Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Tue Apr 23, 2024 1:38 pm
All times are UTC + 0
Landmines
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [9 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Aug 20, 2004 9:05 am    Post subject:  Landmines Reply with quote  Mark this post and the followings unread

I can't download the mods cos I don't have the capacity at home but how do moomans or deezires mines work?

Are they buildings?

If so how did they make them undetecable to the enemy.

Apparantly the Invisible=tag causes reconnection issues.

I also tried cloaked generator and this of course cloaks nearby units and prevents automatic explosion.

And spy/mirage logic cannot be applied to structures.

_________________

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID Facebook Profile URL Twitter Channel URL
Tratos
General


Joined: 01 Jan 2003

PostPosted: Fri Aug 20, 2004 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

I believe it is done using infantry spawn logic. If you can find it, there is more information in the open-source thread at Sleipnirstuff.com

Back to top
View user's profile Send private message Send e-mail
Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Fri Aug 20, 2004 5:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

I suppose you could use the InvisibleInGame=yes tag, but you won't be able to see if yourself. I may be wrong but you should be able to drive over it without a problem.

_________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee

Back to top
View user's profile Send private message
Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Aug 21, 2004 9:13 am    Post subject: Reply with quote  Mark this post and the followings unread

I thought InvisibleInGame would cause even more issues as that is normally reserved for unplayable special house, looks like I need to replace my concussion mine and mine clearer Sad

_________________

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID Facebook Profile URL Twitter Channel URL
Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Sat Aug 21, 2004 12:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

InvisibleInGame was used by the invisible light posts in TS and had no issues. If you think it may have a problem due to the house, just make it Owner=Civilian,Special or whatever.

_________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee

Back to top
View user's profile Send private message
Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Sep 02, 2004 10:48 am    Post subject: Reply with quote  Mark this post and the followings unread

well it got a online reconnection issue.

I look at SgtMay's mines are they are "firestorm" walls so you can drive over the object and the mine had legaltarget=no set but this is kinda useless against online foes as they will simply force fire on them.

Also cloakradius can't accept =0.5

Deezire
--------
InvisibleInGame=
Can be set to 'yes' or 'no' and determines whether or not this object is always totally invisible to all players in the game. Note that the difference between this and the Invisible= statement is that in this case the object cannot normally be targeted or destroyed which could cause problems - for this reason, it should not be applied to player-owned objects.


The player that built the mine can also not see it Sad

_________________

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID Facebook Profile URL Twitter Channel URL
ComradeSpike
Vehicle Driver


Joined: 15 Jun 2003

PostPosted: Thu Sep 23, 2004 2:51 am    Post subject: Reply with quote  Mark this post and the followings unread

when I made mines I made them so they don't discriminate between friend and foe... they just blow up when something gets near it try this code:

[MINE]
Name=Limpet Mine
Strength=100
Points=50
Cost=700
Sight=5
Power=0
Armor=wood
CloakGenerator=yes
CloakRadiusInCells=1
CloakingSpeed=.01
Primary=LimpetBomb;USE TERRORIST-like WEAPON FOR SUICIDE BOMB
TechLevel=1
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
BaseNormal=no
Unsellable=true
IsLimpetMine=true
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
GuardRange=2
AttackFriendlies=yes
DamageSelf=yes
HasStupidGuardMode=false

**the weapon needs DecloakToFire=no

_________________
Bang!

Back to top
View user's profile Send private message
Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Sep 24, 2004 9:55 am    Post subject: Reply with quote  Mark this post and the followings unread

cloaked structures don't seem to automatically attack other units.

Also that mine will cloak any friendly units nearby.

I believe the limpet mine logic is obsolete (in FS you could just use cloakable=yes)

I'm not sure about AttackFriendlies, does that work on buildings?

_________________

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID Facebook Profile URL Twitter Channel URL
ComradeSpike
Vehicle Driver


Joined: 15 Jun 2003

PostPosted: Fri Sep 24, 2004 8:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

That is a working mine code from my mod...

1. putting DecloakToFire=no on the weapon makes it fire while the mine is still cloaked without taking the time to uncloak then fire... BTW: you're right about cloaked things taking longer to attack so the weapon works best with Speed=100 so units can't drive away before the weapon fires... Wink

2. the unit will destroy the friendly units AS SOON AS they enter the weapon's range so they don't have time to cloak...

3. IsLimpetMine=true has no effect at all in Ra2... it's just leftover from my copy/paste from fs Laughing

4. AttackFriendlies suprisingly does work on buildings... Cool

_________________
Bang!

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [9 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
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


Powered by phpBB © phpBB Group

[ Time: 0.1725s ][ Queries: 11 (0.0078s) ][ Debug on ]