Posted: Thu Oct 05, 2017 12:32 am Post subject:
Tian's INI house
In Ra3 the Japs unlock their techs at their production facilities. For instant, you purchase Upgrade (Tier 2) at Instant Dojo to unlock Shinobi and Breakthrough (Tier 3) to unlock Rocket Angel and Yuriko Omega. If that Dojo is destroyed your techs are gone as well.
This is doable using Ares's AltPrerequisites and PoweredBy features.
Dojo_Upgrade and Dojo_Breakthrough are two buildable infantries at your Dojo. They are jumpjet, invisible, immune, radarinvisible, unshadowed and can't be selected. They are powered by Dojo so that if you lose your Dojo they die immediately (Cybrog=yes needed).
This is my working code
Code:
;Rulesmd.ini
[GenericPrerequisites]
JAINFTIRE2=CANULL ;dummy building
JAINFTIRE3=CANULL
The only thing I don't get:
Prerequisite.Negative=JADOJO,JAINFTIRE2,JAMAINFRAME
Why the Mainframe? _________________ 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.
The only thing I don't get:
Prerequisite.Negative=JADOJO,JAINFTIRE2,JAMAINFRAME
Why the Mainframe?
Same as the prerequisite of Breakthrough, that means, when Breakthrough becomes available, the grey cameo of Upgrade should be hidden. _________________
"Prerequisite.Negative=
The buildings that preclude construction of the unit. If the player owns one or more of the buildings on this list then the unit will not be available. Defaults to none." - Ares Documentation
Does this mean that when multiple buildings are in the list that all of them have to owned before the cameo for this unit is hidden?
Either way, [Dojo_Breakthrough] should at least have
Prerequisite.Negative=JAINFTIRE3
...I think.
That, and why so many frames on EMPINF.shp? I know they're all empty but come on! _________________ 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.
yes the neg prereq is problematic but it's not the point. Can just omit that. BuildLimit=1 already ensures that you can only purchase one of those.
empinf has that many frames because RockSequence refers that many frames _________________
empinf has that many frames because RockSequence refers that many frames
Then get off yer lazy rear and make a new one _________________ 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.
[MySubprojectile1]
Arcing=yes
Vertical=yes
DetonationAltitude=0; denotes immediately after spawned; could also use Ranged=yes and ProjectileRange=0
Splits=yes
AirburstWeapon=MySubweapon2
Cluster=1
RetargetAccuracy=1.0
[MySubprojectile2]
Arcing=yes
Vertical=yes
DetonationAltitude=0; denotes immediately after spawned; could also use Ranged=yes and ProjectileRange=0
Splits=yes
AirburstWeapon=MySubweapon3
Cluster=1
RetargetAccuracy=1.0
[MySubweapon3]
..........(More if you want)
Can put delays between each warhead explosion via PreImpactAnim=
Code:
[MyWarhead2]
PreImpactAnim=DELAY10FRAMES
[MyWarhead3]
PreImpactAnim=DELAY5FRAMES
......
Burning Effect
Several warheads stack together with some reasonably short delays in between. This is superior to anim damage 'cause it earns experience.
Future Tank Blast
Several warheads with increasing CellSpread stack together with some delays in between.
Lightning Storm Weapon
Warhead that displays random clouds (EMEffect=yes needed)
Warhead that displays random bolts (EMEffect=yes needed)
Warhead that displays impact and deals damage
Some delays in between above warheads. _________________
I used to use a similar system to your unit as prerequisite for upgrade purposes but it was really messy, your method is quite clean. Thanks for the idea.
Works flawlessly with vehicles too _________________
ayylmao on Discord QUICK_EDIT
There is one caveat to the AirburstWeapon-chained Warheads that you fail to mention. Firepower modifiers from veterancy, AttachEffect & crates do not apply to AirburstWeapons. _________________ QUICK_EDIT
There is one caveat to the AirburstWeapon-chained Warheads that you fail to mention. Firepower modifiers from veterancy, AttachEffect & crates do not apply to AirburstWeapons.
didn't know that. Do they apply to ShrapnelWeapon? _________________
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