Posted: Wed Apr 25, 2012 1:09 am Post subject:
Coding Questions
Subject description: Some might need Ares...
1) Tunnel Network Workaround
a) Trench Logic?
Been reading about it in the Documentation. But from what I understand about it. Its basically Garrisonable Buildings that lets you move around units in the same building.
Could this be used to simulate Tunnel Networks? As in would it allow other technotypes (namely vehicletypes) to garrison as well or is it limited to infantrytypes right now?
b) Another Idea I thought would be just to give them a VehicleType that slowly damages itself to limit its duration. And has Teleporter on it.
2) "Cruel Rose" Heroine
So I've finally gotten my Cruel Rose Hero to somewhat work, She is able to use Chaos Gas fine on enemy units.
*Secondary Weapon with Chaos Gas on main Stats and Damage listed in its Animation.
The Problem right now, she doesn't seem to be able to attack any other buildings aside from defenses with Weapons (Tesla Coil,Prism Tower,Sentry Gun,Pillbox,Gatling Cannon,Psychic Tower,Grand Cannon)
Here's the code for her weapons...
Code:
;;WEAPONS;;
[VirusGun]
Damage=125
ROF=100
Range=12
Projectile=InvisibleLow
Speed=100
Report=VirusAttack
Warhead=Virus;HollowPoint
RevealOnFire=no ; Doesn't clear shroud when fired
OpenToppedAnim=GUNFIRE;weapon doesn't have an anim naturally, so use this one when in a BattleFortress
[VirusGunE]
Damage=125
ROF=80
Range=15
Projectile=InvisibleLow
Speed=100
Report=VirusAttack
Warhead=Virus
RevealOnFire=no ; Doesn't clear shroud when fired
OpenToppedAnim=GUNFIRE;weapon doesn't have an anim naturally, so use this one when in a BattleFortress
The Problem I'm thinking though with as since its a gatling it will be stuck at Weapon 6 until you tell it to stop. Was thinking I could use FireOnce on the Weapon to make it reset or is there another way to make the Unit reset back to Weapon 1 without stopping its attack mission.
5) Deployable Medical Tent via InfantryType
This one I know will work correctly though... but just asking for other voices to see if this idea really is plausible.
Basically an even more advanced version of the Medic. The Medic Infantry can Deploy into an immobile Tent which instead healing a single infantry with more damage deals area healing although is weaker.
Using Anim to do the Healing, Will the Effect look like its being healed progressively instead of instantaneously (I.E: A Red Life Bar goes from Red-Yellow-Green instead of Red-Green)
6) Hospital AND Machine Shop in the same BuildingType? _________________ ~ Excelsior ~ QUICK_EDIT
1) Nope.
a) The trenches have to be next to each other to move from one to another, vehicle types cant be made to garrison either.
b) eh...?
2)If you're not using Ares then anims are hardcoded to use the [Fire2] warhead when they cause damage. If you are then I guess Psychedelic may be interfering with the anim damage, try disabling it & see if it works.
3)Yes.
4)Maybe adding FireOnce to the last weapon might cause it to reset.
5) I'd use a healing radiation field, reverse desolator etc.
IIRC, Psychedelic=yes doesn't work on buildings. possibly due to them having no weapons to fire at others while under the influence of a possible psych gas attack. _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
eeeeghhh, guess i'll just wait for attach effect to become public so I can use her properly.
On the B Method. I was thinking something similar to a Teleporting Unit like the Chrono Miner/Legionnaire. The Unit would be basically be a transport. With the Teleport,enough speed and the right animations it would look like its digging a hole from underground. It has a self damaging weapon that eventually kills itself at its destination. _________________ ~ Excelsior ~ QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Apr 26, 2012 12:12 pm Post subject:
I know LH told on the tracker the code of Cyclic Gattling, but tbh there are just too many stuff to do ATM.
Jem uses FatMan Ares already. _________________ "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... QUICK_EDIT
Haven't tried out the gatling stuff but I guess I could use the FireOnce workaround for now.
Concerning an Ion-Cannon Unit.
The Cannon fires, but the attack seems... underwhelming with just the beam pillar.
I've tried giving its Warhead Anim a Dummy WH which has the blast but that didn't work as well... So is there a way to keep the Beam Pillar and the Blast? _________________ ~ Excelsior ~ QUICK_EDIT
Joined: 19 Aug 2009 Location: Moscow State University
Posted: Sat Apr 28, 2012 2:52 am Post subject:
Mig Eater wrote:
kenosis wrote:
5.just use a reversed warhead and the deploy fire.Rad fields will heal enemies too.
That's what AffectsEnemies is for
Radiaton fields belong to Neutral side and if you use affectsenemies,it will heal nothing,as far as i know.Did ares give rad fields owner?
A rapidly fired weapon with reversed verses works just fine.Rad fields will continue to do healing even the firer is killed. _________________ Tired of grabbing my random SHP conversions? Why not learn to create SHPs for yourself? Last edited by kenosis on Sat Apr 28, 2012 2:58 am; edited 1 time in total QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Apr 28, 2012 7:52 am Post subject:
Try PreImpactAniming the beam and keeping the explosion on AnimList. _________________ "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... QUICK_EDIT
1) Just wondering about how Component Towers can be slammed into Walls, There's no unique bit of coding on the GAWALL and GACTWR that seems to make this so... anybody know how it is done?
2) Anybody ever put up a Blueprint for Gunner=yes to work for BuildingTypes for Ares? _________________ ~ Excelsior ~ QUICK_EDIT
Its AltPalette=yes ; for unittem.pal not UnitPalette and no need for custompal then but I don't think it works even then due to hard coding involved with the remaps and thus remapable=yes likely has zero to no effect or sure never worked to disable building remaps... QUICK_EDIT
Its AltPalette=yes ; for unittem.pal not UnitPalette and no need for custompal then but I don't think it works even then due to hard coding involved with the remaps and thus remapable=yes likely has zero to no effect or sure never worked to disable building remaps...
It's the New Unit Palette by Apollo at Freedom Studios...
I've also tried using AltPalette but with same effect of getting no results.
I've also tried using FirersPalette=yes on the Projectile which supposedly makes the projectile remappable but no still no go. _________________ ~ Excelsior ~ QUICK_EDIT
That new palette was intended as direct replacement to better support the voxels VPL, as such to be copied as unittem,unitdes,unitsno.pal so applys to all theaters and that way AltPalette works just fine but anyway there is no solution to this remap problem as its mostly controlled in hard code. QUICK_EDIT
Yes, it is perfectly doable. The only flaw that I see is the turret unit has to move fast enough to be able to defend your base and if I'm not mistaken, you don't need IsTrain=yes (this is the code's name right?) to make them move on railroad. Just MovementRestrictedTo=Railroad. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
you would also have to sacrifice a groundtype for this, so you can make the wall passable for this walltower-unittype but for no other unit.
Though this is an extremely cool idea and when implemented right it would definitely look great ingame. It would give the static C&C defense system a cool new logic and interesting new tactical possibilities (like destroying walls to trap the moving turrets in a small wall area and then attacking on an undefended area). _________________ SHP Artist of Twisted Insurrection: Nod buildings
you would also have to sacrifice a groundtype for this, so you can make the wall passable for this walltower-unittype but for no other unit.
Though this is an extremely cool idea and when implemented right it would definitely look great ingame. It would give the static C&C defense system a cool new logic and interesting new tactical possibilities (like destroying walls to trap the moving turrets in a small wall area and then attacking on an undefended area).
Iirc there are some unused GroundTypes in RA2 so I should be fine with this...
I'm thinking probably just use Railroad or Ice since both are unused in RA2/YR _________________ ~ Excelsior ~ QUICK_EDIT
Well... I've got the Units all ready... I just can't fathom how to code the Walls and the additional coding for the Unit... Anybody help me to code it?
It's just changing the NAWALL to make it the Road for the unit but also still functioning as a wall.
And what do I put on the Vehicle Turrets... Right now its just a Modified Rhino Tank/Half Track/Tesla Tank
Firestorm wall sections are BuildingTypes with FirestormWall=yes set. They are not overlays and are not converted into one either when placed, unlike normal walls. So no, you can't use that to get this idea to work either. _________________ QUICK_EDIT
Well... I've tried it out, Think the only way to make this idea workable is if i find out how to make Railroads buildable... _________________ ~ Excelsior ~ QUICK_EDIT
I admit it's been ages, but...can't you just do ToOverlay=TRACKS01 and shit? -_^ It's set to Land=Railroad, so the restriction should work fine, you just have to get the train on the tracks. I see two options for that: Either a factory which only produces trains and explodes once the train is built (because, you know, there's a train on it), or trying to dump it on the track via UnitDelivery...
As said, it's been a while...maybe I've missed something. You'll figure it out. _________________ #renproj:renegadeprojects.com via Matrix - direct link QUICK_EDIT
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