Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Thu Apr 18, 2024 7:30 pm
All times are UTC + 0
Warfactory coding help
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [19 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
wcho035
Light Infantry


Joined: 15 Aug 2010

PostPosted: Mon Jan 30, 2012 11:14 am    Post subject:  Warfactory coding help Reply with quote  Mark this post and the followings unread

Hi, I am trying to have two different warfactory per faction. One is purely for vechicles and another purely for mechs.

Unfortunately despite the experiments I had tried, if I am playing a skirmish game, from the player perspective, the system and coding works rather well, however the A.I players just keep producing everything from one warfactory, vechicle or mechs alike dispite it is able to build two differnet mechfactory at the same time.It cannot distinguish the two different factory types.


Is there something I missed? How can it be done without using Ares.

Back to top
View user's profile Send private message
Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Jan 30, 2012 1:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

There's no other way to do this properly without Ares. Sorry.

_________________

The enemy shall be injected with toxic poison - Venom

Back to top
View user's profile Send private message Visit poster's website Skype Account
iamn00b
Jumpjet Infantry


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

PostPosted: Mon Jan 30, 2012 1:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

ARES can have different war factory?

_________________

Back to top
View user's profile Send private message Skype Account Yahoo Messenger Account
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Jan 30, 2012 2:29 pm    Post subject: Reply with quote  Mark this post and the followings unread


_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
wcho035
Light Infantry


Joined: 15 Aug 2010

PostPosted: Tue Jan 31, 2012 1:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the usual great input guys, I would like to throw in a few ideas.

The naval yards produce vehicles. Yet it can produce vehicles only that was assign to it. Ships and etc.

Although naval yards have special coding like naval=yes, it is still a warfactory. It should produce both units of land and seas.

Although there were "separate coding" references like

PrerequisiteFactory=XXXX
BuildWeapons=

which for naval yards it is distinguish by.

BuildNavalYard=

The Naval yards itself is a vehicle factory, in a sense.

How was that distinction done? I was hoping in my guts that that it wasn't the "separate coding" which just allowed that
possibility to happen, it could have been something else.

Perhaps this can be done, like using TechLevel= as a switch, let say techlevel= <5>5 the production switch to another.
Can this be done? If it can, how?

I know you guys love Ares, but again for me, until it is stable enough I prefer to stick to the old fashion stuff.

Can anyone point me to a link of what Ares can do? I have been trying to find that webpage but I have bad luck so far.

Back to top
View user's profile Send private message
FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Tue Jan 31, 2012 4:15 am    Post subject: Reply with quote  Mark this post and the followings unread

This can actually be done without Ares. Find the Kennel hack. That's the method you need to use in order to do it.

_________________
KGR | AT
AZUR
Discord: theastronomer1836
Steam

Back to top
View user's profile Send private message Skype Account
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Jan 31, 2012 10:11 am    Post subject: Reply with quote  Mark this post and the followings unread


_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
wcho035
Light Infantry


Joined: 15 Aug 2010

PostPosted: Tue Jan 31, 2012 11:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks guys! And Graion Dilach, You are the best!

Back to top
View user's profile Send private message
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Jan 31, 2012 12:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not at all. FurryQuen is better AFAIK.

The knowledge is the community's, I'm maximum just a receptionist.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
wcho035
Light Infantry


Joined: 15 Aug 2010

PostPosted: Wed Feb 01, 2012 5:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Just as I afraid, there is not enough extras in Ares for me to justify its usage over the bug it has, maybe a later stage when the program reaches it maturition.

I had gone through the hack, so I need the warfactory to be deploy and also it has to be on a different side for it to work.

I would probably do it at a later stage, it is too much testing and prototyping to make it work.

Back to top
View user's profile Send private message
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Feb 01, 2012 9:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Which bug?

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed Feb 01, 2012 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

When he says the bug it has Graion, I think he is referring to the fact that 0.2 has not yet come out yet, and the test builds, "which he might think are the only ares dll expansion worth using or available; as he doesn't know of or like the perfectly stable ares 0.1 p1".

As for those Bugs, I consider the test builds leading up to Ares 0.2 pretty stable, but yes there still test versions and I would never ever recommend using a test version other then to test, no matter how stable they are. As graion will probably post after this, test builds can have faults built in and fixing 1 issue can cause another bug to form in something previously working; in other-words until all bugs are hammered out, ares 0.2 will not be released because the ares team actually has the decency to want to release something stable and working correctly.

And Wcho if you really want to complain about Ares 0.2 not being released yet"Which I don't think your doing, but it might sound like it", experiment with a test build and try it. Maybe you can find some bugs and report them to help the ares team stamp out the small or potentially big bugs still remaining to be fixed for ares 0.2. Saying some small bugs are preventing you from using a perfectly good DLL Expansion seems like bs to me. And I apologize if I sound like I'm being mean but really all this information is already free and available about Ares. So please help the people here and people on ares team by properly pointing out which bugs in Ares your having issues with.

Okay my rant is done.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

Back to top
View user's profile Send private message Visit poster's website
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Feb 01, 2012 10:41 am    Post subject: Reply with quote  Mark this post and the followings unread

You pretty well summed out the above, and honestly, I really agree with your words, but I doubt that is the "bug" he means.

Ares fixed a YR behaviour, and as a side-effect the Kennel Hack in 0.1 and while v02 has BuiltAt already, it's undocumented... (I haven't got there yet to document D's merged-in factory branch...) and the fixed Kennel Hack could be something he consider as bug. That's why I asked for a confirmation, this was the sole stuff, which had a flaw in design in Ares AFAIK.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
wcho035
Light Infantry


Joined: 15 Aug 2010

PostPosted: Fri Feb 03, 2012 5:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey please accept my most sincere appologies. I don't mean to offend any one. I realised there is a lot of hard work put into Ares, I mean there are some very attractive options and because I am a coder myself, I know how hard it is to finish off a program. So you have my respect for those who is coding Ares. What I mean was that Ares is not finish, that is where I shall leave off. I am not complaining, please try not to assume, I am, again my appologies for those whon were offended,

The Bug I mean was the save game issue listed on the website (link above), but again, it is something else and it is an off hand comment I accidentally made.

Back to top
View user's profile Send private message
wcho035
Light Infantry


Joined: 15 Aug 2010

PostPosted: Fri Feb 17, 2012 11:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey guys, just wondering, I am trying to make the ore, or Tiberium after transfering the art and code from Tiberian sun to Yuri Revenge.

Does anyone know what are the codes which make it glow green on the area it grows on and also it can slowly kill infantry?

Back to top
View user's profile Send private message
Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Feb 17, 2012 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

look to these tags
[Infantry]
TiberiumProof= ;Am I immune to tiberium/Tiberium gas damage? yes/no
TiberiumHeal= ;Do I slowly heal in tiberium fields? yes/no

For the green glow, I'm not sure. Animated Ore? GreenLamp placed in tiberium area?

_________________

The enemy shall be injected with toxic poison - Venom

Back to top
View user's profile Send private message Visit poster's website Skype Account
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Feb 17, 2012 2:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

As far as I know, those doesn't work.

So, I'd more say, attach a warhead and an alphalight to TWINKLE.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
wcho035
Light Infantry


Joined: 15 Aug 2010

PostPosted: Sat Feb 18, 2012 2:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Hi Graion those are wonderful ideas, can you spare a sample of the coding which can get me there?

The Warhead is easy enough, but the alphalight to Twinkle, how is that done? I need more information, and also the warhead attachment. I presume the warhead have a radiation component to it to make the area glow of green just like the Desolator when they deploy themselves?

Back to top
View user's profile Send private message
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Feb 18, 2012 11:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Note for animwarheads, you need NPatch or Ares. Due to having additional alphalight handling, Ares would be a wiser choice.

TWINKLE is the animation on the ore.

For damaging, use Damage and Warhead. For alphalights, let me refer you to this article.

http://modenc.renegadeprojects.com/AlphaImage

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [19 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1640s ][ Queries: 11 (0.0078s) ][ Debug on ]