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[Ares 0.1/0.2] Chrono Re-Enforcments
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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Wed Jun 30, 2010 4:38 pm    Post subject:  [Ares 0.1/0.2] Chrono Re-Enforcments
Subject description: it's pretty easy really
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Quote:
KEY:
ARES 0.1 STUFF ONLY WILL BE ITALICISED
ARES 0.2 (CURRENTLY TESTING VERSION) STUFF WILL BE IN BOLD


First off you'll need to add the superweapon: (I'm using a tank support, but Ares will do vehicles, infantry, and even buildings)

Under [SuperWeaponTypes] add:
xxx=TankSupportSpecial where xxx is an number, blah blah blah, just like everything else

Then the special:
[TankSupportSpecial]
UIName= ; your UI name, compatable with the NOSTR prefix
Name=Tank Support
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime= ; change this to what you want, more tanks, more time, 2 makes it recharge every 2 minutes, etc.
Type=UnitDelivery
Action=Custom
SW.Deliver=      ; Put your tanks here, repeat entries for multiple tanks of the same type
Deliver.Types=       ; Put your tanks here, repeat entries for multiple tanks of the same type
SidebarImage= ; your sidebar icon
ShowTimer=yes
DisableableFromShell=no
SW.RequiresTarget=land,empty ; Targeting, requires an empty piece of land, stops the AI using this on water.
SW.AITargeting=ParaDrop ; targetts the least defended cell in the enemy base.
SW.FireIntoShroud=yes does this super fire into the shroud? turn it off if you want.
SW.Animation=CHRONOTG ; chrono animation while delivering, plays the chrono sounds too!
SW.AnimationHeight=120
Cursor.Frame=357
Cursor.Count=12
Cursor.Interval=12
Cursor.MiniFrame=357
Cursor.MiniCount=12
Cursor.MiniInterval=12
NoCursor.Frame=384
NoCursor.Count=1
NoCursor.Interval=12
NoCursor.MiniFrame=52
NoCursor.MiniCount=1
NoCursor.MiniInterval=12 ; all these are to give the cursor the "chronosphere" cursor graphics, you can add custom cursors, but you will have to change some of these pointers to get it to display your custom cursors.

Then on a building, you'll need:

[BUILDING]
SuperWeapon=TankSupportSpecial

and that's pretty much it!

*NOTE* the AI cannot use new superweapons in 0.1, 0.2 introduces supers that can be fired by the AI.

EDIT: Screenshots!






Key Words: #Tutorials #Modding #RedAlert2 #YurisRevenge #Ares #Rules.INI 

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Last edited by MRMIdAS on Wed Oct 13, 2010 4:30 pm; edited 5 times in total

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Scorched Earth
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Joined: 14 Sep 2008
Location: California, USA

PostPosted: Wed Jun 30, 2010 5:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well damn. This is pretty useful. Thanks!

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Eldrei
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Joined: 11 Mar 2010
Location: Fixin' in mah PPM.

PostPosted: Thu Jul 01, 2010 10:03 am    Post subject: Re: [Ares] Chrono Re-Enforcments Reply with quote  Mark this post and the followings unread

MRMIdAS wrote:

SW.Deliver= ; Put your tanks here, repeat entries for multiple tanks of the same type

Can't we just separate the number of tanks? Like SW.DeliverNum= for example.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Thu Jul 01, 2010 3:05 pm    Post subject: Re: [Ares] Chrono Re-Enforcments Reply with quote  Mark this post and the followings unread

Eldrei wrote:
MRMIdAS wrote:

SW.Deliver= ; Put your tanks here, repeat entries for multiple tanks of the same type

Can't we just separate the number of tanks? Like SW.DeliverNum= for example.


unfortunately not, for multiple tanks, just repeat the entry again.

it's a pain i know, but I didn't code it Very Happy

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Darkstorm
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Joined: 20 Jan 2008
Location: Texas

PostPosted: Thu Jul 01, 2010 7:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

No offense, but you can't just copy n' paste? Though it does go against normal coding like paradrops.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Thu Jul 01, 2010 8:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Darkstorm wrote:
No offense, but you can't just copy n' paste? Though it does go against normal coding like paradrops.


well if you want 3 gi's you go SW.Deliver=E1,E1,E1

it's hardly typing our "war and peace".

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Scorched Earth
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Joined: 14 Sep 2008
Location: California, USA

PostPosted: Thu Jul 01, 2010 8:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

MRMIdAS wrote:

well if you want 3 gi's you go SW.Deliver=E1,E1,E1


Could we work it like this?

Code:
SW.Deliver=E1,E1,E1,IFV,GGI; (as an example, two different types of infantry plus a tank)

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MRMIdAS
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Joined: 17 Jul 2008

PostPosted: Thu Jul 01, 2010 8:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah, you can even do buildings, although D says they may be a little weird.

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Scorched Earth
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Joined: 14 Sep 2008
Location: California, USA

PostPosted: Thu Jul 01, 2010 8:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

So, wow. You could drop in a few turrets in the enemy base. I love it! Very Happy

So basically, it works just like a paradrop, but it's instant. When will you guys be posting the tut for paradropping tanks? I've tried it myself, but it always results in a IE.

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MRMIdAS
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Joined: 17 Jul 2008

PostPosted: Thu Jul 01, 2010 9:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

custom paradrops aren't here yet unfortunately, although all paradrops now accept tanks anyway.

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Scorched Earth
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PostPosted: Thu Jul 01, 2010 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've tried editing the American paradrop to add an IFV, I added the tag after GI. I don't have the code, but it went like this

Code:
AmerParaDrop=GI,IFV


And under that, I added the relevant numbers, such as 11 for the GI and 1 for the IFV. When I call it in, I get an IE as soon as I click the location for the drop.

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MRMIdAS
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Joined: 17 Jul 2008

PostPosted: Thu Jul 01, 2010 9:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

bugtracker!

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Scorched Earth
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PostPosted: Thu Jul 01, 2010 9:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

I see.

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AlexB
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Joined: 31 May 2010
Location: Germany

PostPosted: Fri Jul 02, 2010 1:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Scorched Earth, you cannot use the game's tags, they only support infantry types. Set ParaDrop.Types= and ParaDrop.Num= on the country's side (not the country itself).

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Scorched Earth
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PostPosted: Fri Jul 02, 2010 1:29 am    Post subject: Reply with quote  Mark this post and the followings unread

It's with Ares, it should allow tanks to be paradropped like infantry.

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AlexB
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PostPosted: Fri Jul 02, 2010 1:42 am    Post subject: Reply with quote  Mark this post and the followings unread

From the manual: "The original flags used to control the paradrop units only accept InfantryTypes. To include VehicleTypes in a paradrop you must use the new ParaDrop.Types and ParaDrop.Num flags."

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MRMIdAS
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Joined: 17 Jul 2008

PostPosted: Wed Oct 13, 2010 4:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Added Ares 0.2 support

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