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Service Depot & ConYards
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Mar 13, 2018 6:19 am    Post subject:  Service Depot & ConYards
Subject description: Combining them seemed like a good idea
Reply with quote  Mark this post and the followings unread

Long story short, I had the idea of using the Service Depots as 'construction cranes', like the ones from C&C3 and the RA3 Soviets, while still retaining their ability to repair units.

As you may or may not expect, this didn't work out as intended.
Funnily enough, this DOES work on Yuri's Grinder (probably because it's not a Depot).
It should also be noted the results were taken using XWIS, both RA2 and YR, and are pretty much the same (except for the Grinder as the logic doesn't exist in RA2, logically).

Also:
PLEASE RETEST WITH ARES TOO. I AM CURRENTLY UNABLE TO DO THAT

THIS USES NEWEST VS_INI. THAT'S WHERE THE DESTROY ANIMS ARE FROM.

Code:
[Animations]
...
1605=GADEPT_E
1606=GADEPT_EB
1607=GADEPT_EC
1608=GADEPT_ED
1609=GADEPT_EBD
1610=GADEPT_ECD
1611=NADEPT_E
1612=NADEPT_ED

Code:
[GADEPT]
UIName=Name:GADEPT
Name=Allied Service Depot
BuildCat=Tech
Prerequisite=GACNST ;;GAWEAP,GACNST
Strength=1200
Armor=wood
TechLevel=6
Adjacent=14
Sight=5
UnitRepair=yes
;UnitReload=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1 ;;800
Points=80
Power=0 ;;-25
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,FLAMEGUY,SCFX
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRS10SM
MaxDebris=8
MinDebris=6
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=270, 580, 260
AIBuildThis=no ;taken out to remove useless building - DB
HasStupidGuardMode=false
NumberImpassableRows=1 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption.  It counts from game west
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Explodes=yes
DeathWeapon=NormalPayload
BaseNormal=yes ;;no
ImmuneToPsionicWeapons=no
CanC4=yes
VoiceSelect=CameraSwitch
DestroyAnim=GADEPTDM
ConstructionYard=yes
Factory=BuildingType

[GATECH]
UIName=Name:GATECH
Name=Allied Battle Lab
BuildCat=Tech
Prerequisite=GAWEAP,RADAR,GACNST
PrerequisiteOverride=GADEPT
Strength=900
Armor=wood
TechLevel=8
Adjacent=14
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1 ;;3000
Points=85
Power=0 ;;-200
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,FLAMEGUY,SCFX
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRS10LG,DBRS10SM
MaxDebris=12
MinDebris=8
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1500, 1055, 815
AIBuildThis=yes
TogglePower=no
Spyable=yes
ProtectWithWall=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
SuperWeapon=ForceShieldSpecial
Explodes=yes
DeathWeapon=NormalPayload
BaseNormal=no
ImmuneToPsionicWeapons=no
CanC4=yes
Powered=true
VoiceSelect=CameraSwitch
DestroyAnim=GATECHDM

Art:
Code:
[GADEPT]
Remapable=yes
Normalized=yes
Cameo=FIXICON
Foundation=3x3
ZShapePointMove=60,30 ; SJM is fixing zshape/zshapelocky problems, changed from 0,0
Height=3
AnimActive=0,7,2
Flat=yes
Buildup=GADEPTMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
BibShape=GADEPTBB
SpecialAnim=GADEPT_A
SpecialAnimDamaged=GADEPT_AD
SpecialAnimZAdjust=0
SpecialAnimYSort=543
SpecialAnimTwo=GADEPT_B
SpecialAnimTwoDamaged=GADEPT_BD
SpecialAnimTwoZAdjust=0
SpecialAnimTwoYSort=543
SpecialAnimThree=GADEPT_C
SpecialAnimThreeDamaged=GADEPT_CD
SpecialAnimThreeZAdjust=0
SpecialAnimThreeYSort=543
IdleAnim=GADEPT_D
IdleAnimDamaged=GADEPT_DD
IdleAnimZAdjust=0
IdleAnimYSort=543
CanHideThings=True
CanBeHidden=False
OccupyHeight=2
AddOccupy1=-1,0
AddOccupy2=-1,1
DamageFireOffset0=-67,22
ProductionAnim=GADEPT_E
ProductionAnimDamaged=GADEPT_ED
ProductionAnimZAdjust=0
ProductionAnimYSort=543

Code:
[GADEPT_E] ;C1
Image=GADEPT_A
Normalized=yes
Start=0
End=10      ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 9
Rate=400
NewTheater=yes
Shadow=yes
Next=GADEPT_EB

; Repair bay arm extending.
[GADEPT_ED] ;C1
Image=GADEPT_A
Normalized=yes
Start=10
End=10      ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 19
Rate=400
NewTheater=yes
Shadow=yes
Next=GADEPT_EBD

; Repair bay arm working
[GADEPT_EB] ;C2
Image=GADEPT_B
Normalized=no
Start=0
LoopStart=0
LoopEnd=19
LoopCount=1
Rate=900
NewTheater=yes
Shadow=yes
Next=GADEPT_EC

; Repair bay arm working
[GADEPT_EBD] ;C2
Image=GADEPT_B
Normalized=no
Start=20
LoopStart=20
LoopEnd=39
LoopCount=1
Rate=900
NewTheater=yes
Shadow=yes
Next=GADEPT_ECD

; Repair bay arm retracting
[GADEPT_EC] ;C3
Image=GADEPT_C
Normalized=yes
Start=0
End=10      ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 9
Rate=400
NewTheater=yes
Shadow=yes

; Repair bay arm retracting
[GADEPT_ECD] ;C3
Image=GADEPT_C
Normalized=yes
Start=10
End=10      ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 19
Rate=400
NewTheater=yes
Shadow=yes


The result: GADEPT is indeed now a CY, and damaged units WILL dock with it and move over it (I think), but they don't start repairing, and SpecialAnimThree is forced as the GADEPT's ProductionAnim. Basically, GADEPT_C plays instead of GADEPT_E. The same happening with NADEPT with similar code (except for NADEPT_E having no Next=) confirms that SpecialAnimThree overrides ProductionAnim.
There's another problem with units repairing: GADEPT/NADEPT and their bibs start looping through the idle anims, damaged frames and even shadow frames (test it yourself, you won't believe me otherwise).

NADEPT is pretty much the same...
Code:
[NADEPT]
UIName=Name:NADEPT
Name=Soviet Service Depot
BuildCat=Tech
Prerequisite=NACNST ;;NAWEAP,NACNST
Strength=1200
Armor=wood
TechLevel=6
Adjacent=14
Sight=5
;;UnitRepair=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=1 ;;800
Points=80
Power=0 ;;-25
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,FLAMEGUY,SCFX
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg,DBRS10SM
MaxDebris=15
MinDebris=8
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=270, 580, 260
AIBuildThis=no ;gs DB is signed as removing the other one
NumberOfDocks=1
HasStupidGuardMode=false
NumberImpassableRows=1 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption.  It counts from game west
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Explodes=yes
DeathWeapon=NormalPayload
BaseNormal=yes ;;no
ImmuneToPsionicWeapons=no
CanC4=yes
VoiceSelect=CameraSwitch
DestroyAnim=NADEPTDM
ConstructionYard=yes
Factory=BuildingType

; Soviet Tech Center
[NATECH]
UIName=Name:NATECH
Name=Soviet Battle Lab
BuildCat=Tech
Prerequisite=NAWEAP,RADAR,NACNST
PrerequisiteOverride=NADEPT
Strength=900
Armor=wood
TechLevel=7
Adjacent=14
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=1 ;;3000
Points=85
Power=0 ;;-200
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,FLAMEGUY,SCFX
DebrisAnims=DBRIS2SM,DBRIS3LG,DBRIS3SM,DBRIS7SM,DBRIS8LG,DBRS10LG,DBRS10SM
MaxDebris=10
MinDebris=7
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=200, 325, 200
AIBuildThis=yes
TogglePower=no
Spyable=yes
ProtectWithWall=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
SuperWeapon=ForceShieldSpecial
Explodes=yes
DeathWeapon=NormalPayload
BaseNormal=no
ImmuneToPsionicWeapons=no
CanC4=yes
Powered=true
VoiceSelect=CameraSwitch
DestroyAnim=NATECHDM

Art:
Code:
[NADEPT]
Height=6
Remapable=yes
Normalized=yes
Cameo=RFIXICON
Foundation=4x3
ZShapePointMove=65,35 ; SJM is fixing zshape/zshapelocky problems, changed from 0,0
AnimActive=0,7,2
Flat=yes
Buildup=NADEPTMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
;DockingOffset0=256,-256,0
DockingOffset0=128,0,0
BibShape=NADEPTBB
IdleAnim=NADEPT_B
IdleAnimDamaged=NADEPT_BD
IdleAnimZAdjust=-70
;ActiveAnimZAdjust=-100
;ActiveAnimTwo=GADEPT_B
;ActiveAnimTwoZAdjust=-100
SpecialAnim=NADEPT_C1
SpecialAnimZAdjust=-70
SpecialAnimDamaged=NADEPT_C4
SpecialAnimTwo=NADEPT_C2
SpecialAnimTwoDamaged=NADEPT_C5
SpecialAnimTwoZAdjust=-70
SpecialAnimThree=NADEPT_C3
SpecialAnimThreeDamaged=NADEPT_C6
SpecialAnimThreeZAdjust=-70
;ProductionAnim=GADEPT_D
;ProductionAnimDamaged=GADEPT_DD
;ProductionAnimZAdjust=-70
CanBeHidden=False
OccupyHeight=2
AddOccupy1=-1,0
AddOccupy2=-1,1
AddOccupy3=-2,-1
ProductionAnim=NADEPT_E
ProductionAnimDamaged=NADEPT_ED
ProductionAnimZAdjust=-70

; Soviet Repair bay arm retracting
[NADEPT_E]
Image=NADEPT_C
Normalized=yes
Start=0
End=49      ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 49
Rate=400
NewTheater=yes
Shadow=yes

; Damaged Soviet Repair bay arm extending.
[NADEPT_ED]
Image=NADEPT_C
Normalized=no
Start=50
End=49      ; SJM: End is not ending frame number but rather # of frames in this sequence -- ending frame # is 71
Rate=900
NewTheater=yes
Shadow=yes


For the LULZ, here's the fully functioning Grinder/CY hybrid.
(Side-note: I got the YAGRND anims in temperate instead of YTGRND. Could this happen because of duplicate files in other MIXs (specifically an ecache) or because there's a Image=YAGRND under [YAGRND] in art?)
Code:
[YAGRND]
UIName=Name:Grinder
Name=Yuri Grinder
BuildCat=Tech
Prerequisite=YACNST ;;YAWEAP,YACNST
Strength=900
Armor=wood
TechLevel=9
Adjacent=14
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=1 ;;800
Points=30
Power=0 ;;-50
Grinding=yes
Crewed=yes
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,FLAMEGUY,SCFX
MaxDebris=15
MinDebris=9
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm,DBRS10SM
ThreatPosed=0 ; This value MUST be 0 for all building addons
ExitCoord=0,0,0
DamageParticleSystems=SparkSys,SmallGreySmokeSys,BigGreySmokeSys
DamageSmokeOffset=480,96,125
AIBuildThis=yes
CreateUnitSound=CloningVatsCreate
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Explodes=yes
DeathWeapon=NormalPayload
BaseNormal=yes ;;no
ImmuneToPsionicWeapons=no
CanC4=yes
VoiceSelect=CameraSwitch
DestroyAnim=YAGRNDDM
ConstructionYard=yes
Factory=BuildingType

[YATECH]
UIName=Name:Yblab
Name=Yuri Battle Lab
;Image=GATECH
BuildCat=Tech
Prerequisite=YAWEAP,YACNST,RADAR
PrerequisiteOverride=YAGRND
Strength=900
Armor=wood
TechLevel=8
Adjacent=14
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=1 ;;3000
Points=85
Power=0 ;;-200
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,FLAMEGUY,SCFX
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6SM,DBRS10LG,DBRS10SM
MaxDebris=12
MinDebris=8
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1500, 1055, 815
AIBuildThis=yes
TogglePower=no
Spyable=yes
ProtectWithWall=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
SuperWeapon=ForceShieldSpecial
Explodes=yes
DeathWeapon=NormalPayload
BaseNormal=no
ImmuneToPsionicWeapons=no
CanC4=yes
Powered=true
VoiceSelect=CameraSwitch
DestroyAnim=YATECHDM

Art:
Code:
[YAGRND]
Image=YAGRND
Remapable=yes
Normalized=yes
Cameo=GRNDICON
Foundation=3x3
Buildup=YAGRNDMK
Height=5
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
ActiveAnim=YAGRND_D
ActiveAnimDamaged=YAGRND_DD
ActiveAnimZAdjust=-30
SpecialAnim=YAGRND_B
SpecialAnimDamaged=YAGRND_BD
SpecialAnimZAdjust=-30
IdleAnim=YAGRND_A
IdleAnimDamaged=YAGRND_A
IdleAnimZAdjust=-50
IdleAnimTwo=YAGRND_C
IdleAnimTwoDamaged=YAGRND_CD
IdleAnimTwoZAdjust=-30
OccupyHeight=5
DamageFireOffset0=-29,44
CanBeHidden=False
ProductionAnim=YAGRND_B
ProductionAnimDamaged=YAGRND_BD
ProductionAnimZAdjust=-30

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One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Mar 13, 2018 11:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good idea.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Wed Mar 14, 2018 12:57 am    Post subject: Reply with quote  Mark this post and the followings unread

As seen in this topic, UnitRepair= does not play well with other tags like it. Via testing, they seem the same class as ConstructionYard=, WeaponsFactory=,GDI/Nod/YuriBarracks=, probably WaterBound=, and definitely whatever the hell goes on with slave logic.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Mar 14, 2018 5:47 am    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
As seen in this topic, UnitRepair= does not play well with other tags like it. Via testing, they seem the same class as ConstructionYard=, WeaponsFactory=,GDI/Nod/YuriBarracks=, probably WaterBound=, and definitely whatever the hell goes on with slave logic.

Huh. Interesting topic.
Didn't know ConstructionYard and BuildingType-Factories would interfere with UnitRepair, and it seemed logical, due to the cranes of the depots, hence why I wanted it #Tongue

But I disagree with WaterBound. UnitRepair and WaterBound work well together. CHK GAYARD, NAYARD, YAYARD.

_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed Mar 14, 2018 6:04 am    Post subject: Reply with quote  Mark this post and the followings unread

MovementZone=Amphibious can be repaired at both #Tongue
Otherwise Naval=yes is respected (Naval=yes is only allow to be repaired at shipyard)

I tried to give robotank MovementZone=Amphibious but it just looks weird.

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