Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Wed Aug 07, 2013 8:00 pm Post subject:
Major issues with the Superweapon cursor and Type=
Subject description: Type= and both Cursor. and Nocursor. don't work well.
Hello guys. Recently I was reading the Ares documentation about Action=SellUnit and Action=TogglePower so I decided to implement the in my mod. But now I have a problem. If I my Type= isn't equal to any of existing types that doesn't do what I want it shows me "No Cursor" cursor for the Toggle Power and "small dollar"image for normal Sell Unit cursor, and "Cant's sell" cursor for the "Fog of war" terrain even if I set the cursors manually. Also it ignores these flags that are in the code too:
But if I add any existing type to the super weapon and make it do nothing(e.g. Psychic reveal with 0 range, also this type gives me the crate with money sound) it responds to the every tag I set but It doesn't use the Action=TogglePower or Action=SellUnit
Is there any way to make this work? _________________
DarkVen9109 wrote:
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
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Aug 07, 2013 11:28 pm Post subject:
SellUnit and TogglePower are not real superweapons but plain actions enabled through SW buttons.
How they'll function is atm hardcoded and this is enough hacky solution already. It's like if you would use attackmove as an SW, you pick some of your units fire an SW when they're selected and thereby order the units to attackmove to the targeted area. _________________ "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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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
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Thu Aug 08, 2013 12:25 pm Post subject:
Graion Dilach wrote:
SellUnit and TogglePower are not real superweapons but plain actions enabled through SW buttons.
I know that they are just actions. I just need to know which Type= should I select to get them reading the flags which I set up. Because anyone of the known by me flags from the Ares Documentation just ignores the Action= _________________
DarkVen9109 wrote:
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
Nothing else is needed. Although i don't think Type=TogglePower is even valid, it works, so SW type most likely doesn't matter.
SellUnit will probably work the same. QUICK_EDIT
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Fri Aug 09, 2013 9:37 am Post subject:
mevitar wrote:
Code:
Type=TogglePower
Action=TogglePower
Nothing else is needed. Although i don't think Type=TogglePower is even valid, it works, so SW type most likely doesn't matter.
SellUnit will probably work the same.
No. Is does the same thing as the wasn't Type= at all. I still see the predefined cursors. _________________
DarkVen9109 wrote:
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
As Graion wrote, you can't change that. Their behavior is hard-coded.
Type does NOT affect the cursor you have. You can't have custom cursors when you want to use a hardcoded Action= behavior, like TogglePower or SellUnit, because it is tied to the cursor. If you manage to change the cursor, Action=TogglePower or SellUnit won't work. QUICK_EDIT
Could not the frame references to mouse.sha be changed by Ares though? That way if it referenced the power cursor, you could just change it in mouse.sha if you wanted a different look. I wouldn't think that would break it. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
SellUnit and TogglePower are not real superweapons but plain actions enabled through SW buttons.
How they'll function is atm hardcoded and this is enough hacky solution already. It's like if you would use attackmove as an SW, you pick some of your units fire an SW when they're selected and thereby order the units to attackmove to the targeted area.
@GD: maybe a crazy impossible idea and a bit offtopic, but how about expanding Ares and allowing more commands like: hunt, sleep, retreat, sticky, harvest ... ?
Basically enhancing the possible keyboard shortcuts or interface buttons.
I think it would be useful if you could simply press "h" (*) for giving your harvesters a "harvest" order, after which they automatically search the next field and go harvesting.
I converted the toggle power feature into a keyboard command (not the adv. command bar) long ago, but it's not available atm. It it requires a few other changes (lying around since '11 or even '10). Maybe some day i got to include it. For 0.4 I'll concentrate on bugfixes. _________________ QUICK_EDIT
You can already do that IIRC, by pressing G for guard mode. You need to play YR more LKO.
i'm not talking about the default keyboard shortcuts which already work ever since tiberian dawn.
Those i wrote are the special unit commands which can't be given/accessed by the player and only used on maps and triggers. (see rules.ini for [Guard] [Sticky] etc and the other available unit commands/actions)
The [Hunt] command for example, makes a unit automatically move randomly accross the map, searching for enemy units. The AI and units placed on maps can use that command perfectly fine, but the player has no access to that command.
Especially in the end of a match with the opponent having only a few well hidden units, this would be useful to give your entire army, so they all swarm out and go on a search&destroy mission.
Also at the start of a match, it would be very useful for automatic scouting, by giving this to 20 cheap minigunner.
[Retreat] would be another very useful command, as this makes a unit automatically return to your base while avoiding threats. If accessible via the keyboard, you would just have to select the damaged units and press a button, instead of now scrolling to your base and giving them a move command.
I'm not sure, but i think this also makes a unit enter a free repair bay automatically too. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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