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Soviet Spy Plane VS Gap Generator
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rey
Cyborg Soldier


Joined: 15 Jul 2019

PostPosted: Mon Jul 22, 2019 8:20 am    Post subject:  Soviet Spy Plane VS Gap Generator
Subject description: any ideas how to lessen the handicap with better intel?
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Gap Generator is useful in multiplayer against players, but totally has no effect for AI, thought when AI uses it(whether it's skirmish of multiplayer) it provides quite a handicap for soviet players.

the main problem is that time Spy Plane reveals territory under Gap is too small, so i'm searching for a way to make Spy Plane "more potent" in intel aspect specifically against Gap Generators.
maybe smb have some ideas how code-wise Gap can be temporally switched off, and how to modify Spy Plane to do that, while still stay shroud clearing special power?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jul 22, 2019 12:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

You could give the spy plane a weapon which spawns a dummy unit (like aircraft carrier).
Then give this dummy unit Speed=0 and the sight range you want. Make it selfdestruct after a short while, by giving it a dummy weapon which has as muzzleflash anim a dummy timer anim with damage.
Use Ammo=1, OmniFire=yes to fire that selfdestruct timer only once.

Or as in your other topic, make it fly in circles above the target.

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MasterHaosis
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PostPosted: Mon Jul 22, 2019 2:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

That is LKO! Super modder, not just for TS, but for YR as well.  He is better for that game even mpst of us YR modders haha

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rey
Cyborg Soldier


Joined: 15 Jul 2019

PostPosted: Mon Jul 22, 2019 3:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
You could give the spy plane a weapon which spawns a dummy unit (like aircraft carrier).
Then give this dummy unit Speed=0 and the sight range you want. Make it selfdestruct after a short while, by giving it a dummy weapon which has as muzzleflash anim a dummy timer anim with damage.
Use Ammo=1, OmniFire=yes to fire that selfdestruct timer only once.

Or as in your other topic, make it fly in circles above the target.

honestly saying i don't have enough knowledge to create this chain of actions, and idea in that other topic didn't work as needed whatever i tried.

maybe it's possible to "modify" spyplane to still have spycameraweapon + secondary that drops an emp-bomb switching off Gap Generators in some small area? i ask "maybe" 'cause i can't find a way to combine spycamera with another weapon.

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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Mon Jul 22, 2019 8:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Due to the way "Spyplane Approach" (the mission spy plane is given that reveals the area) works, it seems like it only reads the Damage from the Primary weapon to get the reveal radius and the Range and that's it, it never uses Secondary weapons (and it should considering SpyCameraWeapon has 0% to all armor types), never uses any warhead function of either weapons and even OpenTopped passengers don't fire. Because of this I don't think there's a way to get it to disable the gap generator as well as reveal without changing the mission to Attack with Sight= greater than 0 to reveal the entire path of the plane.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jul 23, 2019 6:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Change SpyCameraWeapon to use a missile projectile and test again.
If the projectile is fired, there are ways to use that to switch to another fully functional weapon without any hardcoded crap.

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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Tue Jul 23, 2019 10:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Let me change the way I put it. SpyPlane Approach only takes the Damage and Range from the primary and never actually fires a weapon ever, so it'll never fire a projectile, it's almost entirely hardcoded.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jul 23, 2019 2:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well that sucks

I guess then you can only use Ares to add another paratroopers like SW with the spyplane as bomber image, which spawns instead of a paratrooper the dummy unit that reveals shroud for a short duration.

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rey
Cyborg Soldier


Joined: 15 Jul 2019

PostPosted: Tue Jul 23, 2019 5:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
Due to the way "Spyplane Approach" (the mission spy plane is given that reveals the area) works, it seems like it only reads the Damage from the Primary weapon to get the reveal radius and the Range and that's it, it never uses Secondary weapons (and it should considering SpyCameraWeapon has 0% to all armor types), never uses any warhead function of either weapons and even OpenTopped passengers don't fire.

tests proved this is right - weapon of SpyPlane can be changed to any other, only damage and radius matter in new one, neither warhead, nor projectile matter.

Lin Kuei Ominae wrote:
Well that sucks
I guess then you can only use Ares to add another paratroopers like SW with the spyplane as bomber image, which spawns instead of a paratrooper the dummy unit that reveals shroud for a short duration.

probably that's the closest to ideal functional idea. that involves new object for paradop, which needs some model, and quite big change of spyplane code, so i'm not sure if i'll be able to do this, but at least i know this is the only variant.

thanks everybody for sharing thoughts.

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4StarGeneral
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Joined: 14 Sep 2006
Location: Limbo

PostPosted: Wed Jul 24, 2019 8:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Spoiler (click here to read it):

Code:
; *** Rules.ini ***
[SPYPASS]
UIName=Name:STLN
Name=Spy Plane Passenger
Category=Soldier
Strength=1200
Armor=selfdmg
TechLevel=-1
Crushable=no
OmniCrushResistant=yes
Parachute.Anim=INVISO
FallRate.Parachute=-50
FallRate.ParachuteMax=-100
AttachEffect.Animation=SPYPCULL
AttachEffect.Duration=120
Insignificant=yes
Spawned=yes
RadarInvisible=yes
IsSelectableCombatant=no
DontScore=yes
Sight=8
Speed=0
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=200
Points=1
Nominal=yes
Pip=yellow
VoiceSelect=SlySelect
VoiceMove=SlyMove
VoiceAttack=SlyAttackCommand
VoiceFeedback=SlyFear
VoiceSpecialAttack=SlyMove
DieSound=SlyDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0   ; This value MUST be 0 for all building addons
Size=1
Trainable=no
Primary=AntiGapWeapon

[SelfDamageWH]
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
Versus.selfdmg=100%
InfDeath=1

[SPYP2]
UIName=Name:SpyP
Name=Soviet Spy Plane 2
Image=SPYP
Strength=400
Category=AirLift
Armor=light
TechLevel=-1
Primary=ParaDropWeapon   ; Doesn't really fire it; dummy weapon
Spawned=yes   ; Created by another object and therefore not player controllable
LeadershipRating=10
Selectable=no
RadarInvisible=no
Sight=0
Landable=no
MoveToShroud=yes
PitchAngle=0 ; default is 20 degrees
Speed=15
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=30
ROT=2
Crewed=yes
Ammo=100
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToPsionics=yes
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
MoveSound=PDPlaneMoveLoop
DieSound=
CrashingSound=PDPlaneDie
ImpactLandSound=GenAircraftCrash
DeathWeapon=BlimpBomb
DeathWeaponDamageModifier=.1;gs needs a death weapon or it will do nothing when it crashes since its weapon is a camera
FlyBy=true   ;GEF Don't slow down over your target

[NARADR]
SuperWeapon=ExtSpyPlaneSpecial

[ExtSpyPlaneSpecial]
UIName=Name:SpyP
Name=Spy Plane & Stop Gap
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=2
Type=ParaDrop
Action=SpyPlane
SidebarImage=SPYPICON
ShowTimer=no
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox
FlashSidebarTabFrames=60; default is always, put 0 for never, or a number for x
SW.AITargeting=ParaDrop
Cursor=SpyPlane
ParaDrop.Types=SPYPASS
ParaDrop.Num=1
ParaDrop.Aircraft=SPYP2
ParaDrop.Count=1

[AntiGapWeapon]
Damage=1
Range=8
ROF=10
Burst=1
Projectile=InvisibleHigh
Warhead=AntiGapWH

[AntiGapWH]
CellSpread=1
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
Versus.gapgen=100%
EMP.Duration=60
EMP.Cap=-1

[GAGAP]
Armor=gapgen

; *** Artmd.ini ***
[SPYPCULL]
Layer=ground
Damage=10
Warhead=SelfDamageWH
Shadow=no
LoopStart=0
LoopEnd=1
LoopCount=1



I planned on making on as an example, but it has 2 problems I can't seem to figure out today and that's getting an instant fall rate and getting the self damage AttachEffect to deal damage. Otherwise, this is at least an example.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed Jul 24, 2019 8:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
Spoiler (click here to read it):

Code:
; *** Rules.ini ***
[SPYPASS]
UIName=Name:STLN
Name=Spy Plane Passenger
Category=Soldier
Strength=1200
Armor=selfdmg
TechLevel=-1
Crushable=no
OmniCrushResistant=yes
Parachute.Anim=INVISO
FallRate.Parachute=-50
FallRate.ParachuteMax=-100
AttachEffect.Animation=SPYPCULL
AttachEffect.Duration=120
Insignificant=yes
Spawned=yes
RadarInvisible=yes
IsSelectableCombatant=no
DontScore=yes
Sight=8
Speed=0
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=200
Points=1
Nominal=yes
Pip=yellow
VoiceSelect=SlySelect
VoiceMove=SlyMove
VoiceAttack=SlyAttackCommand
VoiceFeedback=SlyFear
VoiceSpecialAttack=SlyMove
DieSound=SlyDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0   ; This value MUST be 0 for all building addons
Size=1
Trainable=no
Primary=AntiGapWeapon

[SelfDamageWH]
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
Versus.selfdmg=100%
InfDeath=1

[SPYP2]
UIName=Name:SpyP
Name=Soviet Spy Plane 2
Image=SPYP
Strength=400
Category=AirLift
Armor=light
TechLevel=-1
Primary=ParaDropWeapon   ; Doesn't really fire it; dummy weapon
Spawned=yes   ; Created by another object and therefore not player controllable
LeadershipRating=10
Selectable=no
RadarInvisible=no
Sight=0
Landable=no
MoveToShroud=yes
PitchAngle=0 ; default is 20 degrees
Speed=15
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=30
ROT=2
Crewed=yes
Ammo=100
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToPsionics=yes
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
MoveSound=PDPlaneMoveLoop
DieSound=
CrashingSound=PDPlaneDie
ImpactLandSound=GenAircraftCrash
DeathWeapon=BlimpBomb
DeathWeaponDamageModifier=.1;gs needs a death weapon or it will do nothing when it crashes since its weapon is a camera
FlyBy=true   ;GEF Don't slow down over your target

[NARADR]
SuperWeapon=ExtSpyPlaneSpecial

[ExtSpyPlaneSpecial]
UIName=Name:SpyP
Name=Spy Plane & Stop Gap
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=2
Type=ParaDrop
Action=SpyPlane
SidebarImage=SPYPICON
ShowTimer=no
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox
FlashSidebarTabFrames=60; default is always, put 0 for never, or a number for x
SW.AITargeting=ParaDrop
Cursor=SpyPlane
ParaDrop.Types=SPYPASS
ParaDrop.Num=1
ParaDrop.Aircraft=SPYP2
ParaDrop.Count=1

[AntiGapWeapon]
Damage=1
Range=8
ROF=10
Burst=1
Projectile=InvisibleHigh
Warhead=AntiGapWH

[AntiGapWH]
CellSpread=1
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
Versus.gapgen=100%
EMP.Duration=60
EMP.Cap=-1

[GAGAP]
Armor=gapgen

; *** Artmd.ini ***
[SPYPCULL]
Layer=ground
Damage=10
Warhead=SelfDamageWH
Shadow=no
LoopStart=0
LoopEnd=1
LoopCount=1



I planned on making on as an example, but it has 2 problems I can't seem to figure out today and that's getting an instant fall rate and getting the self damage AttachEffect to deal damage. Otherwise, this is at least an example.
AE has owner so probably needs affectsallies=no or damageself or it just won't damage its master.

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rey
Cyborg Soldier


Joined: 15 Jul 2019

PostPosted: Thu Jul 25, 2019 8:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
Spoiler (click here to read it):

Code:
; *** Rules.ini ***
[SPYPASS]
UIName=Name:STLN
Name=Spy Plane Passenger
Category=Soldier
Strength=1200
Armor=selfdmg
TechLevel=-1
Crushable=no
OmniCrushResistant=yes
Parachute.Anim=INVISO
FallRate.Parachute=-50
FallRate.ParachuteMax=-100
AttachEffect.Animation=SPYPCULL
AttachEffect.Duration=120
Insignificant=yes
Spawned=yes
RadarInvisible=yes
IsSelectableCombatant=no
DontScore=yes
Sight=8
Speed=0
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=10
Soylent=200
Points=1
Nominal=yes
Pip=yellow
VoiceSelect=SlySelect
VoiceMove=SlyMove
VoiceAttack=SlyAttackCommand
VoiceFeedback=SlyFear
VoiceSpecialAttack=SlyMove
DieSound=SlyDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0   ; This value MUST be 0 for all building addons
Size=1
Trainable=no
Primary=AntiGapWeapon

[SelfDamageWH]
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
Versus.selfdmg=100%
InfDeath=1

[SPYP2]
UIName=Name:SpyP
Name=Soviet Spy Plane 2
Image=SPYP
Strength=400
Category=AirLift
Armor=light
TechLevel=-1
Primary=ParaDropWeapon   ; Doesn't really fire it; dummy weapon
Spawned=yes   ; Created by another object and therefore not player controllable
LeadershipRating=10
Selectable=no
RadarInvisible=no
Sight=0
Landable=no
MoveToShroud=yes
PitchAngle=0 ; default is 20 degrees
Speed=15
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=30
ROT=2
Crewed=yes
Ammo=100
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToPsionics=yes
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
MoveSound=PDPlaneMoveLoop
DieSound=
CrashingSound=PDPlaneDie
ImpactLandSound=GenAircraftCrash
DeathWeapon=BlimpBomb
DeathWeaponDamageModifier=.1;gs needs a death weapon or it will do nothing when it crashes since its weapon is a camera
FlyBy=true   ;GEF Don't slow down over your target

[NARADR]
SuperWeapon=ExtSpyPlaneSpecial

[ExtSpyPlaneSpecial]
UIName=Name:SpyP
Name=Spy Plane & Stop Gap
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=2
Type=ParaDrop
Action=SpyPlane
SidebarImage=SPYPICON
ShowTimer=no
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox
FlashSidebarTabFrames=60; default is always, put 0 for never, or a number for x
SW.AITargeting=ParaDrop
Cursor=SpyPlane
ParaDrop.Types=SPYPASS
ParaDrop.Num=1
ParaDrop.Aircraft=SPYP2
ParaDrop.Count=1

[AntiGapWeapon]
Damage=1
Range=8
ROF=10
Burst=1
Projectile=InvisibleHigh
Warhead=AntiGapWH

[AntiGapWH]
CellSpread=1
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
Versus.gapgen=100%
EMP.Duration=60
EMP.Cap=-1

[GAGAP]
Armor=gapgen

; *** Artmd.ini ***
[SPYPCULL]
Layer=ground
Damage=10
Warhead=SelfDamageWH
Shadow=no
LoopStart=0
LoopEnd=1
LoopCount=1



I planned on making on as an example, but it has 2 problems I can't seem to figure out today and that's getting an instant fall rate and getting the self damage AttachEffect to deal damage. Otherwise, this is at least an example.

thank you for example, will try it.

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Fri Jul 26, 2019 12:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just give the Spy Plane passive vision, which is currently 0, and make it slower.

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