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Tian's INI house
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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Thu Oct 05, 2017 12:32 am    Post subject:  Tian's INI house Reply with quote  Mark this post and the followings unread

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

[General]
PrerequisiteJainftire2Alternate=Dojo_Upgrade ;invisible jumpjet infantry
PrerequisiteJainftire3Alternate=Dojo_Breakthrough

[ArmorTypes]
immune=0%

[Dojo_Upgrade]
PixelSelectionBracketDelta=-9999 ;hide the heal bar
Explosion=NULLANIM
PoweredBy=JADOJO
Cyborg=yes
NoShadow=yes
DontSayUnitReady=yes
DontSayUnitLost=yes
UIName=Name:DojoUpgrade
Name=Dojo Upgrade
Category=Soldier
JumpJet=yes
Prerequisite=JADOJO,JAREFN
Prerequisite.Negative=JADOJO,JAINFTIRE2,JAMAINFRAME
Crushable=yes
Strength=10
Fearless=yes
Armor=immune
TechLevel=10
Sight=0
Pip=white
Speed=9
Owner=Japanese
AllowedToStartInMultiplayer=no
Cost=750
Soylent=750
Points=15
IsSelectableCombatant=no
Selectable=no
Spawned=yes
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
PhysicalSize=1
MovementZone=Fly
ConsideredAircraft=no
ThreatPosed=15
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
JumpjetSpeed=30
JumpjetClimb=20
JumpjetCrash=25
JumpJetAccel=10
JumpJetTurnRate=10
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
JumpjetNoWobbles=yes
Size=1
SpeedType=Hover
HoverAttack=yes
Crashable=yes
BalloonHover=yes
BuildLimit=1

[Dojo_Breakthrough]
PixelSelectionBracketDelta=-9999 ;hide the heal bar
Explosion=NULLANIM
PoweredBy=JADOJO
Cyborg=yes
NoShadow=yes
DontSayUnitReady=yes
DontSayUnitLost=yes
UIName=Name:DojoBreakthrough
Name=Dojo Breakthrough
Category=Soldier
JumpJet=yes
Prerequisite=JADOJO,JAINFTIRE2,JAMAINFRAME
Crushable=yes
Strength=10
Fearless=yes
Armor=immune
TechLevel=10
Sight=0
Pip=white
Speed=9
Owner=Japanese
AllowedToStartInMultiplayer=no
Cost=1000
Soylent=1000
Points=15
IsSelectableCombatant=no
Selectable=no
Spawned=yes
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
PhysicalSize=1
MovementZone=Fly
ConsideredAircraft=no
ThreatPosed=15
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
JumpjetSpeed=30
JumpjetClimb=20
JumpjetCrash=25
JumpJetAccel=10
JumpJetTurnRate=10
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
JumpjetNoWobbles=yes
Size=1
SpeedType=Hover
HoverAttack=yes
Crashable=yes
BalloonHover=yes
BuildLimit=1

[SHINOBI]
Prerequisite=JADOJO,JAINFTIRE2

[ROCKETANGEL]
Prerequisite=JADOJO,JAINFTIRE3

[YURIKO]
Prerequisite=JADOJO,JAINFTIRE3



;artmd.ini
[Dojo_Upgrade]
Image=EMPINF
CameoPCX=upgrade.pcx
Sequence=RocketeerSequence
FireUp=2
Shadow=no

[Dojo_Breakthrough]
Image=EMPINF
CameoPCX=breakthrough.pcx
Sequence=RocketeerSequence
FireUp=2
Shadow=no


The same can be applied to Mecha Bay and Imperial Dock.



empinf.shp
 Description:

Download
 Filename:  empinf.shp
 Filesize:  20.02 KB
 Downloaded:  22 Time(s)


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Last edited by cxtian39 on Sun Oct 08, 2017 10:05 pm; edited 1 time in total

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Oct 05, 2017 5:09 am    Post subject: Reply with quote  Mark this post and the followings unread

The only thing I don't get:
Prerequisite.Negative=JADOJO,JAINFTIRE2,JAMAINFRAME
Why the Mainframe?

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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. #Tongue

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Thu Oct 05, 2017 5:37 am    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
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.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Oct 05, 2017 4:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

"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!

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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. #Tongue

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Thu Oct 05, 2017 9:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

#Tongue  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

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Oct 06, 2017 5:23 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:

empinf has that many frames because RockSequence refers that many frames

Then get off yer lazy rear and make a new one #Tongue

_________________
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. #Tongue

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Oct 08, 2017 10:04 pm    Post subject: Multi-Warhead Reply with quote  Mark this post and the followings unread

Multi-Warhead
Weapons can carry multiple warheads via Splits=yes and AirburstWeapon=
Code:
[MyWeapon]
...
Projectile=MyProjectile
Warhead=MyWarhead1

[MyProjectile]
...
Splits=yes
AirburstWeapon=MySubweapon1
Cluster=1

[MySubweapon1]
...
Projectile=MySubprojectile1
Warhead=MyWarhead2

[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

[MySubweapon2]
...
Projectile=MySubprojectile2
Warhead=MyWarhead3

[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.

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Sun Oct 15, 2017 6:30 am    Post subject: Reply with quote  Mark this post and the followings unread

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 Smile

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sun Oct 15, 2017 7:27 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Oct 15, 2017 8:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Starkku wrote:
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.

Neutral didn't know that. Do they apply to ShrapnelWeapon?

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sun Oct 15, 2017 8:43 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
Do they apply to ShrapnelWeapon?


They don't.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Tue Oct 17, 2017 1:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

There was a mod back in 2011 called Mklab.

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Tired of grabbing my random SHP conversions? Why not learn to create SHPs for yourself?

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