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HP: Ideas for new SuperWeaponTypes?
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CCHyper
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Joined: 07 Apr 2005

PostPosted: Fri Feb 22, 2008 7:42 pm    Post subject:  HP: Ideas for new SuperWeaponTypes? Reply with quote  Mark this post and the followings unread

Yeeeha!.... Hey #Tongue

Im kinda lost for new SuperWeaponTypes to add to HP. I have added spaces for a possible 40 overall SuperWeapons, so its not hard to jiggle the list on adding them, plus im neat and have to be prepared for future additions #Tongue

So far i have...

Orignal SWTypes
MultiMissile
EMPulse
Firestorm
IonCannon
HunterSeeker
ChemMissile
DropPod

Cloned Orignal SWTypes
NewMultiMissile
NewEMPulse
NewFirestorm
NewIonCannon
NewHunterSeeker
NewChemMissile

New SWTypes
Animation (@ Target)
SpySatellite (Reveal Map)
Money
MeteorShower

Planned SWTypes
TechnoTypeDropPod
InfantryTypeDropPod
UnitTypeDropPod
BatteryPower
IonStorm

Now, brief explanation. Animation, SpySatellite, Money and MeteorShower where all in ETS, so there self explanatory, but Animation i would like to add on. I can add a ParticleSystem one two, but will this be good for anything? I dont know much about ParticleSystems and what can be achieved with them...

The clones are simple too, there just clones of the originals, so you can use it to do whatever, some people like to manipulate the logics.

Now the new types, TechnoTypeDropPod, InfantryTypeDropPod and UnitTypeDropPod first. TechnoType is anything buildable in the game, Unit, Infantry, Buildings and so, so this will allow you to drop a UnitType in one slot, and a InfantryType in another, just for if you want to make a Elite squad of something. other two explain them self. Now the BatteryPower, remember the beta had a SuperWeapon where it gave the players house a power for a certain time? This is what i plan for this, but im not so sure of the power limit and how to attach it to it... And the IonStorm, well, kinda the same here but it will effect the whole map, and im not too sure how to make progressive single strikes in the targets radius.

Now, any input into these would be awesome, plus any other ideas that might be useful to add.

Bare in mind Trigger Actions can be used for SuperWeapons Very Happy

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Team Black
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PostPosted: Fri Feb 22, 2008 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Air strike a la TD..
I wonder if there's any useful code in the engine when they were originally going to implement it..

Probably impossible, but a dropship bay reinforcement SW would be cool too #Tongue

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CCHyper
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PostPosted: Fri Feb 22, 2008 8:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Air Strike, i dunno, i could look at RockPatch for that.

DropShip Bay, hmm... might be a bit too for me.

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Pepzi
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Joined: 26 Nov 2004
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PostPosted: Fri Feb 22, 2008 8:15 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Ickus
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PostPosted: Fri Feb 22, 2008 8:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mutate
Psychic
Chrono/Wormhole.
Iron Curtian

Create Veinhole?

#Tongue

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Feb 22, 2008 9:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

shadow/ghost SW: a superweapon that is used on a player army and doubles for a short time the army. (like the hallucination spell of the templar in starcraft)

For Nod an Underground APC reinforcement SW (the counterpart for gdis droppods)
Maybe you make a reinforcement SW and add the keys IsDropPod=yes/no and IsSubAPC=yes/no; or even UnitForSpawnEffect=UnitType/AircraftType; with AircraftType even dropship reinforcements would be possible.

Ion Storm,Meteor and other Particle or Animation based weapons could be combined as the new Animation SW imo.
The SW then wouldn't do anything else than launching an Animation on the target cell. How the anim looks like is then up to the player. However a key in art.ini to generate a lightning bolt would be useful (or the modder has to create some new shp bolts)
However a key SpawnRadiusInCells=#cells would then be useful, so the debris spread in good way if you fire direct on a building.

Last edited by Lin Kuei Ominae on Fri Feb 22, 2008 9:58 pm; edited 1 time in total

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CCHyper
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Joined: 07 Apr 2005

PostPosted: Fri Feb 22, 2008 9:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, about the reinforcements, is there not a Tirigger that spawns reinforcements using the input UnitType and so?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Feb 22, 2008 10:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

trigger but no sw. Or do you want to make trigger accessible in rules.ini too? that would be great. This way you could make buildings that spawn a unit as soon as the previous unit is destroyed.

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DaFool
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Joined: 07 Nov 2006

PostPosted: Fri Feb 22, 2008 10:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

artillery strike (just a differnt anim for meteors I guess)
rebel ambush
seed tiberium
emp storm (but more like ra2 weather storm)
firestorm strike (imagine being able to put the firestorm walls anywhere, like an unsuspecting approaching army, or right infront of an enemy refinery)
sonic burst (something to kill an enemy tib feild)

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Team Black
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PostPosted: Fri Feb 22, 2008 11:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can't trigger units directly -
Triggers spawn teams.
In a team is the taskforce, which is the list of the actual units in the group
Then you have the script, which is what the team does once created.
Then you have a lot of other confusing flags like "whiner" and "priority" and stuff that no one really cares to bother with #Tongue

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DaFool
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PostPosted: Sat Feb 23, 2008 1:40 am    Post subject: Reply with quote  Mark this post and the followings unread

I know with ra2/yr, so I would assume so with ts, are there not a whole bunch already made teams in the ai.ini, that you could link to directly to spawn the units you want? Although I don't know how this would be done. (in ra2 also is there paradrop special, and that has the tags directly in the rules.ini, is this the same for the drop pods>?)

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Machine
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PostPosted: Sat Feb 23, 2008 3:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Just a little note for the Droppod superweapon add different angles for the animation, like vertical, horizontal and the already existing ones, or just ignore this and just play the animation on the target, and have the unit(s) spawned at the end of the animation #Tongue.

Also for the original superweapon clones make them have firing animations, including the hunterseeker, in that way it could be used as a reinforcement superweapon, to spawn a unit besides a building,with the animation looking like a transport (if possible the unit should be spawned after the animation is complete).
Finally add a tag that prevents the superweapon from recharging/being fired if a specific unit is present (think of super unit reinforcement).

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Team Black
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PostPosted: Sat Feb 23, 2008 4:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
that you could link to directly to spawn the units you want?

In fact, you can -
Simply add a number in the "parameters" box under the "reinforcement (team)" action corresponding with the ai.ini
(putting a 1 will spawn the first team in ai.ini, and so forth)

However, I'm talking about triggers here and not superweapons, which is probably what you meant..

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CCHyper
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PostPosted: Sat Feb 23, 2008 12:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, well i can take almost any trigger code, give it arguments using hardcoded values or loading from the INI and make it a SuperWeapon.

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Ickus
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PostPosted: Sat Feb 23, 2008 2:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Like Machine said, mutate logic is pretty much that. An animation plays and spawns a unit. so it can be used for a variety of things.

I wonder if Virus gas can be possible, pretty much a particle system spawned by an animation.

I guess now blending into more general features than superweapons.

Also maybe units that carry superweapons with them. The only thing is if multiple units are present. how to limit this ability. probably just have one unit utilized this ability depending on its function.

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pd
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PostPosted: Sun Feb 24, 2008 9:06 am    Post subject: Reply with quote  Mark this post and the followings unread

What you should is what I have planned for "RP2", add a bunch of functions independent from the SW type.

Pre and post effects.
The pre effects will occur before the actual SW is fired, the post effect after.

Simple effect examples would be a heal radius, unit scattering, screen shaking, all that kind of stuff.
The idea is that you can add these to any SW, even to the originals if you want.

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Lt Albrecht
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PostPosted: Sun Feb 24, 2008 12:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

wow, I really want RP2 now... maybe prayer will help.

Oh almighty god(pronounced PD),
Please bless our humble modding community
with your almighty feature adding skills and
send you creation, RP2 down among us to
redeem us all from IEs?
RA2:YRmen

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Joshy
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Joined: 13 Aug 2006

PostPosted: Sun Feb 24, 2008 3:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
What you should is what I have planned for "RP2", add a bunch of functions independent from the SW type.

Pre and post effects.
The pre effects will occur before the actual SW is fired, the post effect after.

Simple effect examples would be a heal radius, unit scattering, screen shaking, all that kind of stuff.
The idea is that you can add these to any SW, even to the originals if you want.


Very good idea, that would be awesome if you did that TSHyper. Very Happy

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CCHyper
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PostPosted: Sun Feb 24, 2008 3:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

pd wrote:
What you should is what I have planned for "RP2", add a bunch of functions independent from the SW type.

Pre and post effects.
The pre effects will occur before the actual SW is fired, the post effect after.

Simple effect examples would be a heal radius, unit scattering, screen shaking, all that kind of stuff.
The idea is that you can add these to any SW, even to the originals if you want.


Was that why there was a lot of lighting and so keys for each SuperWeapon? (In some RP Version). When you get online, tell me more Wink

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Crimsonum
Seth


Joined: 14 Jul 2005
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PostPosted: Sun Feb 24, 2008 3:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ion cannon with definable radius. With animation debris method or not.

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Paranoia
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Joined: 04 Aug 2007

PostPosted: Tue Feb 26, 2008 8:05 am    Post subject: Reply with quote  Mark this post and the followings unread

What about a radar jammer. I know there is a vehicle in tibsun.mix called mobile radar jammer... if WW was planning that then it may be possible...

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djohe
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Joined: 07 May 2006
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PostPosted: Tue Feb 26, 2008 8:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Paranoia those are only placeholder voxels (used for testing the voxel engine of tiberian sun)

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Paranoia
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Joined: 04 Aug 2007

PostPosted: Tue Feb 26, 2008 9:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Just like the light/medium/heavy tanks. Right i see what you mean.

A radar jamming SW would still be good, if its possible.

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azri_apoc
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Joined: 29 May 2007
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PostPosted: Tue Feb 26, 2008 12:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

what about a tiberium vapour bomb(i mean like TW, drop it using targetable airstrike) or tiberium seed so tiberium can respawn. it will be good, if its possible Smile .

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djohe
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Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Tue Feb 26, 2008 12:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

azri_apoc and DaFool I suggest you use the meteor logic for "tiberium vapour bomb" and "seed tiberium" (you know that meteors are very customizable right?)

Just use your imagination and you will figure out what I mean Laughing

And about the radar jamming:
Yeah it would be good, mabe not a high priority but could be usefull. Like triggering a complet shutdown of all radar installations on "one" team for a customisable duration like EMP or IonStorm would do.

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Ordosherrscher
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PostPosted: Tue Feb 26, 2008 1:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mutation Control? So you can controll all mutations at the map for some time...
I dunno if it's possible, but it would be kool #Tongue

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Team Black
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PostPosted: Tue Feb 26, 2008 1:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Hmm, well i can take almost any trigger code, give it arguments using hardcoded values or loading from the INI and make it a SuperWeapon.

Interesting.
What if we were to have a trigger editor like in FinalSun, except that it would be for Superweapons?

If you could edit superweapons like map triggers, it would allow a whole slew of options..

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