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Superweapon triggers YR
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wallstrider
Civilian


Joined: 25 Feb 2011
Location: Russia, Moscow

PostPosted: Fri Feb 25, 2011 4:47 pm    Post subject:  Superweapon triggers YR Reply with quote  Mark this post and the followings unread

Let's assume I have a singleplayer map. This map contains 2 "Houses": Player, AI. AI has a trigger like that:

TriggerName: nuke-strike
House: <AI>
Type: Normal
Attached Trigger: <none>
Disabled option: Unchecked
Easy/Medium/Hard options: All checked
Event0: #13 Elapsed Time... , parameter=10
Action0: #95 Nuke Strike, waypoint parameter=1

Question:

How could I use Action like Psychic Dominator or Genetic Converter instead of #95 Nuke Strike? Actions list doesn't contain these cases!
Confused

Thanks in advance

Last edited by wallstrider on Mon Feb 28, 2011 8:54 pm; edited 1 time in total

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Fri Feb 25, 2011 6:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

AFAIK Westwood only added the SuperWeapons from RA2 and not YR. That is one of the things that make FA2YR a crappy program...

You'll have to find a workaround.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Fri Feb 25, 2011 6:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Comr4de wrote:
AFAIK Westwood only added the SuperWeapons from RA2 and not YR. That is one of the things that make FA2YR a crappy program...


While FA2 is far from being decent, this particular thing has shit at all to do with FA2, but is obviously due to the game not having support for such actions.

Even if such things existed in the game itself but there wasn't support in FA2, one could possibly add it, since if I recall correctly, trigger event/action data for FA2 is defined in one of the ini files it uses.

I am afraid that there isn't a proper workaround for this which would leave you with same degree of control over where the superweapon in question will be fired on, etc.

Last edited by Starkku on Sat Feb 26, 2011 9:05 am; edited 1 time in total

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Fri Feb 25, 2011 9:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Whatever happened to the new map editing program that Joshy was working on that was supposed to be the FA2 replacement? That should have fixed this.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Sat Feb 26, 2011 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I'd wonder what happened to him/it. He could at least release what he has made, so other fanatics can finish it. His program might be the solution to all FA2YR issues (well, most of them #Tongue )

@ Starkku:
Are you sure the Actions / Events are listed in an INI file? AFAIK they are in the exe.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sat Feb 26, 2011 1:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Comr4de wrote:

@ Starkku:
Are you sure the Actions / Events are listed in an INI file? AFAIK they are in the exe.


Pretty sure, in regards to FinalAlert anyways. Obviously for the game itself they're hardcoded in the executable.

Check FAData.ini, there should be Event/Action parameter and format data used by FinalAlert for writing trigger events and actions near the end of the file. Which brings me to my previous point that if someone added new trigger event/action functionality to the game itself, it *might* (I am not entirely sure how flexible the system used by FA is) be possible to add support for said functionality to FinalAlert too. Currently there's no point messing around with the system since there probably isn't anything to gain from it. Better to leave those values in FAData.ini alone, atleast for now.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sun Feb 27, 2011 12:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Comr4de wrote:
AFAIK Westwood only added the SuperWeapons from RA2 and not YR. That is one of the things that make FA2YR a crappy program...

You'll have to find a workaround.


As for workarounds, you can modify the Superweapons code in rulesmd or in maps to emulate other sw's. There's also the ability to clone sw's via a patch or ares, so you won't even loose the original Sw's. For Example in my private mod running Ares I have changed the lightning storm into a Ion storm that spawns at random on all maps and also spawns ore. While making a clone of the original for the players to use so they don't even notice.

I'm pretty sure that:

95 Nuke strike...
Is told to use the SW with the title "[NukeSpecial]", might also be set to its value though in list though
"[SuperWeaponTypes]
1=NukeSpecial".

102 Lightning Storm strike...
Is told to use the SW with the title "[LightningStormSpecial]", might also be set to its value though in list though
"[SuperWeaponTypes]
3=LightningStormSpecial".

Also Fa2 has a way to make simulated action sw's already via a combination of actions. I haven't tested much with these since I never saw a reason to add more then 2 SW actions in a map really.

19 Play sound effect...
41 Play Anim At...
42 Do Explosion At...
63 Apply 100 damage at...

So creating more SW actions is possible in FA2, altho the logic is limited, not sure if a house AI comp could use it either.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sun Feb 27, 2011 6:06 am    Post subject: Reply with quote  Mark this post and the followings unread

They aren't bound to any specific SuperWeaponTypes.

The Lightning Storm started by trigger uses all the global Lightning Storm tags (anims, sounds, damage, separation, radius) defined in [General] and friends.

The Nuke Strike trigger uses the weapon called "NukePayload" to creates a projectile above the target. It uses the tags Projectile, Damage and Warhead for that. (Speed is hardcoded to 50.)

The exe has no triggers to fire a specific SW somewhere, only the hardcoded ones.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Sun Feb 27, 2011 9:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Can't Ares enable that? If you 'fix' FA2 it would be a very big improvement for both YR and FA2, because whats the use of using new stuff in missions if you cannot add them through FA2?

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wallstrider
Civilian


Joined: 25 Feb 2011
Location: Russia, Moscow

PostPosted: Mon Feb 28, 2011 8:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Comr4de wrote:
AFAIK Westwood only added the SuperWeapons from RA2 and not YR. That is one of the things that make FA2YR a crappy program...


I agree.

Comr4de wrote:

You'll have to find a workaround.


This is sad. Crying or Very sad

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