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A few questions
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ChronoSeth
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Joined: 13 Mar 2010
Location: Canada

PostPosted: Wed Jul 21, 2010 8:01 pm    Post subject:  A few questions Reply with quote  Mark this post and the followings unread

First: I heard somewhere that there is a cameo for volkov hidden in RA2's mix files. Is there any way of accessing it via artmd.ini and is there an SHP as well?

Second: I have made a modification of the Nighthawk Transport which continually flies in the air. Is there a way I could get the propeller to spin perpetually without modifying the art file? (the normal unit's propeller stops spinning when the unit stops moving, such as when it lands)

Third: Is the RA2 "yuri prime" shp (the floating yuri clone) still available in YR?

Sorry if I'm not making much sense, I'm much more used to modding TS and I'm still learning both.

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Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
Location: Less than 10 minutes from the internet

PostPosted: Wed Jul 21, 2010 8:30 pm    Post subject: Re: A few questions Reply with quote  Mark this post and the followings unread

ChronoSeth wrote:

Third: Is the RA2 "yuri prime" shp (the floating yuri clone) still available in YR?

Well, If you have YR, then that means you still have vanilla RA2. Therefore, you can find it in the RA2 mix files, and extract it to then use it again in YR.

The RA2 Yuri Prime shp is named yuripr.shp and can be found in conquer.mix inside of ra2.mix

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hotrods20
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Joined: 27 Jul 2009

PostPosted: Wed Jul 21, 2010 9:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Regarding question one. I never seen Volkov cameo in endless searches for unused content. You can find one somewhere on the magical web. I have seen it used in a couple of mods. If you didn't know he uses the Tesla trooper cameo.

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ChronoSeth
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Joined: 13 Mar 2010
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PostPosted: Wed Jul 21, 2010 10:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh yeah, something I forgot:

Is getting the AI to build new units as simple as adding the proper scripts/taskforces/teamtypes in AI.ini? (you can tell that I'm a total newbie to everything but art.ini and rules.ini editing)

@Atari: thanks

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Dutchygamer
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Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Jul 22, 2010 10:00 am    Post subject: Reply with quote  Mark this post and the followings unread

ChronoSeth wrote:
Oh yeah, something I forgot:

Is getting the AI to build new units as simple as adding the proper scripts/taskforces/teamtypes in AI.ini? (you can tell that I'm a total newbie to everything but art.ini and rules.ini editing)

@Atari: thanks

Almost correct. For the team to be really used, you must not forget a trigger Wink

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Jul 22, 2010 2:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Second Question: I guess if your not worried about it carrying passengers, just add these tags to make it stay flying with propellers spinning.

IsSimpleDeployer=yes
DeployFire=yes
DeployToLand=yes

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ChronoSeth
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Joined: 13 Mar 2010
Location: Canada

PostPosted: Fri Jul 23, 2010 7:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay, here's a really stupid question: how do you apply a turret voxel to a unit?

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Orac
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Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Fri Jul 23, 2010 8:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

AAA.vxl ;The voxel (chassis, I guess)
AAAtur.vxl ;The turret
AAAbarl.vxl ;The barrel of the gun, if you're using one.

Then you just need an HVA with the turret at the right height, and the correct entries in the inis (You can copy those from an existing unit, or have a look at ModEnc).

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Cranium
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PostPosted: Fri Jul 23, 2010 10:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

There's actually 2 ways you can do this, 1 is create a seperate body,turret, and/or barrel vxls and align them with hva builder. "you only need to open the main body vxl. hva builder will automatically recognize the others" or 2 if you dont want to have all seperate vxls, you can add the turret and/or barrel as seperate sections with VxlIIIeditor. Each has thier own benefits. I dont really have the oooompth to explain it all, but just fiddle with both and you'll understand. "Hopefully" Smile

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hotrods20
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Joined: 27 Jul 2009

PostPosted: Fri Jul 23, 2010 10:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey I has question now. Does the barrel/barrels have to be seperate from the turret?

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Cranium
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PostPosted: Fri Jul 23, 2010 10:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

no they dont have to be seperate. You can have either way. Turret/Barrel all in one, or seperate turret and Barrel. There is more functions and benefits from having them seperate, like for anim purposes and barrel lentgh, barrel recoil, stuff like that. It just all depends on what the purpose of the said turret/Barrel will be.

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Orac
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PostPosted: Fri Jul 23, 2010 10:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually, something I haven't tried, and would be good to know, does the aaa.vxl file have to have a aaatur.vxl in order to use aaabarl.vxl?

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Fri Jul 23, 2010 10:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes, you can have just a aaa.vxl and a aaabarl.vxl if you prefer too.

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ChronoSeth
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Joined: 13 Mar 2010
Location: Canada

PostPosted: Fri Jul 23, 2010 11:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, for some reason it doesn't work. Also, sometimes the voxel fails to appear at all in-game. I can't think of anything I'm doing wrong, and I've had no problems with SHPs.

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Fri Jul 23, 2010 11:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Voxels require a HVA unlike SHP.
Voxel simple code.
[VOXELNAME]
Voxel=yes

I am pretty sure that is all you need for a voxel without moving parts.

Oh BTW... The vehicle has to have the same short name so.
[VOXELNAME]
has to be the name or you can use Image=VOXELNAME

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ChronoSeth
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Joined: 13 Mar 2010
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PostPosted: Sat Jul 24, 2010 12:17 am    Post subject: Reply with quote  Mark this post and the followings unread

...

Yes, I know that...
Here, I'll post the codes (unimportant lines removed for rules.ini, so let's assume it is otherwise identical to the allied amphibious transport):

Code:
[GDIHT];rules.ini
Prerequisite=GAYARD
Category=AFV
Turret=yes
IsTilter=yes
Weight=1
ROT=5
Maxdebris=3
SpeedType=Hover
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
MovementZone=AmphibiousCrusher
TurretCount=1
Image=GDIHT

[GDIHT];Art.ini
Cameo=LANDICON
Voxel=yes
Remapable=yes


And yet, still no turret.

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Biohazard
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Joined: 17 Jan 2008
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PostPosted: Sat Jul 24, 2010 12:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Get rid of TurretCount unless your voxel has a turret anim (i.e Prism tank/Gattling Tank)

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ChronoSeth
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PostPosted: Sat Jul 24, 2010 12:46 am    Post subject: Reply with quote  Mark this post and the followings unread

FINALLY!

Two stupid mistakes...
First I add TurretCount, then I forget about Turret=yes... -_-

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hotrods20
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Joined: 27 Jul 2009

PostPosted: Sat Jul 24, 2010 2:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Well their is a other question down. What else do you need to know from the community?

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ChronoSeth
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Joined: 13 Mar 2010
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PostPosted: Mon Jul 26, 2010 5:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually, there is something I just thought of: is there any way of getting the ion cannon working as a player-controlled SW? In my experiments all that has occurred is clicking on the sidebar button and it starts charging again (no cursor appears and nothing happens).

Another thing: is there a way to have the AI construct a building, but not allow them to pick targets with it? My idea is that Yuri can build a psychic amplifier and it randomly mind-controls a unit or building on the map, similar in usage to TS's hunter-seeker. When the player controls the building, it never targets any base buildings besides defenses. But when the AI have the building, they have a nasty habit of taking over tech centres and war factories.

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Biohazard
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Joined: 17 Jan 2008
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PostPosted: Tue Jul 27, 2010 12:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Change the Warhead Versus tag to only affect base defenses or whatever you want it to target.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Jul 27, 2010 2:15 am    Post subject: Reply with quote  Mark this post and the followings unread

I havent really dove into the SW with Ares yet, I know alot of new features were added but havent fooled around enough with them to give you an absolute answer. I do know that it can be achieved in Vanilla RA2/YR by cloning the Nuke Special and changing the WH and and anims, but by doing that you nullify the Nuke Special. So it's basically one or the other. Though by being able to add Action=Custom with ares this may be 100% possible without losing anything. Just mess around with it and see what you come up with.

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ChronoSeth
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Joined: 13 Mar 2010
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PostPosted: Tue Jul 27, 2010 4:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm... a modified nuke special... that might work...
Meh, I guess it's about time I got Ares #Tongue

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Darkstorm
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Joined: 20 Jan 2008
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PostPosted: Tue Jul 27, 2010 5:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Superweapons haven't really been built upon in Ares, clones and new superweapons (such as an Ion Cannon) will have to wait until 0.3, the version after this next one (0.2).

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ChronoSeth
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Joined: 13 Mar 2010
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PostPosted: Tue Jul 27, 2010 5:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Not the issue, but good to know.

BTW, I've seen the ion cannon used in a survival map, and I believe the code is commented out in rulesmd.ini along with drop pods and the EMP (the latter of which I am certain doesn't work).

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
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PostPosted: Tue Jul 27, 2010 8:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Chronoseth, what you saw was either a, modified lighting storm superweapon, a modified psychic dominator superweapon, or a trigger using the action for the ion cannon.

This is superweapon editing. And well I'm not 100% certain. I'm pretty sure ares currently supports super weapon editing and cloning just like vannila yuri always has. Just not creating new SW's.

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Yurisarmy
Missile Trooper


Joined: 02 Mar 2005
Location: Missouri, USA

PostPosted: Tue Jul 27, 2010 9:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Darkstorm wrote:
Superweapons haven't really been built upon in Ares, clones and new superweapons (such as an Ion Cannon) will have to wait until 0.3, the version after this next one (0.2).


Ion cannons can be made in the current one; as far as others, I don't know. I've been trying to code up a meteor storm SW and so far no go.

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Darkstorm
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PostPosted: Tue Jul 27, 2010 5:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well you can make a generic warhead superweapon with animations linked, though that seems like a heap of trouble. Anyone that really is against Ion Cannons in Ares is just making excuses since half the code is already there, just not finished.

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Yurisarmy
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Joined: 02 Mar 2005
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PostPosted: Wed Jul 28, 2010 2:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's basically all it is. It's not too hard though. I took code from an old tutorial on it and screwed around with it. The GenericWarhead makes it easy to link it to a superweapon rather than a dummy 'cursor' building.

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Darkstorm
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PostPosted: Wed Jul 28, 2010 8:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well anyone could make the code, its the graphics, usually things don't go well when I try to do "simple" things.

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Cranium
Defense Minister


Joined: 05 Dec 2009
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PostPosted: Wed Jul 28, 2010 8:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

I just got mine all hooked up, it's not a perfect replica of the IonCannon but it's close enough for me. Smile I hijacked the NukeSpecial to make it, but thats o.k. I have different plans for the Nuke outside of a SuperWeapon anyway.

If anyone wants the code and/or new .shps let me know.

I do have 1 question though, what can I do to make the IonBeam appear to fire out the top of the structure instead of at the bottom of it?



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ChronoSeth
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Joined: 13 Mar 2010
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PostPosted: Wed Jul 28, 2010 9:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

PLEASE upload the code/SHPs for me...
That's almost exactly the effect I was going for.

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m7
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Joined: 17 Apr 2009

PostPosted: Wed Jul 28, 2010 9:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Go looking for the Superweapon fire FLH codes. I can't remember off the top of my head the exact name.

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Volgin
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Joined: 07 Mar 2009

PostPosted: Wed Jul 28, 2010 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nice ion cannon. Can you give the glow effect a different hue though? its still that yellow/white of the Soviet nuke. What about a nice light blue or something?

as for the old Volkov cameo, I think the OP is referring to an old Conscript cameo thats in the mix files. No Volkov, sorry.

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Wed Jul 28, 2010 11:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

@ChronoSeth, hang tight, I'm throwing together a tut for this.

@M7, Thanks! got it, it's the PrimaryFirePixelOffset=

@Volgin, I'm not sure the color can be adjusted. Seeing that the corresponding weapons dont even use the Bright= flag I'm pretty sure this is hard coded with the NukeSpecial. Though it can be nullified all together by choosing an alternate WH.

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Yurisarmy
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Joined: 02 Mar 2005
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PostPosted: Thu Jul 29, 2010 3:43 am    Post subject: Reply with quote  Mark this post and the followings unread

The Nuke's brighten effect is hardcoded I believe, but with the GenericWarhead method you can just put it in the warhead's code. It won't be over the entire map but you can colorize it. Plus the explosion and the beam anims will sync up. If you're just replacing the Nuke and not going with Ares at all then the above will suffice just fine.

OT: Looks like your beam anim is off-palette.

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Drogan
Vehicle Drone


Joined: 19 Apr 2010

PostPosted: Thu Jul 29, 2010 7:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Pretty nice effect for the ion cannon.
Needs ripples upon impact to make it look better though.

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Cranium
Defense Minister


Joined: 05 Dec 2009
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PostPosted: Thu Jul 29, 2010 2:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tutorial is in.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Fri Jul 30, 2010 2:38 am    Post subject: Reply with quote  Mark this post and the followings unread

You should also probably ditch the ring being played first. Link the ring anim to the beam anim with Next= and you'll have them play in the proper order.

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