Animation weapons can spread radiation so you can already do this without any real drawbacks, even without AirburstWeapon. _________________ QUICK_EDIT
This probably has been suggested by this point, but it would be great if the engine bug that makes infantries loaded in a vehicle unable to attack unless they are loaded on the map or produced from WF with initial payload could be fixed.
Is there any plan to make it possible to set VeteranCap to a value higher than 2 without breaking the game? QUICK_EDIT
This would check if the owner has the technotype with free passengers and then the abducted unit is sent there. Primarily I'd be interested in it working with buildingtypes, so for instance you could have the Chrono Legionnaire abduct units and send them to a Chrono Prison type structure. QUICK_EDIT
How about separating chrono factors to techtype with Teleporter=yes? That is:
[TechType] ChronoDistanceFactor=integer
[TechType] ChronoTrigger=boolean
[TechType] ChronoMinimumDelay=integer
[TechType] ChronoRangeMinimum=integer
default to the values in [General]. _________________ Do you wish a new world? QUICK_EDIT
I have idea: killdriver-like warhead versus buildings. Weapon with this warhead make attached building neutral/civilian/special and NeedsEngineer=yes. QUICK_EDIT
PromoteTo= logic. If unit with this flag promoted to elite, it become other unit from PromoteTo=. With this logic and chevrons mod makers can make units with many stages of promotion, with different weapons and abilities. Or can make RPG-like promotion from peasant to knight. QUICK_EDIT
You can make buildings become neutral when destroyed by using the rubble logic, this is done per building & not via the weapon code tho. So you can already make tech buildings return to neutral when destroyed & thus can then be recaptured if that is what you are after.
You can make buildings become neutral when destroyed by using the rubble logic, this is done per building & not via the weapon code tho. So you can already make tech buildings return to neutral when destroyed & thus can then be recaptured if that is what you are after.
No. I want killdriver-like warhead for neutron bombs and guns for kill all in buildings and make buildings NeedsEngineer and temporary Crawls=no. QUICK_EDIT
Ares needs Tertiary (or AlternativePrimary) and Quaternary (or AlternativeSecondary) mechanic. It work with naval targeting and land targeting like primary and secondary, because this is just simple alternatives. This is very useful. QUICK_EDIT
I have no idea how you do the coding, i'm just gonna tell my ideas and you will decide if it is possible or not...
1. Warhead with "Psychedelic" effect. The timing of the effect could vary, also the color can be different.
2. Secondary vehicle (shp) animation.
3. Units like rocketeers be able to deploy on ground. (like siege choppers).
4. Warhead like the one from "chrono legionaire", but instead of the need to constantly aim at the target, it will just put the victim in this "Temporal=yes" mode for a period of time.
5. Some custom radiation maybe - with different color, damage etc.. QUICK_EDIT
Ares needs new flags for weapons. UseToAllies and UseToEnemies, if no, weapon not use versus allies/enemies (if primary, unit use secondary). QUICK_EDIT
I have no idea how you do the coding, i'm just gonna tell my ideas and you will decide if it is possible or not...
1. Warhead with "Psychedelic" effect. The timing of the effect could vary, also the color can be different.
2. Secondary vehicle (shp) animation.
3. Units like rocketeers be able to deploy on ground. (like siege choppers).
4. Warhead like the one from "chrono legionaire", but instead of the need to constantly aim at the target, it will just put the victim in this "Temporal=yes" mode for a period of time.
5. Some custom radiation maybe - with different color, damage etc..
1. Timing is controlled by Damage= isn't it? And I think we could generalize it even more with a color tint override which would work for changing the color on the weapon's LaserTarget, Berserk, ForceShield, IronCurtain or even just a tint warhead like a tracer dusting.
2. Can you specify better? Animation how or where or when and for what purpose? AttachEffect can do animation attachments.
Request: remappable AE anim
Currently AE anim always remaps to yellow. I suggest it to remap to the owner of the unit it's currently attaching to _________________
Ares makes it possible to use certain special weapons like Temporals, Mind Control and Parasites to also work as Secondary (mind, not two together on Primary and Secondary though).
I don't know why Ivan Bombs wouldn't work on Secondary. It might be that you get the wrong cursor, though, because Ivan=yes on the infantry affects all weapons, and thus if the primary weapon is selected, you might still get the Bomb cursor, even though the unit really wants to use the Primary, which cannot fire on a BrideRepairHut=yes building. _________________ QUICK_EDIT
2. Can you specify better? Animation how or where or when and for what purpose? AttachEffect can do animation attachments.
Vehicle SHP unit usually has one animation for firing and ofc for walking and standing
WalkFrames=xx
FiringFrames=xx
StandingFrames=xx
A "secondaryFireFrames" would be great to hAVE...
The good thing about recent additions is that you can have a "secondary fire" mode for any vehicle by using Convert.Deploy= for them. No need to wait for Alex to add a new feature for that. QUICK_EDIT
I have some ideas: weapons for engineers, restore WebLauncher, Vampire= warheads and different colors for mind control traces. In original game engineer with weapon (not VirtualScaner) cannot use like engineer, but in newer games some engineers have weapons. WebLauncher is useful for cyborg reaper, giant spiders, less lethal (police) forces or even Spider-Man. Vampire= warheads may have other flags for customize. Mind control traces with different colors may be used for mind control for normal and radio control for robot units. QUICK_EDIT
AFAIK engineers can use a weapons, just as long it cant attack buildings which would interfere with their repair ability.
WebLauncher can be recreated using attach effect, use a web anim along with negative speed & ROF to disable the unit.
By vampire I presume you mean that it restores the units health when it does damage. There is already several ways you can make a weapon that heals the unit & damage enemies at the same time. But the effect would happen every time the unit fires regardless if an enemy was damaged or not so you could heal by just force firing on the ground etc. _________________
I believe I requested a vampiric weapon back in the day. IIRC it has a modifier for the health given back to the firing unit, possibly based on verses. _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
AttachEffect.Animation2=
for something like a shield you actually need 2 anims for that, one covered by the unit and one covers the unit.
The TrailerAnim trick wouldn't work because only the AttachEffect.Animation itself can move with the unit and its TrailerAnim can't move and you will see a lot of afterimages. _________________
Request a way to hide building health bar without changing its Height
Request a tag like BlockPsychicDetection=yes for unit so that Yuri's psychic radar cannot see through its intention.
Custom Gravity for projectile, default to [AudioVisual]->Gravity _________________
EnterCursorOnDisguise or something like that,as hijackers(and also drivers for depiloted vehicles) get enter cursor on disguised mirage tanks,which makes the disguise useless.The vanilla game has AttackCursorOnDisguise(IIRC) so I suggest a similar one for hijackers and drivers. QUICK_EDIT
Ares must restore one mechanic from beta Yuri's Revenge: manual controllable slaves. In release version only liberated slaves can be controlled, but game have unused voices for slaves. Controllable slaves will be more useful without some stupid moments and if can attack enemies. And other mechanic is useful too: loyal slaves, who not trait master and attack enemies even miner is destroyed. And/or suicide slaves. This mechanics also will be useful with infantry mining robots. QUICK_EDIT
The AI can't handle controllable slaves (probably why they have unused voice lines). _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Been thinking about the MARV and it made me come up with this:
ProcessRate= frames between processing one content (a bale for ore, or the first unit for passengers), defaults to -1, which disables the logic.
ProcessMult= a multiplier to the amount of money given upon successful processing of content (based on soylent for units and... whatever gives ore value)
This allows not only things like the MARV but also hings like a Chrono Prison that slowly erases its prisoners.
I have very interesting idea: PipScale=Fuel. If unit with Fuel=(>0) move, fuel expended to this. If haven't fuel, it cannot move. Fuel can be reload in Dock= with UnitReload or by AttachEffect.
And I have idea to graphics: shp-multigunner without turret use alternative SHPs. QUICK_EDIT
That'd mean implementing the fuel logic first, which may or may not completely flop. _________________ 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.
Reminds me of something I suggested many years ago, CloakFull= & CloakEmpty= logic where a unit's cloaking ability was dependent on the state of its pips. So you could make stealth tanks that would decloak when out of ammo or harvesters that can cloak when they are full & on their way back to the refinery etc. If there was a fuel/energy system too then it could be used to make stealth tanks that need to recharge in order to use their cloaking ability.
Edit: Thinking about it again it might be better to combine the tags into something like Cloakable.Pips= which uses an integer to set how many occupied pips the unit needs to cloak. Negative numbers could be used to do the opposite & instead make the unit decloak if the set number of pips is met. The default would be 0 which would make it cloak all the time. _________________
I worked on charge in 2011 already, and got some fancy results, but didn't complete it to be useful.
The function checking cloak is quite complex already, for a method that's called a lot. I don't want to make it more complex than necessary. There's too many rules one could come up with: full, empty, passenger count, ammo, health, charge.. _________________ QUICK_EDIT
Would it be possible to see buildings that could produce different technotypes within the same facility? Like the CnC4 Crawlers that could deploy to build infantry, vehicles, and (I think) aircraft. QUICK_EDIT
Regarding fuel, I support the method posted earlier, with some additions.
1. Fuel as PipScale (image customisable)
2. Mileage= <unsigned> the amount of in-game frames before removing 1 pip of fuel. Effective only when the unit is in a certain mission.
3. Fuel= <unsigned> the amount of fuel pips when full.
AI SUPPORT
AI should be modified to check for fuel before starting attack missions, only going for targets allowed by the available fuel. Perhaps, an addition to the existing 'reload' logic.
COMBAT REFUELING
A Weapon/Anim flag that adds/deducts fuel pips.
FuelDelta= <signed>
While some might consider it too much micromanagement, having a fuel feature would allow for a good way to balance high-payload aircraft.
It would also allow for smarter single player covert missions, where certain units can be restricted by fuel availability.
Slightly Related
==========
Perhaps the option to change the location of PIPs per unit, in a similar fashion to PixelSelectionBracketDelta= <signed>, that would allow for Any PIP to be moved a set number of pixels up or down. QUICK_EDIT
Last time I knew killdriver only worked on targeted weapons. Has it been upgraded to area weapons? if not, that should be a priority (you coudn't make a "neutron bomb" type warhead, just vehicle snipe).,
Another small addition:
Emp.EqualsDamage=boolean
In the original TS implementation of EMP warheads, the EMP was equal to the damage dealt (including after Verses calculation), whereas ARES EMP effect is always a fixed amount...
THis limitation is not nice at all because for example you may have a Robot type of armor (such as special_1 for terror drone) very vulnerable to EMP, while Buildings are very little vulnerable.
ARES can't differentiate weapons or armors on EMP warheads currently, it just applies a flat rate to everything and that is wrong... _________________
In the original TS implementation of EMP warheads, the EMP was equal to the damage dealt (including after Verses calculation), whereas ARES EMP effect is always a fixed amount...
THis limitation is not nice at all because for example you may have a Robot type of armor (such as special_1 for terror drone) very vulnerable to EMP, while Buildings are very little vulnerable.
ARES can't differentiate weapons or armors on EMP warheads currently, it just applies a flat rate to everything and that is wrong...
When/If you're satisfied with the way Convert is working, could you expand it to work on death for things like BattleBus logic? Sure the passengers wouldn't carry over, but that's a minor problem of just putting them back in, even AI could handle that by making a team of the destroyed battlebus + the infantry in the original. Of course this could be used to make much more than a battlebus, like scrap logic, repairing a derelict unit like in C&C3, removing parts of a vehicle, etc.
I know currently health and such carry over so if that's not doable, then that's understandable. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Would it be possible to see buildings that could produce different technotypes within the same facility? Like the CnC4 Crawlers that could deploy to build infantry, vehicles, and (I think) aircraft.
There's most likely a lot of places to fix up, but it should be possible to do. I'm not too keen working on that.
silverwind wrote:
AI should be modified to check for fuel before starting attack missions, only going for targets allowed by the available fuel. Perhaps, an addition to the existing 'reload' logic.
[...]
A Weapon/Anim flag that adds/deducts fuel pips.
FuelDelta= <signed>
While some might consider it too much micromanagement, having a fuel feature would allow for a good way to balance high-payload aircraft.
It would also allow for smarter single player covert missions, where certain units can be restricted by fuel availability.
I'm not going to add anything regarding fuel. Another coder might though. It's un-C&C-like, it would require deep going changes to AI, Teams and most likely unit movement or pathfinding. It would make things slow (computation-wise) for no compelling reason. In the best case it's just micromanagement.
NimoStar wrote:
Last time I knew killdriver only worked on targeted weapons. Has it been upgraded to area weapons? if not, that should be a priority (you coudn't make a "neutron bomb" type warhead, just vehicle snipe).,
KillDriver works with CellSpread.
NimoStar wrote:
In the original TS implementation of EMP warheads, the EMP was equal to the damage dealt (including after Verses calculation), whereas ARES EMP effect is always a fixed amount...
EMP in TS did not check verses and did not deal conventional damage. If you want to make certain units or structures more or less prone to EMP, use the EMP.Modifier.
Artraiden wrote:
It's possible create option for Superweapon what gives it's timer like real time,without game speed changes? For example SW.RealTimer=yes
Aren't there easier ways to desynchronize the game?
4StarGeneral wrote:
When/If you're satisfied with the way Convert is working, could you expand it to work on death for things like BattleBus logic? Sure the passengers wouldn't carry over, but that's a minor problem of just putting them back in, even AI could handle that by making a team of the destroyed battlebus + the infantry in the original. Of course this could be used to make much more than a battlebus, like scrap logic, repairing a derelict unit like in C&C3, removing parts of a vehicle, etc.
I know currently health and such carry over so if that's not doable, then that's understandable.
That was an idea I also had for the future, and I was in talks about this already, but it is too late to add it into this version. It's a too large feature. _________________ QUICK_EDIT
Suggestion: the game can't able handle a resolution higher than 2560x1600x16.
From what I understood, the width of 2560 isn't the issue, the height of 1600 is.
Fix pls
(Tho something tells me the width is maxed out at 2560, regardless of height, but I don't have a monitor wide enough to chk it myself without also increasing the height (which crashes the game)). QUICK_EDIT
The question I have, is at that resolution, how can you even see what you're doing? It must be zoomed out past some of the maps boundaries... _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Christ, I struggled with MO infantry at 1600x900, I'd hate anything bigger than that, stuff would just be too tiny to be functional. _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
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