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PowersUnit
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Team SomeGuy
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Joined: 18 Aug 2006

PostPosted: Wed Dec 03, 2008 4:02 am    Post subject:  PowersUnit
Subject description: a theory I am pondering.
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I saw on ModEnc that the tag PowersUnit is applicable to all TechnoTypes (Buildings, Vehicles, Aircraft, Infantry, etc.) but is really only used by BuildingTypes.

I am in the middle of designing a system where one of my factions has Radar-controlled Anti-air/Anti-tank cannon, and if the named "Radar Array" gets destroyed all of those guns go offline. (Making either redundant Radar Arrays a useful strategy or by protecting that building quite well)

Before I test however, can a BuildingType such as the anti-air/anti-tank gun be a PoweredUnit? Could the BuildingType power another BuildingType?

Or is this simply out of reach as an idea? In theory it should work according to the source.

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John Galt
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Joined: 01 Aug 2003
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PostPosted: Wed Dec 03, 2008 5:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Try it and see?

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Javier
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PostPosted: Wed Dec 03, 2008 11:22 am    Post subject: Reply with quote  Mark this post and the followings unread

I think a unit can only be powered if it has a Hover Movement and PoweredUnit code.

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kgb123
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Joined: 29 Sep 2008

PostPosted: Wed Dec 03, 2008 11:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I think a unit can only be powered if it has a Hover Movement and PoweredUnit code.


I've had the chaos drone powered to a napsis, so I don't think a unit needs be a hover type.

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Last edited by kgb123 on Thu Dec 11, 2008 2:49 pm; edited 1 time in total

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Team SomeGuy
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Joined: 18 Aug 2006

PostPosted: Thu Dec 04, 2008 2:29 am    Post subject: Reply with quote  Mark this post and the followings unread

It does need to be a VehicleType however.

Just tested the theory and while the game starts no problem. Once the game actually gets to in-game, it crashes. A freeze crash. Not an IE.

Unexpected limitation of PowersUnit/PoweredUnit?

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kgb123
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Joined: 29 Sep 2008

PostPosted: Tue Dec 09, 2008 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Just tested the theory and while the game starts no problem. Once the game actually gets to in-game, it crashes. A freeze crash. Not an IE.


A failed theory results in a failed practice.

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Team SomeGuy
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PostPosted: Wed Dec 10, 2008 1:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Actually it's called the scientific method.

I made a theory (the hypothesis)
Designed the experiment (the edits)
Performed the experiment (several tests)
Came to conclusions.

So my hypothesis was wrong, nothing bad about that.

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kgb123
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PostPosted: Thu Dec 11, 2008 8:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Your idea was sound, however, I would have thought it obvious that the tag "PowersUnit" pertains to a "unit-type" and not a "building-type" hence the word "PowersUnit" Although, I would wish anyone luck getting the tag to work with infantry types.

Still, it's not a complete waste of time, your failed research will help provide useful reference to other amateur modders alike.

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Orac
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Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Dec 11, 2008 9:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Why is it failed? Any conclusion, negative or positive, is a conclusion. It allows more detailed research into what has happened.
Calling it failed is uncalled for - this research, I would say, has given us a control: We now know that the game freezes on these specific edits.
Trial and error, or the Scientific method.
/rant

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kgb123
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PostPosted: Thu Dec 11, 2008 12:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

This being a negitive conclusion would no doubt be considered tantamount to failure. However there is nothing wrong with investigating a dead end, but do not be surprised if that research leads to nowhere. You may feel 'failed' is too a strong word, but what is clear - is that the author accepts the "hypothesis was wrong"

i.e. the author failed to establish a compatible working relationship between theory and ra2yr limitation.

http://modenc.renegadeprojects.com/Pseudocode

/Know it.

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kgb123
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PostPosted: Thu Dec 11, 2008 1:31 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Team SomeGuy:
Quote:
Before I test however, can a BuildingType such as the anti-air/anti-tank gun be a PoweredUnit? Could the BuildingType power another BuildingType?

Or is this simply out of reach as an idea? In theory it should work according to the source.


I ran some tests, and it did not work, the building I assigned as the powered unit, didn't even show up in the build category.

Modenc:
Quote:

Flag: PowersUnit
File(s): rules(md).ini
Values: Strings: Normal text. (Limited to: VehicleTypes)
Applicable to: TechnoTypes:

AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes


It often helps to read information correctly.

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Lt Albrecht
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Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Thu Dec 11, 2008 5:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Because that is what the westwood label says you fool... Don't lecture him, he's doing something called experimentation, this is when you try something to see what happens then record the results. This is why we know about bacteria, atoms, gravity and lots of other things.

Never let what you're told is possible be the limit, see what can actually be done instead of being a mindless drone and believing everything you're told.

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Biohazard
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Joined: 17 Jan 2008
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PostPosted: Thu Dec 11, 2008 7:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

dont you need the powered=yes or whatever on the unit you want to shutdown when the control center is destroyed.

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DaFool
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Joined: 07 Nov 2006

PostPosted: Thu Dec 11, 2008 8:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

I gots an idea! How about having the building spawn a unit and have that unit have the tag PowersUnit? I don't know exactly how you'll do it, but maybe something like the aircraft carrier, and the unit could be invisbile/immune?

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kgb123
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PostPosted: Thu Dec 11, 2008 11:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Because that is what the westwood label says you fool...


I dont know who you are addressing... the only fools here- are those that wish to talk of their rulesmd as if it were a university thesis... I appreciate the need to experiment, and as stated I even had a go of the idea myself, did you? Unfortunately I do feel that outside the realms of either rockpatch or no0dlepatch, there is little room for certain expectations within the vanilla dimension.

Quote:
Don't lecture him, he's doing something called experimentation


So.. this author felt the need to leave an opinionated critique on my thread, so now I am obliged to return the service to his.

If anyone has a problem with how I dish out constructive criticism, please come and see me in my ready room. Wink

/Captain's Log of Lol.

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Team SomeGuy
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Joined: 18 Aug 2006

PostPosted: Thu Dec 11, 2008 11:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lt Albrecht wrote:

Never let what you're told is possible be the limit, see what can actually be done instead of being a mindless drone and believing everything you're told.


QFT.

I don't take very many things at true face value when it comes to modding.

I have a list of things that are actually WRONG when written on ModEnc/DeeZire INI Guide.

Among the most prominent:

Fighter=yes actually does parse and use ROF=.

It just uses it differently. ModEnc says Fighter=yes ignores ROF=. How can you call it ignored when it is just used in a different manner?

(FYI: ROF= on a Fighter=yes aircraft delays the time it takes to shuffle between shots. Once the time elapses, the aircraft shuffles and decrements 1 point of Ammo= and shoots again. This will persist for as long as the aircraft has Ammo=. While waiting between shuffles, the AircraftType with Fighter=yes will move in a straight line from the direction it came to shoot from.)

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DaFool
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Joined: 07 Nov 2006

PostPosted: Thu Dec 11, 2008 11:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

this is your thread?

This is what I think

Have it spawn a unit with omnifire=yes and like no locomotor, that way it will be stuck on the turret yet can still hit everywhere. You could have it invisible, or if you want the power down animation, I guess make the turret invisible and have the unit be the image? So the unit will be there, shooting at things, being stuck where the turret is, and when the enemey spy is sappin' your building, the turret's unit shuts down.

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Clazzy
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Joined: 26 Nov 2002
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PostPosted: Fri Dec 12, 2008 2:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Here's a thought: Siege Chopper.

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DaFool
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Joined: 07 Nov 2006

PostPosted: Fri Dec 12, 2008 2:28 am    Post subject: Reply with quote  Mark this post and the followings unread

yeah, thats pretty much an excellent idea.

nanocores could be made too...

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John Galt
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Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Fri Dec 12, 2008 5:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I have a list of things that are actually WRONG when written on ModEnc/DeeZire INI Guide.
I'm sick and tired of people claiming ModEnc is wrong. It's a wiki ffs, if you find wrong info, go and correct it.

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Team SomeGuy
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Joined: 18 Aug 2006

PostPosted: Fri Dec 12, 2008 2:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Don't have the time yet DCoder. When I break some out, I'll take a trip to ModEnc and do a little writing.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sat Dec 13, 2008 10:22 pm    Post subject: radar array Reply with quote  Mark this post and the followings unread

I saw your topic and was intrigued so I browsed around the modenc and spotted this..... PowersUpBuilding. I have no clue what it means but this is the whole piece from it..

PowersUpBuilding

Specifies the structure that this BuildingType 'upgrades' by plugging into it.

maybe you can find out what this means and attach something to the flak cannon or sam missile to power all down when your building is destroyed.


I have no intention of building something like this or even steal your idea. I know my way around the rules to add stuff, but not build a new building, thought maybe I'd toss my 2 cents worth in maybe my dumbass has a purpose , lol

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MT
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Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sat Dec 13, 2008 11:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Nikademis
hmm... I believe that wouldn't work, as it is for upgrades, and they're also buildings, and can't use be put in PowersUnit= either.

I have an idea to Team SomeGuy's original problem; having a stuck unit, instead of shooting, handling this transfer using tesla trooper logic and PowersUnit logic. Also use so that these will only be killed by building destruction.

Disadvantages
A)you sacrifice an existing warhead, so they will destruct properly (unless you use RP/NP)
B)take out tesla troopers powering tesla coils, or they'll also power up these turrets.
C)will make a space beside the turrets impassible, being where the secret unit is.
D)this may very well be completely flawed, broken, and just make some IEs...

Big Example o' code

The unit that powers the cannon

Code:
[POWRCNN] ;powers the cannon
;after all the normal tags
Image=(something invisible?)
Speed=0
Strength=10000 ;so its not destroyed by collateral damage easily
Primary=(any weapon, won't be used)
Secondary=POWRCNNWEAP
Armor=(the unique armor type you choose for this)
PoweredUnit=yes
Invisible=yes
LegalTarget=no

[POWRCNNWEAP]
;after all the normal tags
Damage=1337 ;because of electricassault on WH, this value won't matter
Warhead=POWRCNNWH

[POWRCNNWH]
;after all the normal tags
ElectricAssault=yes ;uses tesla trooper logic


the cannon stuff
Code:

[YOURCANNON]
;after all the normal tags
Overpowerable=yes ;uses tesla trooper logic
FreeUnit=POWRCNN
Explodes=yes
DeathWeapon=YOURCANNONDEATHWEAPON ;will clear up the POWRCNN

[YOURCANNONDEATHWEAP]
;after all the normal tags
Damage=999999 ;higher than strength, won't matter how much higher
Warhead=POWRCNNDESTROYER

[POWRCNNDESTROYER]
;after all the normal tags
CellSpread=1 ;will reach it
Verses=(100% on the POWRCNN armor, 0% on all else)
;;or set the above to 0, and make an EVerse of it to 100%, for the RP/NP


your array

Code:

[YOURRADARARRAY]
;after all the normal tags
PowerUnit=POWRCNN


So since powersunit doesn't work on buildings, so make it power up a unit, and that unit powers up the building.

So, could this, for some reason actually work? Or will just fail...

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John Galt
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Joined: 01 Aug 2003
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PostPosted: Sun Dec 14, 2008 7:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I know my way around the rules to add stuff, but not build a new building
LOL
Quote:
So since powersunit doesn't work on buildings, so make it power up a unit, and that unit powers up the building.
Only infantry can actually power up a building tesla coil style. Vehicles just attack it but no powerup actually happens.

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Lt Albrecht
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Joined: 25 Jul 2007
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PostPosted: Sun Dec 14, 2008 4:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

I remember the expanding the limits of the powered=yes tag on the ares bugtracker... How hard would it be to expand it to buildingtypes?

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