Posted: Thu Dec 29, 2011 2:32 pm Post subject:
Propaganda Style Units (Ares or NpatchExt needed..)
Subject description: Like in Generals ZH (only Heals Damage)
It is possible to make a good kind of propaganda wave effect Unit ;
important Rules ini. codes :
on unit:
TurretSpins=yes ; good for me :;
CanPassiveAquire=yes
CanRetaliate=yes
Primary=Aura DefaultToGuardArea=yes
GuardRange=255
DetectDisguise=yes
DetectionDistance=255
OpportunityFire=yes
HasStupidGuardMode=false
AttackFriendlies=yes
AttackCursorOnFriendlies=yes
BuildLimit=1 ; for game balance you know its Power
on Weapon:
[Aura]
Damage=1 ;dummy so it won't damage friendlies
ROF=70
Range=255 ; so it will fire all the time
Projectile=InvisibleAll
Speed=40
Warhead=AURAWH
OmniFire=yes
Anim=REDRING ; you can make this something else what you want
Warheads Tags :
[AURAWH]
Verses=5%,5%,5%,5%,5%,5%,5%,5%,5%,5%,5% ;example only and at least one must be bigger than %2 or all will be lost ...
this is for anim WH
[HEALWH]
Wall=no
Wood=no
Verses=-20%,-20%,-20%,-20%,-25%,-25%,-25%,-25%,-25%,-25%,-25% ;negative values are so important
CellSpread=7 ;good for me
PercentAtMax=.6
and finally look to the Art ini. codes for REDRING anim damage
[REDRING]
Layer=ground
Surface=yes
Damage=20 ;this is enough for balance
Warhead=HEALWH ; explained upside
Rate=800 ; good rate for me
don't forget to add REDRING to Anim list and AURAWH and HEALWH to Warheads lists .
Enjoy with your auto healing post unit now
Edit: Subject is updated. I put an information on it that Ares or NPExt needed.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Dec 29, 2011 3:07 pm Post subject:
Interesting idea but won't it heal enemies as well?
Also, a note: This needs an enhancer, YR has animwarheads hardcoded. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 23 Apr 2010 Location: indonesia, sticking at keyboard
Posted: Thu Dec 29, 2011 3:33 pm Post subject:
i have done this before, a bit different method:
- modify psychic ring weapon (IFV weapon of yuri) to damage with negative verses, Range=255, OmniFire=yes, and AffectEnemies=no (ARES needed)
- give OpportunityFire=yes, AttackFriendlies=yes, AttackCursorOnFriendlies=yes, DefaultToGuardArea=yes, and GuardRange=255 to the vehicle
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Dec 29, 2011 4:46 pm Post subject:
After a reread, I realized, yeah, only AffectEnemies=no is enough to make this idea really useful.
That's already in Ares 0.1, Midas. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Interesting idea but won't it heal enemies as well?
Also, a note: This needs an enhancer, YR has animwarheads hardcoded.
Sure. It will heal enemies ,too. (in vanillia YR) But thanks to "Ares" (Supreme patch for modders !) " AffectEnemies=no " comes out and this will prevent healing enemies like our friends said upside... QUICK_EDIT
We should probably have an Ares modding section, all things considered... _________________ You come for the modding but you stay for the Crap Forum. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Dec 31, 2011 10:51 am Post subject:
Well, guys, if you notice it... the original tutorial wasn't written with Ares in mind. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
After a reread, I realized, yeah, only AffectEnemies=no is enough to make this idea really useful.
That's already in Ares 0.1, Midas.
Shows what I know!
then again, I'm a tester, so I don't keep track of release features, just what's broken in the version i'm currently testing _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
ah hell, I'm pretty damn fluent with Ares and even I have a hard time remembering whats already usable. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
I tend to read the ares manual a lot, and I consider myself pretty fluent in ares ini code. I'm always just checking to see if I missed any ini features I want to implement in my mod.
Lately though I haven't modded much, and don't read the manual as much either.
As for an ares only modding section, I think that's silly. A lot of modders on ppm already use, or have used ares, or are at least familiar with it. So questions and tutorials relating to ares, are easy enough to get answers for.
By the way the concept for this Propaganda Style Unit has already been done before. Although I give you props for actually submitting a tutorial for it. Though I think if it were an ares tutorial it would work better using a Generic Sw rather then animations, unless you have issues with cloned buildings. Or you could wait for a future version of ares with attach-animations. Well with a building you could just use an animation anyways though. You know in the end there are just lots of ways to implement this in ares.
Oh and @ Graion Dilach "if the tutorial was not meant for Ares why does the tutorial use a Ares feature, which is not present in normal game?"
He uses AURAWH warhead on his art code.
Ares Manual wrote:
Animation Damage Warheads
Animations may have appeared to deal damage randomly rather than based on the warhead specified. In fact, animations were hard-coded to deal damage using the warhead specified by [CombatDamage]►FlameDamage2, unless the animation ID was [INVISO], in which case the warhead used was [CombatDamage]►C4Warhead. With Ares, the [Animation]►Warhead= flag will be adhered to, with the aforementioned warheads used as the default if [Animation]►Warhead is not specified.
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Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Jan 01, 2012 10:05 am Post subject:
That can apply to NPatch too. And I can be wrong but maybe NPExt has AffectsEnemies, too. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
And I can be wrong but maybe NPExt has AffectsEnemies, too.
Yes it has. Just with a different name. It's useless with animation warheads though since animations do not have proper owner assigned to them or something to that effect I think. _________________ QUICK_EDIT
I should point out that, as it has Range=255 and fires all the time, the unit will be revealed continously to enemies.
(I know, I have an ambulance with this area heal mechanic, but only for nearby infantry)
To prevent this, use RevealOnFire=no _________________
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