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[QST\REQ] Droppods
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Parasite03
Cyborg Artillery


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

PostPosted: Wed Jan 01, 2014 8:02 pm    Post subject:  [QST\REQ] Droppods
Subject description: Making droppods min rad. Possible?
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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.

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Dutchygamer
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Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Jan 01, 2014 9:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

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).

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Wed Jan 01, 2014 10:20 pm    Post subject: Re: [QST\REQ] Droppods Reply with quote  Mark this post and the followings unread

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.

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Wed Jan 01, 2014 10:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Parasite03 wrote:
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.


parasite, did you notice this thread?
http://www.ppmsite.com/forum/viewtopic.php?t=36716

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.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu Jan 02, 2014 12:10 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Thu Jan 02, 2014 3:45 am    Post subject: Reply with quote  Mark this post and the followings unread

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)

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Thu Jan 02, 2014 4:18 am    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
Disagree that there aren't multiple uses for overlay #Tongue 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.

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Thu Jan 02, 2014 7:14 am    Post subject: Reply with quote  Mark this post and the followings unread

RP wrote:
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

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Parasite03
Cyborg Artillery


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

PostPosted: Thu Jan 02, 2014 11:49 am    Post subject: Reply with quote  Mark this post and the followings unread

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!

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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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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Thu Jan 02, 2014 11:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Parasite03 wrote:
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!



if it was then look at the doc that came with it and follow the info there

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Thu Jan 02, 2014 2:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

pd didn't make veins work, VK did experimentally but was very buggy and woulda needed much more work.

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Parasite03
Cyborg Artillery


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

PostPosted: Thu Jan 02, 2014 3:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh, my bad. I always mess something =)

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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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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Jan 02, 2014 5:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Parasite03, Very Happy

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Jan 02, 2014 5:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

So, why are Veins so hard to implement? Just wondering.

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AlexB
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Joined: 31 May 2010
Location: Germany

PostPosted: Thu Jan 02, 2014 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Jan 02, 2014 6:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:
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?

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Jan 02, 2014 8:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

Thanks for giving some insight Smile

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Fri Jan 03, 2014 4:11 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Jan 03, 2014 4:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Droke wrote:
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)

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AlexB
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Joined: 31 May 2010
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PostPosted: Fri Jan 03, 2014 5:26 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Mig Eater
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Joined: 13 Nov 2003
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PostPosted: Fri Jan 03, 2014 11:53 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Fri Jan 03, 2014 2:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

-_^ Should you not be able to do that through the normal SW animations? Why the detour through a building?

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Mig Eater
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Joined: 13 Nov 2003
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PostPosted: Fri Jan 03, 2014 3:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

FreeUnit= #Tongue 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.

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Krow
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Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Fri Jan 03, 2014 8:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

kenosis already made a tutorial for his droppod SW workaround and it works great too. Give that a try.

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Renegade
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Joined: 21 May 2006
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PostPosted: Fri Jan 03, 2014 10:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
FreeUnit= #Tongue 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.

Would the SW anim be played per unit? -_^ I thought it was one for all...

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EricAnimeFreak
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Joined: 14 Sep 2009
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PostPosted: Sat Jan 04, 2014 9:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Renegade wrote:
-_^ 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.

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Glukv48
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Joined: 11 Nov 2012
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PostPosted: Sun Jan 05, 2014 12:10 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Jan 05, 2014 10:48 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Sun Jan 05, 2014 4:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Code:
SW.Deferment=
?

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Glukv48
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PostPosted: Sun Jan 05, 2014 7:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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