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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Tue Jul 13, 2010 8:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

ReFlex wrote:
Better?


It looks more fitting indeed, although it'd be easier to judge if you'd have used a different remap color #Tongue
I'm also wondering if the gate would look better if it'd be a bit brighter (might be fine this way also, I'm unsure).

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Player1
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Joined: 05 Jan 2010

PostPosted: Wed Jul 14, 2010 4:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Much better ReFlex #Tongue the door looks a bit dark that's about it honestly. Have you animated the door at all?

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SMIFFGIG
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Joined: 03 Mar 2003
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PostPosted: Wed Jul 14, 2010 8:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Reflex, why dont you remake all the buildings and turn this into an RA2/Ares mod #Tongue

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ReFlex
Disk Thrower


Joined: 18 Jul 2006
Location: Austria

PostPosted: Wed Jul 14, 2010 2:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ehhk, to mutch to do.

This takes 5 hours:


And there is no damaged version. -.-

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Nyerguds
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PostPosted: Wed Jul 14, 2010 3:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
radar jammer: yep, impossible

Really? I heard that there was a way to do this, with a weapon that did 0 damage but EMP to an armour type only used for the radar buildings. The disadvantage was sacrificing an entire armour type for it.

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Volgin
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Joined: 07 Mar 2009

PostPosted: Wed Jul 14, 2010 4:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, jammers can be done that way. God knows where the tutorial is, but I could've sworn it was something with one armor type. God knows, check the tutorials here or on TibWeb.

It IS possible though.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Wed Jul 14, 2010 4:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

There's no "sacrificing" an armor type in DTA/RAR however; since TD and RA don't use the concrete armor (well, other than by some stuff I don't even know about #Tongue), the concrete armor remains unused anyhow Smile

So yeah, this could indeed work, although a small issue would be that the radar jammer won't (automatically) start jamming without stopping first (so there'd be no drive-by-jamming). In addition to that it wouldn't automatically be able to jam more than 1 radar at the same time (so if there's more than one radar nearby, only one would get jammed).

The way to get this done is pretty straight forward, so a tutorial isn't really needed by the way Razz

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EVA-251
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Also Known As: evanb90
Joined: 20 Feb 2005
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PostPosted: Wed Jul 14, 2010 6:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

0% on a Verses= value doesn't prevent the unit from attacking/acquiring something in TS.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jul 14, 2010 9:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

in addition you would need clear view of the enemy radar so you can select it as the jammers target, because the MRJ won't pick the radar automatically as its target.

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Bittah Commander
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Joined: 21 May 2003
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PostPosted: Wed Jul 14, 2010 11:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

The radar jammer will automatically target the radar if you give radars a harmless weapon however.

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EVA-251
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Also Known As: evanb90
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PostPosted: Thu Jul 15, 2010 8:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Assuming the radar will always target the Radar Jammer, instead of the closest object/highest threat value.

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Bittah Commander
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Joined: 21 May 2003
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PostPosted: Thu Jul 15, 2010 8:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

There's no need for the radar to actually hit the MRJ; the purpose of giving it a weapon is just to make the MRJ consider it a threat and thus automatically attack it (and additionally giving it a high threat value might also be beneficial).

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ChronoSeth
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Joined: 13 Mar 2010
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PostPosted: Fri Jul 16, 2010 12:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Wouldn't that cause other units to automatically attack the radar though?

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Jul 16, 2010 1:32 am    Post subject: Reply with quote  Mark this post and the followings unread

You got me Razz

This could just be written off as a small side-effect however, since it wouldn't really cause any problems gameplay-wise; especially considering none of RAR's units have a really far firing range (such as TS' artillery).

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Cantdrawbutmod
Rocket Cyborg


Joined: 19 Oct 2009

PostPosted: Fri Jul 16, 2010 7:23 am    Post subject: Reply with quote  Mark this post and the followings unread

EVA-251 wrote:
0% on a Verses= value doesn't prevent the unit from attacking/acquiring something in TS.
Until I read this,I thought maybe just give the emp weapon to the radar itself,with TypeImmune=no and the weapon selfdestructing on the radar so it disables only it,and the special armor to the Jammer.
The jammer wasn't really attacking in RA anyway.
Well proposing solutions that don't work yet won't harm,since if it's logical and simple enough,it can be turned into features asked for the Hyperpatch at least.

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Bittah Commander
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Joined: 21 May 2003
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PostPosted: Fri Jul 16, 2010 11:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Giving the EMP weapon to the radar jammer instead actually indeed sounds like a better idea. The self-jamming weapon's warhead should then simply have Verses=0%,0%,0%0%,100% and in order to prevent the weapon from firing when units other than the MRJ get near, it should be given a secondary weapon with the same range, but without EMP.

Unfortunately this still won't really work near perfectly, however... Even if the MRJ has a high threat value, if the radar finds a different target first, it'll keep firing at that until it's destroyed or moves out of range; even if the MRJ gets within range in the meantime...


If the EMP weapon remains the MRJ's however (along with a secondary weapon to be fired instead when something other than a radar is in range), it'd chose a new target every time it stops moving, meaning it'd automatically target the radar if it's in range when it stops moving. Unfortunately this still means that it stops jamming again the moment you give it a move order (unless you Q+click, but you can't always know whether it already targeted a radar or not)...

It seems this is a dead end at the moment, but it was worth a thought #Tongue

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EVA-251
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Also Known As: evanb90
Joined: 20 Feb 2005
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PostPosted: Fri Jul 16, 2010 2:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Frankly the idea of sacrificing an entire armor type for a unit that went almost ENTIRELY unused is foolish.

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Jul 16, 2010 10:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Like I said before, the concrete armor type isn't used in DTA or RAR at all anyhow, since it wasn't used in TD/RA either.

I agree implementing the MRJ is more trouble than it's worth however and the leftover concrete armor might be able to serve a better purpose as well...

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D1Hazel
GDI Hacker


Joined: 08 Feb 2009
Location: The United States of America

PostPosted: Sat Jul 17, 2010 6:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Honestly, everyone who wants this on the YR engine, if you can convert the TD/RA1 terrain over to YR, you'll have just solved the problem. Of course, there's the fact that about 3% of the PPM community knows how to do terrain at all. Of course, if Ares were able to resize the terrain size (which is, theoretically, quite easy, though it would be a simple graphical effect; that is, to really resize it, you'd have to rewrite the underlying movement code... and that's the very tip of the iceberg...) then we could use the TD terrain and the shiny Ares engine.

To summarize:
If you want this in YR, make a TD/RA1 faithful port of the terrain over the YR, or pester Ares to pretty much rewrite most of the game so the tiles are sized at TS size (or non-isometric, but that would require even more work). Honestly, it doesn't seem to likely.

But we have Hyper who essentially Ares in a can for TS. Speaking of which, hi Hyper. Long time, no see.

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Nyerguds
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PostPosted: Tue Aug 03, 2010 9:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Bittah Commander wrote:
Giving the EMP weapon to the radar jammer instead actually indeed sounds like a better idea. The self-jamming weapon's warhead should then simply have Verses=0%,0%,0%0%,100% and in order to prevent the weapon from firing when units other than the MRJ get near, it should be given a secondary weapon with the same range, but without EMP.

Unfortunately this still won't really work near perfectly, however... Even if the MRJ has a high threat value, if the radar finds a different target first, it'll keep firing at that until it's destroyed or moves out of range; even if the MRJ gets within range in the meantime...


If the EMP weapon remains the MRJ's however (along with a secondary weapon to be fired instead when something other than a radar is in range), it'd chose a new target every time it stops moving, meaning it'd automatically target the radar if it's in range when it stops moving. Unfortunately this still means that it stops jamming again the moment you give it a move order (unless you Q+click, but you can't always know whether it already targeted a radar or not)...

It seems this is a dead end at the moment, but it was worth a thought #Tongue

I don't really get the thing about the self-disabling weapon on the radar structure, but if that works, then how about giving the MRJ the special armour type, so the MRJ is the only thing the radar CAN target? Then the MRJ doesn't need any weapon at all. You'll just have the radar targeting it and disabling itself from the moment any MRJs are near.

Heck, make everything besides the radar immune to EMP and give the radar weapon's EMP blast enough range to disable itself, and it works that way anyway, even without any special logics. Just make it shoot at the MRJ, and then the MRJ is even the center of the EMP blast, as it should be #Tongue

Then again, you;'ll have a constantly disabling and enabling radar, since it'll always be "EMP for one second", "enable again", "fire again", "EMP for one second", etc #Tongue

In fact the other way around should work fine too, if it's possible to give the MRJ an EMP blast originating from itself when firing, it won't matter which radar it's targeting to jam all nearby radars. All you need to do is make everything else EMP immune.

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Tue Aug 03, 2010 10:49 am    Post subject: Reply with quote  Mark this post and the followings unread

And whats about adding a particlesystem/whatsoever to the Anim, which deals EMP Damage - like 2, so, 2 Secs and RoF 1 -> Radar wont dis and enable at al. Additional, you can set th Spread to 1, or maybe it even works with less, thus, only the radar is affected by it.

Dont know though, how to attach the EMP to the radar 'fire Animiation' or smth similar...

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Tue Aug 03, 2010 1:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't think EMP via particle system is possible..
Ordosherrscher wrote:
2 Secs and RoF 1 -> Radar wont dis and enable at al

Then how is the radar going to be able to fire its weapon while it's still disabled?

@Nyerguds:
Using a special armor type for the MRJ was the idea to begin with; that's what I meant when I said "The self-jamming weapon's warhead should then simply have Verses=0%,0%,0%0%,100%" (that 100% is the concrete armor, which isn't used by any units/buildings in RAR at the moment). Also, giving the EMP a really large radius isn't necessary, because by messing with the projectile you can make it hit the ground right when it gets fired, which results in the radar hitting itself.
Still, as EVA pointed out, using 0% for an armor type on Verses= doesn't prevent a unit from automatically firing at it, which pretty much ruins the whole thing.

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Nyerguds
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PostPosted: Tue Aug 03, 2010 4:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

So the armour trick itself doesn't even work then, to make the MRJ only target the Radar, or vice versa?

There's always the other solution I said... give the MRJ a weapon that has the same range as the jamming radius you want, with a projectile that lands right away and fires EMP, give the EMP the same radius as the weapon range, and make the Radar building the only thing not immune to EMP.

So literally make the MRJ constantly (well, from the momnet it targets something) send out its "jamming signal", just like a real MRJ would do. This way it doesn't matter what the MRJ targets; it will EMP all radars close to it.

The only drawback of this is that if you got a MRJ in your base, close to your radar, and an enemy unit passes it, the MRJ might attack it and EMP your own radar #Tongue

Last edited by Nyerguds on Tue Aug 03, 2010 4:50 pm; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Aug 03, 2010 4:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

There's no key to make an object EMPimmune, except the IsCoreDefender key for vehicletypes. Wink

Last edited by Lin Kuei Ominae on Tue Aug 03, 2010 4:50 pm; edited 1 time in total

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Nyerguds
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PostPosted: Tue Aug 03, 2010 4:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

...there isn't? Then how does the Core Defender do it? And how does it make a difference between EMPing jumpjets and cyborgs and not EMPing other infantry? Neutral

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Aug 03, 2010 4:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

damn you're too fast. I was just editing my post to include the one exception.
though i just remember that visceroids and jellyfishs are EMPimmune too, though this is because of their special keys, which also don't work on buildings.

To make buildings empimmune you can afaik only give them all Powered=no.

Cyborg=yes makes cyborgs emp-vulnerable. all other infantry (including jumpjet) are empimmune by default.

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Nyerguds
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PostPosted: Tue Aug 03, 2010 5:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh, I thought jumpjets weren't.

Bah, typically WW... they prefer building exceptions into their code everywhere rather than make something one straightforward type option.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Tue Aug 03, 2010 10:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Could this be done via map scripts? When MRJ is built, player XXX loses radar? And potentially added to all the playable maps?

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Nyerguds
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PostPosted: Tue Aug 03, 2010 11:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Built? Then what about the tiny tactical detail of first GETTING CLOSE TO IT?

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Bittah Commander
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Joined: 21 May 2003
Location: The Netherlands

PostPosted: Wed Aug 04, 2010 2:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Who cares about that? Razz

I think the best way to do this would be by giving the radar itself the concrete armor and giving the MRJ 2 weapons; the first being the EMP weapon, which has a warhead with Verses=0%,0%,0%,0%,100% and the second being a dummy weapon which has 100%,100%,100%,100%,0%.

It wouldn't work perfectly (considering it doesn't start jamming until it stops moving), but I think it's the closest you can get. Still, I personally don't think it'd be worth the trouble; best case scenario would be that if you'd keep harassing an enemy player with MRJs often enough, it'd annoy him up 'till the point he'd build a second radar.

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DavyCrockett
AA Infantry


Joined: 30 May 2010
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PostPosted: Wed Aug 04, 2010 1:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Btw. wasn't the Radar Jammer only buildable in vanilla Red Alert and was replaced by the tesla tank after installing the Aftermath-addon ?

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Nyerguds
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PostPosted: Wed Aug 04, 2010 2:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

no. The MRJ was modded in one (Soviet) CS mission to be the Tesla Tank. In AM, they actually added a new unit for it, but the originals weren't touched.

[edit]

btw, I'm fairly certain that in RA1, your radar got jammed from the moment a MRJ got close to any radar owned by you, no matter how many other radar buildings you had.

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Last edited by Nyerguds on Wed Aug 04, 2010 3:05 pm; edited 1 time in total

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SMIFFGIG
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PostPosted: Wed Aug 04, 2010 2:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nyerguds wrote:
no. The MRJ was modded in one (Soviet) CS mission to be the Tesla Tank. In AM, they actually added a new unit for it, but the originals weren't touched.

[edit]

btw, I'm fairly certain that in RA1, your radar got jammed from the moment a MRJ got close a radar owned by you, no matter how many other radar buildings you had.


However in aftermath the Soviet tesla tank did have the same radar jamming ability as the MRJ (something to do with Tesla interferance or something it explained)

And yes as soon as an MRJ was in range of an enemy Radar it would jam there radar regardless of how many they owned

In regards to adding it. Unless Hyper fixes it in his patch all other work arounds are poor and not viable imo. Unless you don't mind bugs and other stupidities.

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Nyerguds
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PostPosted: Wed Aug 04, 2010 3:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah. But the tesla has less jamming radius, I think...

I agree, at the moment we only have poorly-functioning workarounds. Not much we can do about that without hacking.

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