Posted: Wed Jun 30, 2010 4:38 pm Post subject:
[Ares 0.1/0.2] Chrono Re-Enforcments
Subject description: it's pretty easy really
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.
So, wow. You could drop in a few turrets in the enemy base. I love it!
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. _________________ Okay, my signature was starting to annoy even me. QUICK_EDIT
custom paradrops aren't here yet unfortunately, although all paradrops now accept tanks anyway. _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
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. _________________ Okay, my signature was starting to annoy even me. QUICK_EDIT
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). _________________ QUICK_EDIT
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." _________________ QUICK_EDIT
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