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Theorycrafting time
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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Tue Aug 05, 2008 7:08 pm    Post subject:  Theorycrafting time
Subject description: Get your brains working NOW!!!!!!!!!!!!!!!!!!!!!!
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I am currently wondering what's the feasibility of using some of the ideas below. Whether its possible by code, art or something else.

1) A helicopter that doesn't stop rotors but can also have 2 weapons that can fire on their respective targets.

2) A JumpJet type that will actually enforce its facing to fire. Currently NightHawks do not respect this if you turn its weapon to OmniFire=no. It will fire forward only but will not face its target inherently.

3) Interceptable SuperWeapons. Stuff like interceptable nukes and what have you. Can you really sorta chop up stuff like how EMP worked and merge it with how you could do DMISLs and the like.

4) A hovering type infantry that can jump cliffs like an air unit but is still technically considered a ground unit. (No, JumpJet altitudes < 100 don't work)

Among others.

I'm thinking #1 is possible but I am not sure if Rotor animations can work on a flying locomotor. (They didn't in TS) JumpJet locomotor in this case just seems borked.

#2 is a curiousity. Technically Kirovs and JumpJet infantry DO face correctly but Kirovs are OmniFire=yes with a dropping weapon and almost no range.

#3 I'm thinking needs some clever coding as it would be using a Spawner system in addition to only being controlled by Sidebar.

#4 is a bit of a dead end on my end. (With a hilarious twist on one attempt!) I've tried cloning the movement capabilities of Yuri Prime and the Robot tank and it has some effects I noticed. #1 is the hilarious one. When you stop the unit over water, it self-destructs! I don't quite know why yet. Also if it is using the Hover locomotor, and the Fly MovementZone, it won't inherently try to climb cliffs. It has to be forced to try that. Also it behaves erratically when doing it.

JumpJet altitiudes are apparently not quite like how FlightLevel works for flying locomotors. Because I tried a JumpJet loco at an altitude of 80 and it was still classified as an air unit. If I put a flying locomotor with that altitude, anything could inherently attack it.

If anyone has some theorycrafting ideas to expand on this or in some related fields, do so please.

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Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Tue Aug 05, 2008 9:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

@ number 1: If you look at the Siege Chopper for the Soviets, their Rotors always spin unless you deploy them. For multiple weapons, I do not know...

@ number 2: I have no clue.

@ number 3: I don't think it's possible unless the game coding itself is messed with, with the person actually getting into the game and changing it. I think by it self, it is hard-coded...

@ number 4: Same with number 3 in my opinion. Even if given a hover locomotive, it will still go around the cliff and onto the ramp instead of jumping the cliff.

now for some of my own...

#5 (So to add to the list =P ): Multible MCVs at the start... I think it is possible with regular RA2, but not with YR.

#6: Units that change their look with veterency... I know it may need to involve breaking into the game codes itself, or it's impossible all together.

That's all I can think of for now.

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Team SomeGuy
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Joined: 18 Aug 2006

PostPosted: Tue Aug 05, 2008 10:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

#5 is possible via Unholy Alliance, "unlocking" it for use in Skirmish is a case of try it and see. However I do not know how the AI will react. (probably the same as happens when it finds another factions MCV via crate, which is build its own country but just deploy the MCV)

#6 is likely needing a hack. I heard one of the last RockPatch 1 versions and NPatch has something about that.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Tue Aug 05, 2008 11:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Code:

; cliffs
[Rock]
Foot=0%
Track=0%
Wheel=0%
Float=0%
FloatBeach=0%
Hover=0%
Amphibious=0%
Buildable=no

_________________
YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Wed Aug 06, 2008 2:54 am    Post subject: Reply with quote  Mark this post and the followings unread

EVA-251 wrote:
Code:

; cliffs
[Rock]
Foot=0%
Track=0%
Wheel=0%
Float=0%
FloatBeach=0%
Hover=0%
Amphibious=0%
Buildable=no


And?

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Wed Aug 06, 2008 4:59 am    Post subject: Reply with quote  Mark this post and the followings unread

EVA-251 wrote:
Code:

; cliffs
[Rock]
Foot=0%
Track=0%
Wheel=0%
Float=0%
FloatBeach=0%
Hover=0%
Amphibious=0%
Buildable=no


want a cookie?

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OpalHaiku
Civilian


Joined: 30 Jul 2008

PostPosted: Wed Aug 06, 2008 7:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

#5: In Red Alert 2, you could add the 'starting unit' (or somesuch) flag and that unit would be part of your starting armada. It would give an indeterminate number, but if you added that flag to the MCV, you should start with them as part of your group. (I found this out on accident when I added that flag to a tank, and ended up starting out way over powered ;P)

#3: Umm, if you aprove of the idea of cheating, you could remove the nuke superweapon from the buildlist and create a new building that spawns a missile (like the Soviet missile truck). Then just add limits so that you can't have more than one at a time. Smile
-The missile itself would need a brutal reload time, probably an ammo limit with a slow autoreload.



As for my own concepts:
#7- It would be neat if you could make a zoom feature.... o.O ..... then you could get in and get a better view of the combat.

#8- An ammo feature, causing infantry to have limited ammo and have to reload at an ammo truck or building. (I have tried to accomplish this in the past, with painful results) This would make the game far more dynamic, and add a new way to wage war and develop strategy.

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Wed Aug 06, 2008 9:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

#8 is possible via Ammo= and some of the Reload tags. There is self-reloading functionality inside the inis. A lot of work is required to make it seem realistic however. Mainly fire rates, and ammunition consumption. Also they can't forcibly reload "mid-magazine" so to speak. (unless the determinant amount of time for ManualReload or whatever its called has passed)

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