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Tiberian Sun Spy sattellite
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tekka warrior
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PostPosted: Thu Feb 14, 2013 12:42 pm    Post subject:  Tiberian Sun Spy sattellite Reply with quote  Mark this post and the followings unread

Greetings!

In red alert 2 i made the conyard a spy sattellite witch allows to reveal the entire map simply by adding the Spysat tag in rules.ini,How can i make the conyard in TS to reveal the entire map?

Thanks!

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Mig Eater
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PostPosted: Thu Feb 14, 2013 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

You cant.

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Zero18
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PostPosted: Thu Feb 14, 2013 1:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
You cant.

Partially right.

This is possible, however not for multiplayer only for single player missions. It can be done via triggers by having house building exist on the map.

Or have a neutral structure that is capturable, if you capture it then it will reveal the whole map.

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Lin Kuei Ominae
Seth


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PostPosted: Thu Feb 14, 2013 2:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

The trigger "Reveal All Map" also works in MP. For testing the map this is still very useful.

Precise answer: You can't reveal the whole map for a specific player only, as the SpySat logic or anything similar doesn't exist in TS.

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Morpher
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PostPosted: Thu Feb 14, 2013 2:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Shame the spy logic is broken, could have a Neutral radar and have neutral house discovered the whole map through high sight units or something so when captured / infiltrated you gain access to the whole map.

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RP
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PostPosted: Thu Feb 14, 2013 2:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

That actually, is possible. Just make sure the AI never captures it, entered by anyone, reveal map, building destroyed, reshroud map.

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Morpher
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PostPosted: Thu Feb 14, 2013 2:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

That'd work fine for Skimrish alone, but online if another player got it then the map would be revealed to all?

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RP
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PostPosted: Thu Feb 14, 2013 3:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes.

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tekka warrior
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PostPosted: Thu Feb 14, 2013 3:22 pm    Post subject: Tiberian Sun Spy sattellite Reply with quote  Mark this post and the followings unread

So are these done in FS or in rules.ini?

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Morpher
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PostPosted: Thu Feb 14, 2013 3:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

The triggers would be created within FinalSun so that when any object enters a particular building the reveal map action is fired.

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Lin Kuei Ominae
Seth


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PostPosted: Thu Feb 14, 2013 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

tekka warrior wrote:
So are these done in FS or in rules.ini?

FS

and before you ask how exactly that is done
Map Tools->Tool Scripts->add Reveal Map Trigger.fscript
Be sure you have something on the map belonging to house Neutral before testing ingame.

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SuperJoe
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PostPosted: Thu Feb 14, 2013 4:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can even make the reveal map trigger fire when a player builds the spy satellite structure (in skirmish / multiplayer). This way it works exactly like the Red Alert one. But like others mentioned already it reveals the map for every single player.

Anyway, to get it done, place a neutral unit on the map that has to deploy to attack (e.g. artillery). Give it a script that tells it to attack the spy satellite structure:

Code:

[SCRIPT1]
Name=Example Script
0=46,131076  ; Attack structure ID#5 (131071 + 5), Spy Satellite
1=6,1        ; Jump to line 1


Create a team for it (with Suicide=yes) and a trigger that creates that team. Now when a player constructs the spy satellite, the neutral artillery will deploy itself to attack it. And that event activates the next trigger:

Owner: Neutral
Event: 32 Building exists (Deployed artillery)
Action: 16 Reveal all map

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SuperJoe
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PostPosted: Thu Feb 14, 2013 4:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've also thought of adding a building that shrouds the entire map for all players. For a Nod player this could be a good move, even if it ended up shrouding the map for him as well.

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Exley
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PostPosted: Thu Feb 14, 2013 4:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

make war factory to build hunter seeker that does zero dmg #Tongue
qeue it up to number 50 and you have your map revealed

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Thu Feb 14, 2013 5:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

SuperJoe wrote:
I've also thought of adding a building that shrouds the entire map for all players. For a Nod player this could be a good move, even if it ended up shrouding the map for him as well.

Sounds like a very interesting idea.
Especially if you give Nod more specialized stealthed scout units.

It would surely add a nice new tactic, if you first place your scouts well hidden on strategically important points and then force the reshroud on all player. Then maybe even use the time to create new cloaked bases hidden under the shroud on points the opponent has seen before.

This way both sides would also profit from having some specialized scouts, which currently become completely useless after a while.

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Morpher
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PostPosted: Thu Feb 14, 2013 5:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

I just had a quick tinker trying to see what is the best way you could incorporate a Spy Satellite into TS would be, I didn't get the best result but I got something perhaps others could expand upon? It works by capturing a Civilian Radar Array and then purchasing a one time only "Terrain Mapping" feature.

I made the Radar Array a Neutral WarFactory which built a unit with the following important keys (these were inserted into a map):

Code:

[CAARAY]
Owner=Neutral
Factory=UnitType

[CAR]
Name=Terrain Mapping
Image=none
Cost=1000
Owner=Neutral
Prerequisite=CAARAY
TechLevel=1
Sight=10
Speed=100
ROT=100
LargeVisceroid=yes
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}  
MovementZone=Fly
SpeedType=Hover
DeaccelerationFactor=-99
InvisibleInGame=yes
RadarInvisible=yes
Insignificant=yes
BuildLimit=-1


When you purchase the Terrain Mapping, it then immediately dissapears from the sidebar (I believe the RA1 GPS icon dissapeared once launched too) and the invisible unit zips around the map exploring the shroud. I believe using a door animation you could emulate a GPS satellite launch too. The major downsides are it does take some time for the shroud to completely dissapear and you end up with an annoying unit dot flying all over the radar map. I'm sure you could tie this into the HunterSeeker somehow too.

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SuperJoe
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PostPosted: Thu Feb 14, 2013 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Guess you could go with a kind of simple solution too. Just make a very fast spy plane aircraft with Sight=11. Wouldn't take awfully long time to scout the entire map with that. And the enemy would have a chance to shoot it down, preventing their base from being revealed. Or alternatively make that aircraft some sort of "beacon" that is immune, has BuildLimit=-1, Invisible=yes and Insignificant=yes. And use one of the tricks to stop it from ever landing. Then the enemy wouldn't be able to stop it.

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Morpher
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PostPosted: Thu Feb 14, 2013 6:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm working on an aircraft based sollution atm, if it works properly it shouldn't leave you with the radar dot and should reveal the map much faster too.

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Bittah Commander
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PostPosted: Thu Feb 14, 2013 6:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

SuperJoe wrote:
Or alternatively make that aircraft some sort of "beacon" that is immune, has BuildLimit=-1, Invisible=yes and Insignificant=yes. And use one of the tricks to stop it from ever landing. Then the enemy wouldn't be able to stop it.

Build limits don't work on units with Insignificant=yes. The build limit will then instead turn into a queue limit (meaning you can only queue the amount that has been specified after BuildLimit= of this unit at the same time, but you'll still be able to produce more of them once they've finished building).

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Feb 14, 2013 7:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Morpher wrote:
I'm working on an aircraft based sollution atm, if it works properly it shouldn't leave you with the radar dot and should reveal the map much faster too.

I'm looking forward to your results as things like the random visceroid movement doesn't work here. So i'm not sure how you want to prevent that the player has to click all over the map to let it reveal it.

But the first way via a ground unit is interesting.
Try using the Teleport locomotor instead of the drive locomotor. Maybe the visceroid logic will make sure that it teleports in seconds all over the map.

With Ammo=1 and an infinite range dummy weapon which has a suicide muzzleflash anim, you could also make sure the Radarrevealer will kill itself after a certain time. (as the muzzleflash is following the unit and the infinite range will make it shoot right after it is build)

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Zero18
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PostPosted: Thu Feb 14, 2013 8:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Morpher wrote:
Shame the spy logic is broken, could have a Neutral radar and have neutral house discovered the whole map through high sight units or something so when captured / infiltrated you gain access to the whole map.


Perhaps have a customized spy unit with spy=yes and infiltrate=yes so it can enter the building to steal all the map. Just make the building uncapturable.

This logic could work like ghost stalker except the spy isn't armed with C4.

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Lin Kuei Ominae
Seth


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PostPosted: Thu Feb 14, 2013 9:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

With "Spy logic is broken", Morpher meant that it doesn't works correct. It reveals the map for every player, not only for the one that entered the enemy radar with the spy.

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Morpher
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PostPosted: Fri Feb 15, 2013 4:58 am    Post subject: Reply with quote  Mark this post and the followings unread

I've been attempting to try a method where in this situation the "Terrain Mapper" from my previous attempt is an aircraft, the Spy Satellite building would need to have its pad occupied already via HoverPad=yes with an invisible unselectable insignificant unit. This means when you purchase the "Terrain Mapper" it appears already in the air and from off screen.

Code:

[ORCA]
Sight=11
Speed=100
ROT=1
Primary=OrcaPrimary
AuxSound1=None
AuxSound2=None
FlightLevel=3000
Cost=1
DeaccelerationFactor=-256
SlowdownDistance=10


Only issue HoverPad isn't working for me and the results are, yet again a bit sketchy, the shroud is revealed much much faster than the Visceroid. I was hoping to create an aircraft which never landed and thus went around the map continiously with a flight level so high it appeared off the radar but that didn't seem to work.

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SuperJoe
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PostPosted: Fri Feb 15, 2013 8:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Would have had an idea for a clean spy satellite that required 2 triggers in a map, but unfortunately Westwood decided in their wisdom that the limpet drone map reveal logic does not need to apply to infected neutral owned vehicles. Hilarious.

Anyway a fun unit I thought while testing this. Mobile Refinery. Bit like the mobile warfactories, except it deploys into a refinery. Guess that would be a pretty powerful unit, so would need some serious balancing. Can you stop normal harvesters from docking into it with the Dock key? It could have some special harvester that are the only harvestes able to dock to it. That would kind of make it like the slave miner from YR. Anyway, this going offtopic. What I meant to say is I hate Westwood.

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Morpher
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PostPosted: Fri Feb 15, 2013 8:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Don't you lose all your money though when you deploy it and it's full? I guess if it has no storage capabilities the funds would go straight to your other refineries and storage?

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SuperJoe
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PostPosted: Fri Feb 15, 2013 9:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Morpher wrote:
Don't you lose all your money though when you deploy it and it's full? I guess if it has no storage capabilities the funds would go straight to your other refineries and storage?


Yeah it shouldn't have a storage itself so you don't lose money when you undeploy it. As a balancing factor you could limit their number to 1 like the mobile warfactories are. I don't see the unit being THAT overpowered really, especially if it's very high tech and costy.

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Lin Kuei Ominae
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PostPosted: Fri Feb 15, 2013 9:34 am    Post subject: Reply with quote  Mark this post and the followings unread

That's how the TI Nod refinery works Wink

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Morpher
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PostPosted: Fri Feb 15, 2013 10:21 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm tempted to make a seperate research thread towards Spy Satellite emulation, or similar sorta stuff, had some fun trying to get this to work.

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SuperJoe
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PostPosted: Wed Mar 13, 2013 11:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Not quite a spy satellite but it can reveal pretty large areas. If there was a way to slow down the pods even more they could cover a solid area from one edge of the map to the other. Now they start off pretty fast and leave unexplored patches at the beginning. Uhh, would also need to do something about all that infantry. For a spy plane you could reduce the number of infantry to 1. Could also add a stealth reveal weapon to be fired at the impact site.


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SuperJoe
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PostPosted: Wed Mar 13, 2013 1:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Happy little scout ants at work.




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Morpher
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PostPosted: Wed Mar 13, 2013 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've made a similar sollution before via purchasing a unit / hunterseeker style logic, the only problem was making the unit eventually die so you don't have an annoying dot on the radar screen travelling around forever.

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Lin Kuei Ominae
Seth


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PostPosted: Wed Mar 13, 2013 2:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Infantry with flatulence?

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SuperJoe
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PostPosted: Wed Mar 13, 2013 9:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Infantry with flatulence?


Kept thinking the same  Laughing  There might be some interesting uses for the levitation locomotor on infantry, maybe some tiberium creatures. Even aircraft can move randomly with it.

One more kinda weird thing I tried was giving infantry aircraft locomotor and HunterSeeker=yes. Normally aircraft locomotor on infantry = instant crash, but with HunterSeeker=yes they don't always crash. If they try to move anywhere the game crashes, but if they simply attack a target, no crash. Prevent the crash and you could spawn like 50 infantry with the drop pods, all of them hunterseekers with Sight=10 and Speed=50. That should clear the shround quite quickly.

Also got an idea for a "swarm" superweapon. Spawn like 50 extremely weak creatures with the drop pods superweapon. That should be a good way to create some chaos.

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Lin Kuei Ominae
Seth


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PostPosted: Wed Mar 13, 2013 9:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think there's a better way for the swarm using the IsFlamingGuy logic in art.ini. You can simply spawn several of these anims which then move randomly around. And you can define how long these should stay "alive" and let them spawn debris which do the damage.

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