet by Ares, so this would take a while. _________________ QUICK_EDIT
There are two workarounds for drop pods that I know of. Use an invisible/invincible fast paradrop with a custom pod parachute anim. Or use a unit delivery SW to deliver a "pod" building, use the buildup anim to show it falling/landing, then make it spawn infantry/units once placed. The building can then be removed via a damaging anim.
I've been using the second method in D-day as glider reinforcements for awhile now. _________________
-_^ Should you not be able to do that through the normal SW animations? Why the detour through a building? _________________ #renproj:renegadeprojects.com via Matrix - direct link QUICK_EDIT
FreeUnit= I want a squad of infantry & a jeep to be dropped per "pod".
I guess the lightning storm SW could be used too, the bolts can play the anim of the pod landing & also clear the area around the drop zone like in TS. Then just spawn an infantry from the anim. If done correctly it will look & work exactly like in TS.
Anyway the point was It can be emulated in several ways already so re-enabling it would just things more convenient for newbies. _________________
FreeUnit= I want a squad of infantry & a jeep to be dropped per "pod".
I guess the lightning storm SW could be used too, the bolts can play the anim of the pod landing & also clear the area around the drop zone like in TS. Then just spawn an infantry from the anim. If done correctly it will look & work exactly like in TS.
Anyway the point was It can be emulated in several ways already so re-enabling it would just things more convenient for newbies.
-_^ Should you not be able to do that through the normal SW animations? Why the detour through a building?
You could but then if you placed the dropod over ore or a titled terrain piece, the falling animation would land in a different spot other then where the pod was created. By having the buildup animation be the falling animation, this can't happen.
I use drop pods in my mod as well.
In the case of mine, the spawned pods have SW's attached to them that spawn a squad of men after a short time, and then self detonate. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
What about animation that generates gas, and the gas creates units. Or SW UnitDelivery? I'm not interested in logic DropPod, so I do not when I do not try to do it. QUICK_EDIT
A pure UnitDelivery SW will spawn the units before the anim of the pods landing is finished etc. So you need a stage before that to get the timing right. _________________
Renegade, SW.Deferment could be used, but if the cell is empty, the units will be on an adjacent cell, but the animation will play on that which occurred shot. QUICK_EDIT
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