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Goodie Crate Spawn (multiplayer)
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mbnq
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Joined: 04 Feb 2013

PostPosted: Mon Feb 04, 2013 7:38 pm    Post subject:  Goodie Crate Spawn (multiplayer) Reply with quote  Mark this post and the followings unread

Hi,

This is my first post on this forum so hello everyone Smile

I'm making for a while mod which I'm playing with my friend via lan.
Mod is called 'Brute Force'. Players are limited to build only basic units, and primary objective is to defend vs "mind controlled" Yuri's brute or animal hordes. Players can obtain additional units, buildings and superweapons (via mcv) only from goodie crates. Crates are spawned every 10 minutes, 1 crate per player by map trigger. Gameplay is randomized and it's nice.

But the thing is, I'm looking for a way to spawn crates without using of any trigger.
I was googling but have not found anything.

Is there any way to spawn goodie crates (in equal time delays) by superweapon, paradrop (I've read on forum it's impossible) or any other way without using any external patch like ares or rock, and without using map triggers ?

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Zero18
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PostPosted: Mon Feb 04, 2013 7:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

In the rules.ini, copy it and paste it in the map you make. You can make it pop up many as 999999999 crates over 1 min or 1 crate over60 mins. (I'm just exaggerating)

Aside it, looks cool. Another new game mode.

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mbnq
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PostPosted: Mon Feb 04, 2013 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for answer.

Yes, I know that. But I need them to be spawned around player base or in specified location to provide fairplay between players.

I can do this with map triggers on maps I've made but I want this gamemode to be playable on every map including random generated ones without triggering them.

I know it's not possible to do this using paradroop, which was my first idea. But maybe there is possibility to create crates by hacking superweapons or making something like ore generator but using crate overlay instead of ore.

It would be so nice if player can get crate spawned in front of his construction yard.

What do you think ?

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RP
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PostPosted: Mon Feb 04, 2013 10:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

You obviously cannot create random maps, then make the crates spawn in front of the player's ConYard.

If you want the crates to be spawned by triggers, you'd have to modify each map you want to play this gamemode on.

Perhaps there's a workaround for the spawning of crates, but I'm guessing if you do that through rules modifications, it'll only be money crates.

TLDR; you cannot create random maps and have crates spawn near ConYards. If you find a workaround with dummy units, they'll release money crates (AFAIK).

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Zero18
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PostPosted: Mon Feb 04, 2013 10:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

mbnq wrote:
Thanks for answer.

Yes, I know that. But I need them to be spawned around player base or in specified location to provide fairplay between players.

I can do this with map triggers on maps I've made but I want this gamemode to be playable on every map including random generated ones without triggering them.

I know it's not possible to do this using paradroop, which was my first idea. But maybe there is possibility to create crates by hacking superweapons or making something like ore generator but using crate overlay instead of ore.

It would be so nice if player can get crate spawned in front of his construction yard.



What do you think ?


It is impossible to have crates spawns around the players' Conyard, unless you use the triggers that will spawn crates around the players' starting location.
unless the map is really tiny...

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mbnq
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PostPosted: Mon Feb 04, 2013 11:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Too bad... It could be so nice.
Thanks for answers!

greetz

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Graion Dilach
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PostPosted: Tue Feb 05, 2013 1:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Well if you would allow to use Ares or NPatch, you could create a unit paradrop with units described in this tutorial http://forums.revora.net/topic/32755-resource-donation-units-yr/ (without CrateBeneathIsMoney) and that would do it.

Note to RP, your AFAIK is technically wrong, practically right, because noone used that idea without CrateBeneathIsMoney.

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SuperJoe
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PostPosted: Tue Feb 05, 2013 4:09 am    Post subject: Reply with quote  Mark this post and the followings unread

You can do this kind of thing in TS, I don't know if it'll work in RA2. Check it here.




You could edit the BUILDINGX_A anim to loop for 10 mins, then give it

Code:

; First active anim, loops for 10 mins
[BUILDINGX_A]
...
Next=BUILDINGX_B


; Second active anim, lasts only few seconds and spawns the crate(s).
[BUILDINGX_B]
...
TrailerAnim=TSPAWNS1
TrailerSeperation=1 ; How quickly to spawn crates (the lower the faster)
Next=BUILDINGX_A ; Go back to first anim to create a loop

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ApolloTD
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PostPosted: Tue Feb 05, 2013 4:42 am    Post subject: Reply with quote  Mark this post and the followings unread

That kinda method was tested long time ago in YR, unfortunately the crates spawned via tiberium/ore were not genuine crates as they just gave money most of the time despite editing rules and its crate rules to try define which it give, which worked for normal crates but these kinda created crates it failed on...

Alternatively it was the spread ruining it as had it on then and did not use debris.

Oh right, that way created crates also do not go away when collected so can be collected over and over regardless of create method, debris or even tooverlay.

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EricAnimeFreak
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PostPosted: Tue Feb 05, 2013 6:16 am    Post subject: Reply with quote  Mark this post and the followings unread

I thought about this for 5 minutes but I may be wrong and this method I prescribe below may not work, but feel free to try and make it work.

Mcv deploys into conyard, but "cannot be undeployed or rebuilt in this new mode."

It provides a Free unit of [CrateTruck]

Cratetruck is unelectable and has no image, is immune to all forms of attack etc, it has a deploytofire weapon and a Deployinto= [CrateCash].

The deploy animation controls the time it takes to deploy. "AKA timer between crates."

Once deployed the building has Freeunit= CrateTruck.

The building immediately dies due to having suicide inf range invisible all weapon and spawns a crate via CrateBeneathIsMoney.

Next timer is then set via animation on the new cratetruck which starts the process all over again by starting to deploy to fire at the enemy.

Make sure to set insignificant tags on them, and this was my 5 min solution to doing this without Ares, Ares has much better methods!

Once the weapon fires,

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Mig Eater
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PostPosted: Tue Feb 05, 2013 8:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Again you'd only get money crates which isn't what he is after.

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EricAnimeFreak
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PostPosted: Tue Feb 05, 2013 8:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Ahhh, I didn't catch that part.

My only other thought is doing something similar to MLEP and have him modify all 174 maps via an ini script applied via fa2 over and over. Then you would need something present in maps "a trigger attached to something, which could be edited ini wise to turn on and off the mode.

Example, after 60 seconds turn on trigger A. Trigger A makes a check to see if Building A, B, C, D, etc exist for each player. If yes turn on crate trigger generation. Building A Normally doesn't have enough life to survive a Trigger at the beginning of game that destroys it, Since the mode ini gave it extra life, triggers will now be turned on etc.

Of course modifying all the maps is a pain...

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Zero18
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PostPosted: Tue Feb 05, 2013 12:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, he could've added such a crate zone, where it is in the middle. Every 1 minute, new crate spawns. Or have many create zones scattered across the map and use the time trigger (50% - 150%) to make it appear random? That could work as well too.

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mbnq
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Joined: 04 Feb 2013

PostPosted: Tue Feb 05, 2013 5:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like yours ideas, especially SuperJoe's.
...but players can build oil derricks (with buildlimit=6), so moneycrates are not needed.

Unfortunatelly I can't use Ares due to it cause some issue with my ai, they just stuck on building defences for ever and don't attack at all.

Give a try with Npatch can be interesting and I will try it during weekend.
I have already done working triggers on some maps (with mission timer, random time or not), works fine. but triggering maps will be last resort.

thanks!

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Graion Dilach
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PostPosted: Tue Feb 05, 2013 5:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

https://launchpad.net/ares/+announcement/10931

I'm quite certain that since that bug is out from the scope (check it on your own with Ares 0.2 P2), your AI won't jump into braindead mode unless you also messed up something in your code.

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mbnq
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Joined: 04 Feb 2013

PostPosted: Tue Feb 05, 2013 5:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

SuperJoe wrote:
You can do this kind of thing in TS, I don't know if it'll work in RA2. Check it here.



(...)


I've just tried this and it works well in Yuri!



artmd.ini
Code:

; Active animation for construction yard***
[GACNST_A]
Normalized=yes
Start=0
LoopStart=0
LoopEnd=3
LoopCount=1
Rate=200
Layer=ground
NewTheater=yes
;DetailLevel=1
Next=GACNST_B

; Production animation for construction yard***
[GACNST_B]
Normalized=yes
Start=0
LoopStart=0
LoopEnd=20
LoopCount=1
Rate=200
Layer=ground
NewTheater=yes
;DetailLevel=1
Shadow=yes
Next=GACNST_A
TrailerAnim=TSPAWNS1
TrailerSeperation=1

; Crate spawner
[TSPAWNS1]
Image=DBRIS1LG ;none ; Enable image only for testing
Elasticity=0.0
MinZVel=7.0
MaxXYVel=40.0
ExpireAnim=none
Damage=0
DamageRadius=0
Warhead=Organic
LoopStart=0
LoopEnd=14
LoopCount=5
Rate=10
DetailLevel=0
RandomRate=400,400
Bouncer=yes
Theater=yes
IsTiberium=true                
TiberiumSpreadRadius=0
TiberiumSpawnType=TIB17


rulesmd.ini
Code:

[TIB17]
Tiberium=no
Image=CRATE
Name=Supply Crate
RadarColor=92,92,92
Crate=yes
CrateTrigger=yes
RadarInvisible=false
Land=Clear
DrawFlat=false
NoUseTileLandType=true
CrateBeneath=true ;just in case ;d
CrateBeneathIsMoney=false ;just in case ;d

[TIB18]
Tiberium=no
Image=CRATE
Name=Supply Crate
RadarColor=92,92,92
Crate=yes
CrateTrigger=yes
RadarInvisible=false
Land=Clear
DrawFlat=false
NoUseTileLandType=true
CrateBeneath=true
CrateBeneathIsMoney=false

[TIB19]
Tiberium=no
Image=CRATE
Name=Supply Crate
RadarColor=92,92,92
Crate=yes
CrateTrigger=yes
RadarInvisible=false
Land=Clear
DrawFlat=false
NoUseTileLandType=true
CrateBeneath=true
CrateBeneathIsMoney=false

[TIB20]
Tiberium=no
Image=CRATE
Name=Supply Crate
RadarColor=92,92,92
Crate=yes
CrateTrigger=yes
RadarInvisible=false
Land=Clear
DrawFlat=false
NoUseTileLandType=true
CrateBeneath=true
CrateBeneathIsMoney=false


But vehicles and units are spawned very rarely compared do moneycrates.
It looks like crates spawned this way doesn't read [Powerups] section in rulesmd.ini, but this is still very very interesting.

So I just need to find a way to make it spawns only 1crate, not 4x4 box of crates and how to turn off money crate in it.

edit: something very interesting: each crate in this box is different crate type. Crates also doesn't dissapear when unit is over it. For example:

X X X X first crate from the right is money crate
X X X X first crate from the right is money crate
X X X X first crate from the right is unit crate
X X X X first crate from the right is base heal crate

edit2: Ok, now is spawned only 1 crate but still is bound to map forever.
If I set only TIB17 as crate and leave TIB18-20 as ore only vehicles are spawned, however everytime I replace conyard and deploy overlay changes randomly and there is 3:4 chance that will spawn ore instead of crate.

If TIB18-20 are set as crate it works that way:

TIB17 - unit crate
TIB18 - money crate
TIB19 - money crate
TIB20 - base heal crate

Need to resolve how:
1.) force crate to dissapear
2.) turn off random choose of overlay

Last edited by mbnq on Tue Feb 05, 2013 7:17 pm; edited 2 times in total

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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Tue Feb 05, 2013 6:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

mbnq wrote:
But vehicles and units are spawned very rarely compared do moneycrates.


Which unit do you use to pick up the crates? If a unit has gotten e.g. a firepower upgrade from a crate, and you pick up another firepower upgrade crate, it gets turned into a money crate. Or have you already set the unit crate to be the only crate bonus? Then this shouldn't be happening.

Has anyone tried to mess with these in rules.ini?

Code:

[CrateRules]
SilverCrate=HealBase    ; solo play silver crate bonus
WoodCrate=Money         ; solo play wood crate bonus
WaterCrate=Money        ; solo play water crate bonus
WoodCrateImg=CRATE      ; wood crate overlay image to use
CrateImg=CRATE          ; normal crate overlay image to use
WaterCrateImg=WCRATE    ; Water crate image


Can you put something else into the WoodCrate, like WoodCrate=Unit? And just as a test, try giving the WoodCrateImg a different image, just to see if the crates spawned with this trick are wood crates or normal crates.

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mbnq
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Joined: 04 Feb 2013

PostPosted: Tue Feb 05, 2013 7:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

SuperJoe wrote:

Which unit do you use to pick up the crates? If a unit has gotten e.g. a firepower upgrade from a crate, and you pick up another firepower upgrade crate, it gets turned into a money crate. Or have you already set the unit crate to be the only crate bonus? Then this shouldn't be happening.
(...)


Just random unit, seems it doesn't matter. I'm getting only money, heal and unit crates, no buff ones. I've just edited my previous post.

Have you ever tried your method in yr ?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Feb 05, 2013 7:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

mbnq wrote:
1.) force crate to dissapear

Make the crate overlay destroyable
Then assign a CellAnim to the crates in rules.ini. Let the CellAnim loop for a certain duration and finish with some damage to kill the crate.

You should be able to define exactly how long these spawned crates will stay "alive".
e.g. 10min interval for respawn, 2min lifetime of the crates.

mbnq wrote:
2.) turn off random choose of overlay

If it works like TS, then it's not possible. It always takes randomly one of the 4 overlays beginning with the set one.
But you can add 4 new crate overlays to the end of the OverlayTypes list which all look the same. The player wouldn't notice then that it's actually 4 different crates.

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mbnq
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PostPosted: Tue Feb 05, 2013 9:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for trying to help me Lin Kuei Ominae, but this is not exactly what I meant.

I've made short vid showing my problems:







...as you can see crate type depends on what overlay is used do spawn.
May be order in different, but it seems to work like:

Code:


[FAKECRATE1]; works as UnitCrate
Tiberium=no
Image=CRATE
Name=Supply Crate
RadarColor=92,92,92
Crate=yes
CrateTrigger=yes
(...)

[FAKECRATE2]; works as Money Crate
; can change this to for ex. ore to prevent players from obtain money crates
Tiberium=no
Image=CRATE
Name=Supply Crate
RadarColor=92,92,92
Crate=yes
CrateTrigger=yes
(...)

[FAKECRATE3]; works as Money Crate
; can change this to for ex. ore to prevent players from obtain money crates
Tiberium=no
Image=CRATE
Name=Supply Crate
RadarColor=92,92,92
Crate=yes
CrateTrigger=yes
(...)

[FAKECRATE4];works as Heal Base Crate
Tiberium=no
Image=CRATE
Name=Supply Crate
RadarColor=92,92,92
Crate=yes
CrateTrigger=yes
(...)


What I want is to spawn only Unit type crates which is minor problem. Major problem is that crate doesn't dissapear when unit or infantry walks into it and take the bonus. I've figured out that I can use wall=yes but infantry won't get crate with this tag.

Btw. any changes I make in rulesmd.ini sections [CrateRules] and [Powerups] doesn't affect these crates.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Feb 05, 2013 10:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

strange YR. Try to create even more overlays and then use a second debris to spawn these too. It would interest me if you get more different crate types.

Concerning the problem of a unit picking up the crate and crate still there.
Give the special animation that is displayed some damage so it kills the crate. Unitcrates should work too, when you give them the anim in the powerups section as well (default is none).
Then at least the crate vanishes (kills itself) when picked up.
Something like Wall=yes and Crushable=yes might work too. They would be only able to be picked up by vehicles, but you can sell that as a special feature of these crates.

\EDIT
Also try to spawn the normal crate directly. It would interest me if that works. Maybe WW/EA hardcoded something into the overlays so only a crate on a certain index in the OverlayTypes list works with the random powerups logic.

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mbnq
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PostPosted: Tue Feb 05, 2013 11:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
strange YR. Try to create even more overlays and then use a second debris to spawn these too. It would interest me if you get more different crate types.


I've added FAKECRATE5...8, and TiberiumSpawnType=FAKECRATE5
works same like if were used TiberiumSpawnType=FAKECRATE1 with
FAKECRATE1...4. Only 4 types of crates are spawned.

Lin Kuei Ominae wrote:
Concerning the problem of a unit picking up the crate and crate still there.
Give the special animation that is displayed some damage so it kills the crate. Unitcrates should work too, when you give them the anim in the powerups section as well (default is none).
Then at least the crate vanishes (kills itself) when picked up.


How to do this ? can you show a sample please ?

Lin Kuei Ominae wrote:

Something like Wall=yes and Crushable=yes might work too. They would be only able to be picked up by vehicles, but you can sell that as a special feature of these crates.


Yes, Wall=yes works but Crushable=yes doesn't. But if I use Wall=yes strange things happens, each type of crate has different (corupted) image however crates can be picked up except unit crate, when I obtain vehicle from unit type crate it stuck untill I shoot it with some tank.

Lin Kuei Ominae wrote:

\EDIT
Also try to spawn the normal crate directly. It would interest me if that works. Maybe WW/EA hardcoded something into the overlays so only a crate on a certain index in the OverlayTypes list works with the random powerups logic.


It looks like spawned fake crates works different than real random crates.
I've change [powerups] to:

Code:

[Powerups]
Armor=0,ARMOR,yes,1.5            
Firepower=0,FIREPOWR,yes,2.0      
HealBase=0,HEALALL,yes            
Money=0,MONEY,yes,5000            
Reveal=1,REVEAL,yes            
Speed=0,SPEED,yes,1.5          
Veteran=0,VETERAN,yes,1          
Unit=99,<none>,no  
Cloak=0,CLOAK,no    


...and I was able to drop only vehicles from random crates, but nothing change at fake ones - still unit, money, money, health. I think you're right, it looks like [crate] overlay have hardcoded some stuff.


I am affraid that there is to much work to get this working (if it is possible at all) the way I want. Maybe the simplest solution is map triggering Wink

Last edited by mbnq on Tue Feb 05, 2013 11:44 pm; edited 1 time in total

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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Tue Feb 05, 2013 11:40 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
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mbnq
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Joined: 04 Feb 2013

PostPosted: Tue Feb 05, 2013 11:45 pm    Post subject: Reply with quote  Mark this post and the followings unread


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OrangeNero
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PostPosted: Wed Feb 06, 2013 1:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Just saying you'll need someone to play this gamemode with you the AI wont.

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SuperJoe
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PostPosted: Wed Feb 06, 2013 1:25 am    Post subject: Reply with quote  Mark this post and the followings unread

One more thing you could try is remove all the other items from the Powerups list:

Code:

[Powerups]
Unit=99,<none>,no  


Maybe if there is only one entry in the list, the hardcoded stuff if forced to choose that or something. When I tested this in TS, I only got vehicles from the crates, so at least it doesn't lead to a crash. It could default the missing items to 0 though. But still, worth a try.

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Zero18
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PostPosted: Wed Feb 06, 2013 2:03 am    Post subject: Reply with quote  Mark this post and the followings unread

I used to make a map called Crate Wars, where many crates spawns randomly around the map and the players have to run through it to get more units to destroy their enemy. It was fun, but i have the code from that map for the crates. ( I changed some a bit)

Code:

[Powerups]
Armor=0,ARMOR,2.0              ; armor of nearby objects increased (armor multiplier)
Cloak=0,CLOAK                   ; enable cloaking on nearby objects
Darkness=0,SHROUDX              ; cloak entire radar map
Explosion=0,<none>,500          ; high explosive baddie (damage per explosion)
Firepower=0,FIREPOWR,2.0       ; firepower of nearby objects increased (firepower multiplier)
HealBase=0,HEALALL              ; all buildings to full strength
ICBM=0,CHEMISLE                 ; nuke missile one time shot
Money=100,MONEY,2000             ; a chunk o' cash (maximum cash)
Napalm=0,<none>,600             ; fire explosion baddie (damage)
Reveal=0,REVEAL                 ; reveal entire radar map
Speed=0,ARMOR,1.7              ; speed of nearby objects increased (speed multiplier)
Squad=0,<none>                 ; squad of random infantry
Unit=0,<none>                  ; vehicle
Invulnerability=0,ARMOR,1.0     ; invulnerability (duration in minutes)
Veteran=0,VETERAN,1             ; veteran upgrade (levels to upgrade)


And oh, are you aware that if you get more than like 50 units or so (In TS, but I'm not sure what is the limit unit number you can get from YR) It stops giving you units and money is automatically chosen by default. The number in front of the powerups represents the chance it will be picked when the crate is picked up by the unit. It only affects real crates that are generated by the map itself and the triggers. But I don't think it affect the fake crates, because it is another overlay. But it could be possible to 'bump' the real crate and replace it with fake crates?

Well, if fake crates doesn't work, then you could make map triggers that will spawn these crates once in a while.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Feb 06, 2013 7:45 am    Post subject: Reply with quote  Mark this post and the followings unread

mbnq wrote:
Lin Kuei Ominae wrote:
Concerning the problem of a unit picking up the crate and crate still there.
Give the special animation that is displayed some damage so it kills the crate. Unitcrates should work too, when you give them the anim in the powerups section as well (default is none).
Then at least the crate vanishes (kills itself) when picked up.


How to do this ? can you show a sample please ?


rules.ini
[Powerups]
Unit=99,CRATPICK  ;not using <none> anymore
[Animations]
xx=CRATPICK ;xx=next free number at the end of the list

art.ini
[CRATPICK]
Image=INVISO
Start=0
End=1
Damage=1 ;kill the crate (if using barrel logic with Explodes=yes)
Crater=yes ;if the crate is using wall logic
;play around with the keys here so it is really destroyed
;this is only an example code and i don't know if it works perfectly that way

mbnq wrote:
Yes, Wall=yes works but Crushable=yes doesn't. But if I use Wall=yes strange things happens, each type of crate has different (corupted) image however crates can be picked up except unit crate, when I obtain vehicle from unit type crate it stuck untill I shoot it with some tank.

Crushable works only together with Wall=yes and makes the wall crushable like sandbags. In theory the unit driving on the crate would instantly crush it and thus also remove it.
Wall=yes switches to the special wall logic which takes a different frame from the SHP according to the position of overlays of the same type next to it, so it creates a "connection" between them. (Since crates have only 2 frames, but it tries to take frames 3-16, you get messed up images)
To avoid messed up images, simply create a new crate SHP with 16 frames and each showing the same crate (+ another 16 shadow frames)

There are other keys to make an Overlay destroyable.
e.g. Explodes=yes which makes it use the special barrel logic.


\EDIT
forget the first one
Unit=99,CRATPICK
the second parameter defines here the unit and not the pick-up-animation like on every other crate.

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mbnq
Vehicle Driver


Joined: 04 Feb 2013

PostPosted: Wed Feb 06, 2013 2:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Unfortunately this doesn't work due to fake crates doesn't read from [Powerups] section.

But I've edited in artsmd.ini all powerups anims with damage=10 like this:

Code:

; Armor bonus
[ARMOR]
Normalized=yes
Rate=400
Start=0
End=1
Damage=10
Crater=yes

; Money bonus
[MONEY]
Normalized=yes
Rate=400
Start=0
End=1
Damage=10
Crater=yes

etc...


...and it's works, except unitcrate which have <none> animation and can't be changed via ini editing (I have even tried to change this values in localmd.mix and all expandmds with no result).

Lin Kuei Ominae wrote:

(...)
Wall=yes switches to the special wall logic which takes a different frame from the SHP according to the position of overlays of the same type next to it, so it creates a "connection" between them. (Since crates have only 2 frames, but it tries to take frames 3-16, you get messed up images)
To avoid messed up images, simply create a new crate SHP with 16 frames and each showing the same crate (+ another 16 shadow frames)
(...)


This is exactly I've thought, so can I do this remaking crate shp and put it to expandmdxx.mix ? Then I'll be able to use wall=yes, still able to pick only by vehicle but it works and can be used.
It's seems like it also need to different pallete since when I get normal crate icon it has bad colours.


edit:

OrangeNero wrote:
Just saying you'll need someone to play this gamemode with you the AI wont.


AI can play this gamemode well since have plenty of bonuses, cheap units, stupidhunt, toprotect, etc Wink


SuperJoe wrote:

(...)worth a try.


It works with random crates, with fake ones doesn't.


Zero18 wrote:


And oh, are you aware that if you get more than like 50 units or so (In TS, but I'm not sure what is the limit unit number you can get from YR) It stops giving you units and money is automatically chosen by default. The number in front of the powerups represents the chance it will be picked when the crate is picked up by the unit. It only affects real crates that are generated by the map itself and the triggers. But I don't think it affect the fake crates, because it is another overlay.


Yes, I know that, but in YR seems to be larger limit of that, when rushing to enemy base with over 100 engineers I'm still getting vehicles from trigger-spawned crates.


Zero18 wrote:

Well, if fake crates doesn't work, then you could make map triggers that will spawn these crates once in a while.


Yep, this is the simplest solution which I'm using for a while, I'm just loking a way to do this without triggers.

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Wed Feb 06, 2013 3:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Heh I did tell you all its flawed Rolling Eyes , overlay/ore created crates do not behave as genuine crates totally... nothing to be done there as whole powerups section only applies for real crates as far YR is concerned.

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mbnq
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Joined: 04 Feb 2013

PostPosted: Wed Feb 06, 2013 3:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:
Heh I did tell you all its flawed Rolling Eyes , overlay/ore created crates do not behave as genuine crates totally... nothing to be done there as whole powerups section only applies for real crates as far YR is concerned.


Yep, just another dead end, but that was fun testing this Smile

Graion Dilach wrote:
Well if you would allow to use Ares or NPatch(...)


I've tested how my mod works with this version of Ares. I know this is very nice, powerful tool and my bad was I hadn't implemented this to my mod on the begining. Still having problem with AI, it builds enormous bases and hangs sometimes so I would have to rebuild it for all gamemodes.
This is to much work to just get spawned crates in 2 gamemodes when I have ~20 other gamemodes in mod.

It's look like triggering dedicated to those gamemodes maps seems to be best way. Anyway fakecrates are intresting and I will definately use them for something Smile Money and heal crates can be created well this way.

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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Wed Feb 06, 2013 3:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

mbnq wrote:
SuperJoe wrote:

(...)worth a try.


It works with random crates, with fake ones doesn't.


Did you try removing the lines altogether, not just set them to 0?

I tried a bit more extreme way to force the crate bonus into Unit. Try hacking the exe and search for "Napalm". You'll see Money and HealBase near there. Remove them both and save the exe. After this I only got Unit crates, even if Money and HealBase were still listed in the [Powerups] section and had the default shares (20, 10). So this hack stops the Money and HealBase bonuses from appearing even when they should. Might work on the special crates too.


mbnq wrote:

...and it's works, except unitcrate which have <none> animation and can't be changed via ini editing (I have even tried to change this values in localmd.mix and all expandmds with no result).


Yeah, the Unit crate cannot have an animation. I noticed this same thing in TS when I tried to attach a sound effect to unit crates.

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mbnq
Vehicle Driver


Joined: 04 Feb 2013

PostPosted: Wed Feb 06, 2013 4:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

SuperJoe wrote:

Did you try removing the lines altogether, not just set them to 0?


Yes, I've tried this. Still works only with random crates, no affect fake ones. Idk is this affect on trigger-spawned crates.

SuperJoe wrote:

I tried a bit more extreme way to force the crate bonus into Unit. Try hacking the exe and search for "Napalm". You'll see Money and HealBase near there. Remove them both and save the exe. After this I only got Unit crates, even if Money and HealBase were still listed in the [Powerups] section and had the default shares (20, 10). So this hack stops the Money and HealBase bonuses from appearing even when they should. Might work on the special crates too.


I don't want to use exe hacks in my mod, but it's still very interesting, I'll take a try.

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