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Coding Questions
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Apr 25, 2012 1:09 am    Post subject:  Coding Questions
Subject description: Some might need Ares...
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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

[VirusGrenade]
Damage=600
ROF=120
Range=6
Projectile=Cannon
Speed=30
Warhead=CruelRoseGasCreate

;;WARHEADS;;

[Virus]
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,100% ; see note in comments above about 1%
AnimList=GREENPIFF
ProneDamage=100%
InfDeath=8

[CruelRoseGasCreate]
CellSpread=3
PercentAtMax=1
Verses=1%,1%,1%,75%,55%,65%,75%,75%,65%,100%,100%
InfDeath=1
AnimList=CDGAS2
Psychedelic=yes
Particle=PsychCloud
AffectsAllies=no

;; ARTMD ;;
[CDGAS2]
Image=CDGAS
Translucent=no
Flat=true
Rate=450
Warhead=HE
Damage=15
Report=ChaosDroneAttack


3)OpportunityFire on Spawner Weapons...

Would Adding OpportunityFire to these weapons allow them to fire on the move? (I.E: V3 Trucks,Dreadnoughts,Aircraft Carriers,Destroyers,etc.)

Of course they would have OmniFire already set in.

4)Emulating the Twinblade Gunship in RA3

As far as I'm guessing I can emulate its effect of firing missiles passively is by Gatling Logic.

Weapon 1: Missiles
Weapon 2: Machine Gun (Set with Burst)
Weapon 3: Machine Gun (Same)
Weapon 4: Missiles
Weapon 5: Machine Gun (Same)
Weapon 6: Machine Gun (Same)

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?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Apr 25, 2012 12:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

6)In theory yes.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Wed Apr 25, 2012 1:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Apr 25, 2012 2:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Apr 26, 2012 1:02 am    Post subject: Reply with quote  Mark this post and the followings unread

4.Cyclic Gattling is on the list perhaps?
5.just use a reversed warhead and the deploy fire.Rad fields will heal enemies too.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Apr 26, 2012 12:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Apr 26, 2012 12:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

kenosis wrote:
5.just use a reversed warhead and the deploy fire.Rad fields will heal enemies too.

That's what AffectsEnemies is for #Tongue

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Apr 27, 2012 12:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

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?

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Apr 28, 2012 2:52 am    Post subject: Reply with quote  Mark this post and the followings unread

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 #Tongue


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.

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Last edited by kenosis on Sat Apr 28, 2012 2:58 am; edited 1 time in total

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Apr 28, 2012 2:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
So is there a way to keep the Beam Pillar and the Blast?


Use Ares's AttachEffect

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Apr 28, 2012 7:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Try PreImpactAniming the beam and keeping the explosion on AnimList.

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=======================
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...

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue May 01, 2012 10:54 am    Post subject: Reply with quote  Mark this post and the followings unread

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?

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Tue May 01, 2012 12:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

1) Find WallTower= and put the building you want. And only one entry is accepted.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue May 01, 2012 2:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm I see. One last thing about Component Towers...

If I gave the base one a weapon and i upgraded it, the upgraded one will override the original weapon?

I.E:
Basic = Machine Gun
Upgrade A = Rockets
Upgrade B = Heavy Cannon

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Tue May 01, 2012 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

If I'm not mistaken, yes it will override the weapon.
Check this and this for infos about component tower.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun May 06, 2012 4:51 am    Post subject: Remappable Projectiles/Animation? Reply with quote  Mark this post and the followings unread

So actually i've made a remappable Projectile and Animation, But they don't remap.

Code:
[ENERGYTRAIL]
Translucent=yes
CustomPalette=unittem.pal
TrailerSeperation=1
UnitPalette=yes
Remapable=yes

[ENERGYBALL]
Trailer=ENERGYTRAIL
CustomPalette=unittem.pal
UnitPalette=yes
Remapable=yes


*The unittem.pal is actually a new palette with the same name.

The Projectile still remains red whenever its being fired by the unit.

If anybody needs to see the SHPS here they are..



EnergyTrailer.rar
 Description:

Download
 Filename:  EnergyTrailer.rar
 Filesize:  379 Bytes
 Downloaded:  81 Time(s)


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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sun May 06, 2012 5:52 am    Post subject: Reply with quote  Mark this post and the followings unread

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...

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun May 06, 2012 6:01 am    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:
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. Sad

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sun May 06, 2012 8:54 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu May 10, 2012 12:47 am    Post subject: Railroad & Train Logic to create a new Defense? Reply with quote  Mark this post and the followings unread

Something new I've been thinking about... Can you use the Train Logic to create a movable Defense Turret that can move around the Wall Sections.

1) Making the Railroad a buildable Overlay similar to Walls

2) Make a "Buildable" Turret of which will we be placable on the Railroad "Walls"

Using Superweapon Logic to make it spawn the said Turret Unit

*Since a VehicleType can't be repaired by the Repair Tool, probably just give it Self-Healing?

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Thu May 10, 2012 3:02 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Mig Eater
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Joined: 13 Nov 2003
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PostPosted: Thu May 10, 2012 11:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Doable but not sure how you can efficiently get the turret on the "wall" etc.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu May 10, 2012 12:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

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).

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu May 10, 2012 1:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
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... Very Happy

I'm thinking probably just use Railroad or Ice since both are unused in RA2/YR

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Thu May 10, 2012 1:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Don't forget about Weeds.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sat May 12, 2012 10:12 am    Post subject: Reply with quote  Mark this post and the followings unread

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

Example Preview...

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sat May 12, 2012 11:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Pretty sure that this idea fails due to the fact that you can't specify a land type for buildable wall overlays.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sat May 12, 2012 12:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is this also true for FirestromWall=yes?

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Starkku
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PostPosted: Sat May 12, 2012 12:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Krow wrote:
Is this also true for FirestromWall=yes?


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.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
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PostPosted: Sat May 12, 2012 1:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

AFAIK train tracks can be made buildable, I cant remember how but I do remember someone posting about it awhile ago.

IMO tho this will fail because there isn't an easy way to build/spawn the unit on the tracks etc.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sat May 12, 2012 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

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...

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat May 12, 2012 6:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

laser fence may help

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Renegade
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Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Sun May 13, 2012 3:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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