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Multigunner Workaround Help
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Jul 13, 2012 12:51 pm    Post subject:  Multigunner Workaround Help Reply with quote  Mark this post and the followings unread

Well so far everything seems to be working properly except for this few "bugs" , Anybody know of a way I could fix them...

Bug 1: Voxel will face NE when undeploying an Infantry

Bug 2: With Speed=0 Unit won't move. But whichever direction it faced it will be stuck in that position until killed.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Jul 13, 2012 1:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

I guess you mean the Multigunner Turret from RA3?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Jul 13, 2012 1:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
I guess you mean the Multigunner Turret from RA3?


Yep, I've made a Pseudo-Turret which is actually just an unmovable VehicleType with Building Armor...

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Fri Jul 13, 2012 1:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

You should use SpeedType to prevent unit in question from moving, rather than just setting Speed to zero, which causes bugs as you've already noticed.

Take one of the unused SpeedType values, 'FloatBeach' for an example and set it's values on all terrain types to 0% and give it to the unit question. IIRC just giving the unit hardcoded 'Winged' SpeedType as demonstrated here does not work in RA2/YR. How is the vehicle in question spawned though? I don't know if messing around with SpeedType would influence the way Ares object spawn SW or FreeUnit etc. work.

I don't think there's a fix for the deploy direction one. Can't use ROT= to prevent unit from turning either, not that it would be of use in this case since it would also influence turn speed of the turret.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Jul 13, 2012 1:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Starkku wrote:
You should use SpeedType to prevent unit in question from moving, rather than just setting Speed to zero, which causes bugs as you've already noticed.

Take one of the unused SpeedType values, 'FloatBeach' for an example and set it's values on all terrain types to 0% and give it to the unit question. IIRC just giving the unit hardcoded 'Winged' SpeedType as demonstrated here does not work in RA2/YR. How is the vehicle in question spawned though? I don't know if messing around with SpeedType would influence the way Ares object spawn SW or FreeUnit etc. work.

I don't think there's a fix for the deploy direction one. Can't use ROT= to prevent unit from turning either, not that it would be of use in this case since it would also influence turn speed of the turret.


It'll be spawned by UnitDelivery SW, AFAIK it works fine as long as you don't put something like MovementRestrictedTo= and tried placing it on that area of the map.

well another Idea I have for it is to make the Chassis Invisible, Merge the "Base" into each Turret. Give each Turret a TurretSpin, This way it'll look somewhat less wonky... Confused

(Basically this one would just be a round one instead of the squarish one.



Also... if anybody else is interested, Max Voxel Size to fill up an entire Cell is 44Z & 44Z

Another thing I was thinking I could make it a SHP VehicleType.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Fri Jul 13, 2012 5:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Starkku wrote:
I don't think there's a fix for the deploy direction one.
What about DeployFacing?

Atomic_Noodles wrote:
It'll be spawned by UnitDelivery SW
0x0 building with free unit still works right? AFAIK, you can place the unit anywhere if you use the SW. Unless I missed something with the new Ares SW logic. Confused

Atomic_Noodles wrote:
Another thing I was thinking I could make it a SHP VehicleType.
Does SHP units support the turret-change logic?

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Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sat Jul 14, 2012 12:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Eh I give up... I'll just make them very slow turrets.

With a Circular Base to make the directions less wonky...

Another gimmick I think could work is using

PowersUnit and PoweredUnit on the Multigunner Unit.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sat Jul 14, 2012 1:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Or PoweredBy in Ares. Razz

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interesting seeing your voxel work. They're still better than Aro's!

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Sat Jul 14, 2012 6:22 am    Post subject: Reply with quote  Mark this post and the followings unread

use shp base with voxel turrets
then no matter which direction the unit/turret is facing, it will look stationery Wink

Edit: whoops! i just saw that you already had this idea #Tongue

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sat Jul 14, 2012 6:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Given its a unit, I don't think shp base unit could utilize voxel turret as it no doubt presumes whole unit is shp.

Noodles, do you have any ideas that weren't straight being adapted from RA3? Razz

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Jul 14, 2012 7:57 am    Post subject: Reply with quote  Mark this post and the followings unread

uhm... the Colony faction? And ofcourse Claymore... no one had a frigate remiscent of early 1900s.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sat Jul 14, 2012 1:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

for colony, its just RA1 inspiration for sure, would be nice to see something freshly new than mountain load of RA3 rehashes.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sat Jul 14, 2012 1:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

WALL OF TEXT AHEAD...

ApolloTD wrote:

Noodles, do you have any ideas that weren't straight being adapted from RA3? Razz


That's hard to define.. but straight RA3 Inspired ones...

Athena Cannon (No guesses here...)

Tsunami Tank (Might change its Anti-Air Weapons as a Healing Effect Deploy Weapon)

Ones I thought off before I got a hold of RA3...

Vampiric Tank (Heals itself whenever it damages a enemy)
OpenTopped Single Slot MBT
Initiate on Wheels (Omnifire)
High Survivability Tank (Omnicrush Resistant, Lots of Health - Might change this to a Tank that can entrench itself - ala Tick Tank)
EMP Paralysis Tank
Permanent Mind-Control Suicide Infantry for Yuri

Side-Specific Unique Defenses/Side Equivalents:

Support Defense Buildings:

Soviets: Speaker Tower
Allies: GAP Generator
Yuri: Psychic Tower

Allies:
Camo Pillbox (Cloakable Pillbox with AP-Bullets)
Turret (Reintegrated PreRelease Allied Turret)
Mobile IFV Turret (Mentioned here...)

Soviets:
Flame Turret (Dominion)
Twin-Flak Cannon (Imperial)
Super Tesla Coil (Soviets)

Yuri:
Permanent MC Psychic Tower (Psychic Enclave)
Acid Turret (Chaos Legion)
Magnet Tower with AA (Cabal Unity)
Magnet Tower

Enhanced Unique Infantry Versions & Heroes:

Soviets:

Militia (New) - Conscript
Flak Trooper - Mortar Trooper
Tesla Trooper - Tesla Corp
Gamma Trooper - Gamma Corp (Desolator)
Agent (Spy clone with a Bomb)
Crazy Ivan - Mad Ivan

Rivera - Stealthy,Cloaked & Disguised Infantry who plants Ivan Bombs on Vehicles/Buildings & Stab Disguises on Infantry

Dragon Maiden - Hot Asian Chick who wear power armor who is armed with a Rad Cannon with Railgun Abilities (Pierces stuff)

Allies:

Ranger (GI) - Guardian
Rocket Ranger - Rocket Guardian (GGI)
SEAL - Shadow Ops
Field Medic - Combat Medic (Has Better Armor and can deploy to turn into a Area Heal Tent)
Engineer - Combat Engineer (Has Better Armor)

Havoc - Dude armed with a Laser Rifle, You can buy him his Laser Bike which makes him into a Mini-Prism Tank on a Speedier but more Fragile Vehicle)

Rocket Diva - Hot Chick with a Jetpack and a Giant Rocket Launcher...

Yuri:

Initiate - Disciple
Gatling Soldier
Bruiser - Brute (Bruiser is old brute,New Brute uses unused Rocker Logic)
Infiltrator - Hacker (Spy Clones... Both have Radar Jammer, Hacker has an EMP Weapon to disable Vehicles/Mechanical Infantry)
Acolyte (Yuri Clone) - Adept (RA2 Yuri Prime)
Infector (Jumpjet Equivalent to the Rocketeer/Cosmonaut)
Magnet Cabal (Infantry Magnetron)

Cruel Rose (Virus) - Same as original but can throw Acid Grenades and is delegated to Hero Status

Cabal Avatar - Tough Durable Robots armed with a dissintegrator gun extremely slow and lethal to all targets.

Colony Stuff...

Infantry & Units...

Scout Ant - (Detector/Scout/Basic Infantry)
Soldier Ant - (Melee "MBT")
Spitfire Ant - (Anti-Air but can do well against infantry, Shoots Fireballs)
Swarm Ant - (Rocketeer Equivalent...)
Changeling Ant (Same stats as Scout Ant but is also their Spy Unit)
Crusher Ant - Giant Ant that hurls tank-sized Boulders (Siege Unit)
Digger Ant - Deploys into their version of the War Factory, cannot undeploy
Kraken Ant - Cloaked Melee Unit that serves as Main Naval Unit,Can also Detect stuff...
Leviathan Ant - OpenTopped Amphibious Transport

Beam Ant (Hero Unit) - Has a Focusing Laser which can damage both land and air... also its tough.

Buildings...

Burrows - Uses Component Tower Logic
Scout Burrow (Detector - Anti-Infantry)
Spitfire Burrow (Anti-Armor - Anti-Air)
Crusher (Top Tier Anti-Armor Defense)

Siphon Pillar (Oil Derrick which functions as their "Power Building"

Hatchery (Allows their infantry and vehicles to gain the SelfHealing Effects similar to Tech Hospital/Machine Shops) - Also doubles as their prerequisite to build their "MCV"

Core Mound (Tech Building, Also cuts the costs of their units by 10%)

Ore Mound (Ore Refinery, Also increases resources gained by 10%)

Anyways I chose some of the RA3 Remakes since well... can't do much with their names... So I end up reusing their names/roles.

The Tsunami Tank is well... I liked the idea from it as well as the MultiGunner...

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