Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Thu Mar 28, 2024 5:48 pm
All times are UTC + 0
Ickus' Random ARES logic questions.
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [5 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Sun May 21, 2017 1:31 am    Post subject:  Ickus' Random ARES logic questions.
Subject description: Sorry to pester.
Reply with quote  Mark this post and the followings unread

Howdy all. I am just curious regarding some ARES logic questions. By no means this a logic request but more of a..is it possible at this point in time, I have been rifling through the ARES documentation and seems its time to ask for some help and some general questions.

Turret limit rotation.

I am not sure if this is possible, but anyway to limit the turn radius of a turret. Locking it to rotate by only so much? Ie only locked to rotate in front of the unit.  

Spotlight's on vehicle type, any way to define their point of origin other than the center of a unit or a unit's turret? Like weapon FLH?

I am also a bit confused, I am using a SHP grid template that is often linked. It is a large one that appears as 5X5, with 25 cells but ingame its requires an 8x8 foundation. I am missing something? It lines up with the grid in SHP builder, but am just curious.

Also any way to easily find a building's turret offset?

and mod the main menu to directly link to the skirmish option, and quit >_>


Thank you

_________________
Delirium..

Back to top
View user's profile Send private message
NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Mon May 22, 2017 4:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Finding the Turret Offset is just a Trial by Error, just keep messing around with it, and you're eventually gonna get it...

There's no way to link the main menu to the skirmish menu on startup, seriously? Do you hate Campaign missions or Multiplayer?

_________________
all my posts before 2020 were made by a 13 year-old, forgive these if you see any, thank you

Back to top
View user's profile Send private message
silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Mon May 22, 2017 2:05 pm    Post subject: Reply with quote  Mark this post and the followings unread


Back to top
View user's profile Send private message
Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Mon May 22, 2017 8:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the replies so far.

No I don't not hate the options, or campaigns Wink
It's mostly for testing and convenience to condense the menu into one screen.

Thank you, Hiding the buttons, didn't realize how helpful that was!

_________________
Delirium..

Back to top
View user's profile Send private message
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue May 23, 2017 8:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

TurretAnimY= & TurretAnimX= offsets are measured in pixels and start from the center of the image. So with RA2's 30x60 cell size, to place a turret on the ground at the center of a 1x1 building use TurretAnimX=0 & TurretAnimY=15. For a 2x2 building use TurretAnimX=0 & TurretAnimY=30 etc. If the turret is placed high up on top of a building or not on the center you can just measure the distance from the center of the image to where you want to place the turret in an image editing program to find the correct offset.

There is also TurretAnimZAdjust= which is used to change the layer order of the turret so it is rendered in front or behind the building &/or it's anims. Use a negative number to make it render on top or a positive one to make it render below.

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [5 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1738s ][ Queries: 11 (0.0078s) ][ Debug on ]