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Newbie Questions
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Aidhus
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Joined: 16 Oct 2012
Location: PH - L Tanay, Rizal

PostPosted: Tue Oct 16, 2012 2:25 am    Post subject:  Newbie Questions
Subject description: ARES
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Hello everyone, I've new here and yes, I've bin lurking in this forums for weeks and finally made an account to interact with all of you. I am currently using ARES(Latest Build) in RA2/YR.

So, here are my questions:

1.I was wondering if how can an Unit deploys into a Building without skipping the build-up anims.

2.Can there be more than 1 collectible resources other than golds? I am planning to add Oils.

3.How can I set the ConYard to have 4 specific units when the game starts?

4.When deploying buildings, is it possible for a unit to come out from the ConYard and deploy on the selected site? For Ex. A Drone came out from the Hatchery and morphed into another zerg structure in a specific site signed by the player.

5.Can an aerial unit deploy as a ground structure?

6.Can an ground unit walk straight up the cliff edges without looking for a passage like slopes?

7.Can a refinery be built on top of the gold mines and a unit will need to enter the refinery and gather the golds and return it to the ConYard? Like those Vespine Gas Extractors in Starcraft series.

-more newbie questions to come...

Thank you in advance mate!

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Tue Oct 16, 2012 2:59 am    Post subject: Reply with quote  Mark this post and the followings unread

1. Buildings require an animation that plays while they are "building up" if you want to have a time period between deploying the unit and the building coming into play the animation needs to have X number of frames, which can be blank.

2. The gems have their own art aside from gold (ore,) but they are harvested in the same way and convert to credits once they are dumped in the refinery by the harvester. There is no way to make a separate harvester than mines a separate resource.

3. Add the
Code:
Allowedtostartinmultiplayer=yes
tag to units that you want to have in the beginning of the game. However, I do not know if there is a way to control the amount of units you can have at the start.

4. No.

5. Yes, see the Soviet Siege Chopper.

6. The Hunter-Seeker unit had a locomotor in Tiberian Sun that allowed this kind of movement, but it had other side effects. I don't know if it is in Red Alert 2 or how it behaves now.

7. No.

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Aidhus
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Joined: 16 Oct 2012
Location: PH - L Tanay, Rizal

PostPosted: Tue Oct 16, 2012 3:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Awesome! I have an alternative question for 7;

Can there be a building that automatically gives golds to the harvester and then the harvester returns it to the refinery? Meaning that, the harvester is mining through that building

Or simply, a building that gives golds to that harvester when it enters that building?

Last edited by Aidhus on Tue Oct 16, 2012 3:09 am; edited 3 times in total

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Tue Oct 16, 2012 3:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Nope. They have to move over the ore to harvest it.

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Aidhus
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Joined: 16 Oct 2012
Location: PH - L Tanay, Rizal

PostPosted: Tue Oct 16, 2012 3:09 am    Post subject: Reply with quote  Mark this post and the followings unread

8.How can I make an upgrade?

9.Is it possible for a structure to change the terrain where it was built as large as its expansion range? Like in Starcraft II, the zergs structure can only be built on top of the black flesh thing on the ground which is kinda essential or the main foundation for their structures

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Oct 16, 2012 3:55 am    Post subject: Re: Newbie Questions Reply with quote  Mark this post and the followings unread

2. Another trick you can do for extra Resource Materials...You can reactivate the 2 Unused Tiberium (Resources) with some clever image making you can make it look like Oil spills and make it generate on Oil Derricks (Read the tutorial on Ore Spawning)

3. Not possible. Units that start in Multiplayer are spawned by random and by cost.

5. DeployToLand & IsSimpleDeployer

7. Closest thing is making a Building that spawns Ore and has pseudo Walls built into it thanks to Custom Foundations keeping the Ore More or less isolated in the center of the building.

8. Refer to Upgrades system. Upgrades can be used to override SW's or add effects (I.E: Increase Power, Add a Weapon on the Building)

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Aidhus
Soldier


Joined: 16 Oct 2012
Location: PH - L Tanay, Rizal

PostPosted: Tue Oct 16, 2012 10:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

In addition to 8, Can there be a SW Upgrade give ranks to a specific units whether its all ready bought or not. Just like how spies gives rank to all of the units you've already trained or not.

Somebody answer 9

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Wed Oct 17, 2012 2:02 am    Post subject: Reply with quote  Mark this post and the followings unread

The answer to 9... it could be possible but it would make ALL buildings unable to be built on that overlay. this is especially important with the Construction Yards. As if it was only buildable on concrete alot of maps would be rendered unusable since almost all of the maps have Regular Ground usually put on the terrain.

But yeah it is possible with some heavy editing on terrain system.

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Aidhus
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Joined: 16 Oct 2012
Location: PH - L Tanay, Rizal

PostPosted: Wed Oct 17, 2012 2:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Sounds tricky, now how about the additional question to 8

Aidhus wrote:
In addition to 8, Can there be a SW Upgrade give ranks to a specific units whether its all ready bought or not. Just like how spies gives rank to all of the units you've already trained or not.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Oct 17, 2012 6:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
The answer to 9... it could be possible but it would make ALL buildings unable to be built on that overlay. this is especially important with the Construction Yards. As if it was only buildable on concrete alot of maps would be rendered unusable since almost all of the maps have Regular Ground usually put on the terrain.

But yeah it is possible with some heavy editing on terrain system.

9 is not possible. Because the key ToTile not only changes the ground to the specified type, but it also simply ignores the building as there is no building placed. Thus you don't get a building with a different terrain, but only the terrain.
There might be a workaround using a FreeUnit on the conyard which can be deployed into a terrain-changer, but that wouldn't change the terrain under the conyard and it would also not be centered around the conyard.

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Wed Oct 17, 2012 8:26 am    Post subject: Reply with quote  Mark this post and the followings unread

I still think its possible but it'll be a very complicated process of reversing the Terrain Graphics.. Make Grass/Snow,Dirt,etc into Concrete and then concrete stuff into Grass,Snow,Dirt,etc.

But eh... idk I'm not really sure on this. But from what little I know about Terrain this could be the only way to make it work.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Oct 17, 2012 8:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Why do you want to reverse the terrain?

What might be possible: Use ToTile=Water on a terraformer building, so it creates water. Then change water to look like the Starcraft flesh ground. Then use Waterbound=yes on all buildings of this side.

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Starkku
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Joined: 28 Dec 2007
Location: Finland

PostPosted: Wed Oct 17, 2012 9:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Bleh I guess it's about a time someone spits out this one, since apparently nobody has figured it out to this day even if it was already utilised in a mod like half a decade ago.

WaterBound isn't hardcoded to only affect [Water] terrain type. It can be made to cover other terrain types as well, or to make it not work on water terrain. It depends on a certain property of terrain types declared in rules(md).ini, specifically the value for Float speed type. If it's above 0%, that terrain type is affected by WaterBound. This is how Shipyards were turned into land-based factories in Future Crisis (not possible otherwise because Naval=yes does not work properly without WaterBound=yes).

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Wed Oct 17, 2012 10:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Heh Starkku giving away my years old trick I told you and which I did for FC :/

Well, it only applies to naval logic anyhow which is a HACK on default placement rules.

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Aidhus
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Joined: 16 Oct 2012
Location: PH - L Tanay, Rizal

PostPosted: Thu Oct 18, 2012 12:19 am    Post subject: Reply with quote  Mark this post and the followings unread

How about a structure with a flesh shp? Meaning that, Is it okay for a structure to be built on top of another(flesh shp and has nothing to do)?

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Aidhus
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Joined: 16 Oct 2012
Location: PH - L Tanay, Rizal

PostPosted: Thu Oct 18, 2012 3:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Additional questions:

10.Making 3 specific units merge into 1 new unit?Like the Starcraft II Archon logic, you need 3 dark templar to merge into Archon

11.Chronosphere tunnels anyone? In Starcraft II, protoss gateway can change into a portal that teleports any units to any locations.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Oct 18, 2012 3:31 am    Post subject: Reply with quote  Mark this post and the followings unread

10. Not Possible...

11. I guess you could repurpose the Chronosphere for that...

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Aidhus
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PostPosted: Fri Oct 19, 2012 2:01 am    Post subject: Reply with quote  Mark this post and the followings unread

12.Can a unit deploy a specific amount of units? See Protoss Mothership in Starcraft 2

Alt. Question for 12;

Can there be a SW that teleports your units to the location of another specific unit? Again, See Protoss Mothership in Starcraft 2

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Oct 19, 2012 6:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Aidhus wrote:
12.Can a unit deploy a specific amount of units? See Protoss Mothership in Starcraft 2

See Red Alert 2 allied aircraft carrier.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri Oct 19, 2012 9:28 am    Post subject: Reply with quote  Mark this post and the followings unread

I assume you try to create starcraft with YR....then why not play starcraft

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Aidhus
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Joined: 16 Oct 2012
Location: PH - L Tanay, Rizal

PostPosted: Fri Oct 19, 2012 10:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've bin playing it since childhood Very Happy

I want to recreate starcraft as a total conversion mod for RA2/YR for those who haven't bought starcraft 2, is it bad?

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Sat Oct 20, 2012 10:15 am    Post subject: Reply with quote  Mark this post and the followings unread

You won't be able to recreate it, simply because StarCraft and YR are completely different engines, with completely different goals in mind.

You can still make it as an approximation mod, but you will never make YR look and behave exactly like StarCraft (some things from SC, especially from SC2, are simply impossible in YR).

I think that if you want to recreate SC, Generals or Zero Hour are better suited for that (for example, they have construction units instead of buildings).

Last edited by mevitar on Sat Oct 20, 2012 10:34 am; edited 1 time in total

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sat Oct 20, 2012 10:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Also I remember a case where someone made a halo mod with yuri engine and got a copyright notice to take it down. Remaking other games with an EA copyright game can be seen by companies like blizzard and Microsoft as dangerous. EA doesn't care when you remake one of their games using one of their games. Of course take this with a grain of salt, other conversions of games have been done without such issues.

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Aidhus
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Joined: 16 Oct 2012
Location: PH - L Tanay, Rizal

PostPosted: Sat Oct 20, 2012 11:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Copyright issues eh? SC2 has a RA1 semi-conversion mod




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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Sun Oct 21, 2012 12:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Blizzard is fine with people doing Game Conversions on their own platforms. But if you remake them on another Companies' platform they have problems...

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Aidhus
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Joined: 16 Oct 2012
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PostPosted: Sun Oct 21, 2012 1:47 am    Post subject: Reply with quote  Mark this post and the followings unread

I consider this a fan mod, I'll ask for their permission though I'm already working on the mod, its bad to waste what I've already done Wink

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Regulus
Commander


Joined: 16 Feb 2008
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PostPosted: Mon Oct 22, 2012 2:10 am    Post subject: Reply with quote  Mark this post and the followings unread

You won't get it. Blizzard has a very strong and heavy handed policy against copyrighting their intellectual property. I believe that there was a mod trying to do the same thing and it received a cease and desist notification.

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Aidhus
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Joined: 16 Oct 2012
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PostPosted: Mon Oct 22, 2012 4:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh, well! Gonna make something original, Thanks for the answers guys! I'll ask more in the future

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Aidhus
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PostPosted: Tue Oct 23, 2012 9:28 am    Post subject: Reply with quote  Mark this post and the followings unread

13.Can a dead unit deploy transform into a building automatically?

14.Can a building be built on top of another(e.g Upgrade/Add-on)?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Oct 23, 2012 9:34 am    Post subject: Reply with quote  Mark this post and the followings unread

13. no

14. yes

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Aidhus
Soldier


Joined: 16 Oct 2012
Location: PH - L Tanay, Rizal

PostPosted: Tue Oct 23, 2012 9:52 am    Post subject: Reply with quote  Mark this post and the followings unread

For 13, could you give some more information?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Oct 23, 2012 10:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Dead units are khm, dead, what else do you want to know? They can't do anything. Heck, kid, have you opened a rulesmd and started to read the ini tags at all?

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Aidhus
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Joined: 16 Oct 2012
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PostPosted: Sun Oct 28, 2012 11:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

14.When another building(2) is built on top of another(1), will building(1) be replaced?

Ex. A Cloning add-on was built on top of Barracks, will the barracks change to another building with cloning function or will leave it as it is.

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TiberFCSL
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Joined: 10 Nov 2006

PostPosted: Mon Oct 29, 2012 1:08 am    Post subject: Reply with quote  Mark this post and the followings unread

There's already a RA1 to Starcraft mod, and it has no copyright problems with Blizzard as far as I know.
And perhaps to make a RA2 to SC mod could work as experiment, it'll never be perfect but maybe a lot of fun to make.

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Aidhus
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PostPosted: Mon Oct 29, 2012 3:17 am    Post subject: Reply with quote  Mark this post and the followings unread

I am not working on a RA2 to SC2 mod, please read the previous post.

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TiberFCSL
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Joined: 10 Nov 2006

PostPosted: Mon Oct 29, 2012 3:22 am    Post subject: Reply with quote  Mark this post and the followings unread

But the possibility was discussed in this topic. I mean the possibility of recreating SC in RA2/YR engine, as well as there's a mod that recreates SC in RA1 engine.

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Aidhus
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PostPosted: Mon Oct 29, 2012 3:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Ok, that should be discussed later, better answer my questions.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Oct 29, 2012 7:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Aidhus wrote:
better answer my questions.

better take a look in the inis yourself Wink
learning by doing > learning by asking.

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Aidhus
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PostPosted: Mon Oct 29, 2012 7:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry about that, may i ask if Alpha lights are working in RA2? I saw that you have made many light effects in TS

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Mon Oct 29, 2012 8:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes it does have alphalights, RA2 is much based on same engine as TS so with most features work the same but there are some features thrown out that TS had and RA2 not have but for most part they are present.

14) The Upgrades in these cases are merely a plug-in to existing building, not an building replacement/convert to another and limited functionality can be bestowed by an upgrade, thing such as cloning can not be added as upgrade.

Anyhow like LKO said, your better off studying and testing things to figure out better as asking questions does not build indepth understanding of the game engine like trial and error does.

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