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SW Clones
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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Mon Oct 11, 2010 3:06 pm    Post subject:  SW Clones
Subject description: Ares
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Will the SuperWeapon clones be editable?
Like:

DominatorDamage=0
DominatorCaptureRange=25

Or just a clone, with no changable values

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Oct 11, 2010 3:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

yup,yup,yup, editable they will be. Smile
Not sure what tags AlexB will give us to edit, but I can guarantee you, he'll make it worth it's weight in gold. Razz

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Mon Oct 11, 2010 3:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Finally!
In the beginning when I saw the list of features, I thought: 'Damn, they leave the best for last' Such as the SW Clones, dropdown colors etc. most of RP features.
Hopefully my PsychicBeaconSpecial will function better now Smile

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Oct 11, 2010 4:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

well from looking at the Ares 0.2 Documentation these are whats implemented thus far.

[SuperWeapon]
SW.Range= float,int
SW.CreateRadarEvent= bool
SW.AffectsHouse= enumeration
SW.AffectsTarget= enumeration
SW.ShowCameo= boolean true
SW.Deferment= integer
SW.PostDependent= SuperWeapon
SW.FireIntoShroud= boolean true
SW.AutoFire= boolean false
SW.ManualFire= boolean true
SW.RequiresTarget= enumeration
SW.AITargetingType= enumeration

Cursor.Frame= integer
Cursor.Count= integer
Cursor.Interval= integer 5
Cursor.MiniFrame= integer
Cursor.MiniCount= integer
Cursor.HotSpot= list of 2 Center,Middle
NoCursor.Count= integer
NoCursor.Frame= integer
NoCursor.HotSpot= list of 2 Center,Middle
NoCursor.Interval= integer 5
NoCursor.MiniCount= integer
NoCursor.MiniFrame= integer
SW.ChargeToDrainRatio= float - multiplier [General]►ChargeToDrainRatio
SW.Unstoppable= boolean false
Money.Amount= integer - credits 0
Money.DrainAmount= integer - credits 0
Money.DrainDelay= integer - frames 0
SW.Animation= animation
SW.AnimationHeight= integer
SW.AnimationVisibility= enum all
SW.Sound= sound
SW.ActivationSound= sound
EVA.Detected= EVA event
EVA.Ready= EVA event
EVA.Activated= EVA event
EVA.Impatient= EVA event
EVA.InsufficientFunds= EVA event EVA InsufficientFunds
Message.Launch= CSF label
Message.Activate= CSF label
Message.Abort= CSF label
Message.InsufficientFunds= CSF label
Message.FirerColor= boolean false
Message.Color= Color scheme
Text.Hold= CSF label
Text.Ready= CSF label
Text.Charging= CSF label
Text.Active= CSF label
Text.Preparing= CSF label
Light.Enabled= boolean true
Light.Ambient= integer
Light.Red= integer
Light.Green= integer
Light.Blue= integer
Lightning.Duration= integer [General]►LightningStormDuration
Lightning.RadarOutage= integer [General]►LightningStormDuration
Lightning.HitDelay= integer [General]►LightningHitDelay
Lightning.ScatterDelay= integer [General]►LightningScatterDelay
Lightning.ScatterCount= integer 1
Lightning.Separation= integer [General]►LightningSeparation
Lightning.PrintText= boolean [General]►LightningPrintText
Lightning.IgnoreLightningRod= boolean false
Lightning.MinDebris= integer 2
Lightning.MaxDebris= integer 4
Lightning.CloudHeight= integer -1
Lightning.BoltExplosion= Animation [General]►WeatherConBoltExplosion
Lightning.Sounds= list of Sounds [AudioVisual]►LightningSounds
Lightning.Clouds= list of Animations [General]►WeatherConClouds
Lightning.Bolts= list of Animations [General]►WeatherConBolts
Lightning.Debris= list of Animations [General]►MetallicDebris
Nuke.Payload= Weapon NukePayload
Nuke.TakeOff= Animation [General]►NukeTakeOff
Nuke.PsiWarning= Animation PSIWARN
Nuke.SiloLaunch= boolean true
Dominator.FirstAnim= Animation [General]►DominatorFirstAnim
Dominator.FirstAnimHeight= integer 750
Dominator.SecondAnim= Animation [General]►DominatorSecondAnim
Dominator.SecondAnimHeight= integer 0
Dominator.FireAtPercentage= Animation [General]►DominatorFireAtPercentage
Dominator.ControlAnim= Animation [CombatDamage]►PermaControlledAnimationType
Dominator.Captures= boolean yes
Dominator.Ripple= boolean yes
Dominator.CaptureMindControlled= boolean yes
Dominator.CaptureImmuneToPsionics= boolean no

Chronosphere.BlastSrc= Animation [General]►ChronoBlast
Chronosphere.BlastDest= Animation [General]►ChronoBlastDest
Chronosphere.KillOrganic= boolean yes
Chronosphere.KillTeleporters= boolean no
Chronosphere.AffectsIronCurtain= boolean no
Chronosphere.AffectsUnwarpable= boolean yes
Chronosphere.AffectsUndeployable= boolean no
Protect.Duration= integer
Protect.PowerOutage= integer
Protect.PlayFadeSoundTime= integer
Mutate.Explosion= boolean [General]►MutateExplosion
Mutate.IgnoreCyborg= boolean no
Mutate.IgnoreNotHuman= boolean no
Mutate.KillNatural= boolean yes
ParaDrop.Types= list of InfantryTypes or VehicleTypes
ParaDrop.Num= list of integers
ParaDrop.Aircraft= AircraftType
ParaDrop.Count= integer
SpyPlane.Type= AircraftType SPYP
SpyPlane.Count= integer 1
SpyPlane.Mission= mission SpyPlane_Approach
SonarPulse.Delay= integer - frames 60
Deliver.Types= list of TechnoTypes
Deliver.Buildups= boolean no
SidebarPalette= filename cameo.pal
SidebarPCX=

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Mon Oct 11, 2010 4:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
well from looking at the Ares 0.2 Documentation these are whats implemented thus far.

[SuperWeapon]
SW.Range= float,int
SW.CreateRadarEvent= bool
SW.AffectsHouse= enumeration
SW.AffectsTarget= enumeration
SW.ShowCameo= boolean true
SW.Deferment= integer
SW.PostDependent= SuperWeapon
SW.FireIntoShroud= boolean true
SW.AutoFire= boolean false
SW.ManualFire= boolean true
SW.RequiresTarget= enumeration
SW.AITargetingType= enumeration
Cursor.Frame= integer
Cursor.Count= integer
Cursor.Interval= integer 5
Cursor.MiniFrame= integer
Cursor.MiniCount= integer
Cursor.HotSpot= list of 2 Center,Middle
NoCursor.Count= integer
NoCursor.Frame= integer
NoCursor.HotSpot= list of 2 Center,Middle
NoCursor.Interval= integer 5
NoCursor.MiniCount= integer
NoCursor.MiniFrame= integer
SW.ChargeToDrainRatio= float - multiplier [General]►ChargeToDrainRatio
SW.Unstoppable= boolean false
Money.Amount= integer - credits 0
Money.DrainAmount= integer - credits 0
Money.DrainDelay= integer - frames 0
SW.Animation= animation
SW.AnimationHeight= integer
SW.AnimationVisibility= enum all
SW.Sound= sound
SW.ActivationSound= sound
EVA.Detected= EVA event
EVA.Ready= EVA event
EVA.Activated= EVA event
EVA.Impatient= EVA event
EVA.InsufficientFunds= EVA event EVA InsufficientFunds
Message.Launch= CSF label
Message.Activate= CSF label
Message.Abort= CSF label
Message.InsufficientFunds= CSF label
Message.FirerColor= boolean false
Message.Color= Color scheme
Text.Hold= CSF label
Text.Ready= CSF label
Text.Charging= CSF label
Text.Active= CSF label
Text.Preparing= CSF label
Light.Enabled= boolean true
Light.Ambient= integer
Light.Red= integer
Light.Green= integer
Light.Blue= integer
Lightning.Duration= integer [General]►LightningStormDuration
Lightning.RadarOutage= integer [General]►LightningStormDuration
Lightning.HitDelay= integer [General]►LightningHitDelay
Lightning.ScatterDelay= integer [General]►LightningScatterDelay
Lightning.ScatterCount= integer 1
Lightning.Separation= integer [General]►LightningSeparation
Lightning.PrintText= boolean [General]►LightningPrintText
Lightning.IgnoreLightningRod= boolean false
Lightning.MinDebris= integer 2
Lightning.MaxDebris= integer 4
Lightning.CloudHeight= integer -1
Lightning.BoltExplosion= Animation [General]►WeatherConBoltExplosion
Lightning.Sounds= list of Sounds [AudioVisual]►LightningSounds
Lightning.Clouds= list of Animations [General]►WeatherConClouds
Lightning.Bolts= list of Animations [General]►WeatherConBolts
Lightning.Debris= list of Animations [General]►MetallicDebris
Nuke.Payload= Weapon NukePayload
Nuke.TakeOff= Animation [General]►NukeTakeOff
Nuke.PsiWarning= Animation PSIWARN
Nuke.SiloLaunch= boolean true
Dominator.FirstAnim= Animation [General]►DominatorFirstAnim
Dominator.FirstAnimHeight= integer 750
Dominator.SecondAnim= Animation [General]►DominatorSecondAnim
Dominator.SecondAnimHeight= integer 0
Dominator.FireAtPercentage= Animation [General]►DominatorFireAtPercentage
Dominator.ControlAnim= Animation [CombatDamage]►PermaControlledAnimationType
Dominator.Captures= boolean yes
Dominator.Ripple= boolean yes
Dominator.CaptureMindControlled= boolean yes
Dominator.CaptureImmuneToPsionics= boolean no

Chronosphere.BlastSrc= Animation [General]►ChronoBlast
Chronosphere.BlastDest= Animation [General]►ChronoBlastDest
Chronosphere.KillOrganic= boolean yes
Chronosphere.KillTeleporters= boolean no
Chronosphere.AffectsIronCurtain= boolean no
Chronosphere.AffectsUnwarpable= boolean yes
Chronosphere.AffectsUndeployable= boolean no
Protect.Duration= integer
Protect.PowerOutage= integer
Protect.PlayFadeSoundTime= integer
Mutate.Explosion= boolean [General]►MutateExplosion
Mutate.IgnoreCyborg= boolean no
Mutate.IgnoreNotHuman= boolean no
Mutate.KillNatural= boolean yes
ParaDrop.Types= list of InfantryTypes or VehicleTypes
ParaDrop.Num= list of integers
ParaDrop.Aircraft= AircraftType
ParaDrop.Count= integer
SpyPlane.Type= AircraftType SPYP
SpyPlane.Count= integer 1
SpyPlane.Mission= mission SpyPlane_Approach
SonarPulse.Delay= integer - frames 60
Deliver.Types= list of TechnoTypes
Deliver.Buildups= boolean no
SidebarPalette= filename cameo.pal
SidebarPCX=


Strange...
If I select 'Show 0.2 Documentation', I cant find that. Though I downloaded it from the WebSVN, the stable one.

BTW: I cant see a 'damage' tag.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Oct 11, 2010 4:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

look in the r847 svn for the updated AresManual download. Another thing is if your using InternetExplorer it may not display it properly. Instead use FireFox for viewing it.

Last edited by Cranium on Mon Oct 11, 2010 8:00 pm; edited 1 time in total

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Mon Oct 11, 2010 7:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hm, looks like someone sloppy forgot to add SW.Damage and SW.Warhead to the documentation. But they are definitely there already.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Oct 11, 2010 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, actually SW.Damage and SW.Warhead are in the Manual, they're just listed in the

Type=GenericWarhead section

But they are not restricted to only that SW. They can be used on most if not all others.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Tue Oct 12, 2010 12:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

I found them and got the SW working, and I have to say: Amazing work! Finally a SuperWeapon who does not let the game freeze when firing it.
For the Warhead I used ControllerBuilding

Though the EVA tags arent working. I have these:
Code:
Eva.Detected=EVA_PsychicBeaconDetected
Eva.Ready=EVA_PsychicBeaconReady
Eva.Activated=EVA_PsychicBeaconActivated


But that bitchy EVA keeps saying 'Psychic Dominator' instead of Psychic Beacon

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Wed Oct 13, 2010 5:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Use the exact spelling:
EVA.Detected instead of Eva.Detected, etc.

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iamn00b
Jumpjet Infantry


Joined: 23 Apr 2010
Location: indonesia, sticking at keyboard

PostPosted: Wed Nov 03, 2010 10:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

ParaDrop.Types= list of InfantryTypes or VehicleTypes
ParaDrop.Num= list of integers
ParaDrop.Aircraft= AircraftType
ParaDrop.Count= integer

is this code valid for SW or just in [sides] ??

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Thu Nov 04, 2010 12:48 am    Post subject: Reply with quote  Mark this post and the followings unread

The manual should say something like this: Every ParaDrop or AmerParaDrop SW can re-define these tags. If they aren't set, it falls back to [Country], then to [Side].

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