Posted: Sun Mar 30, 2014 1:56 pm Post subject:
FLH Finder [RA2/Ares]
Here is a handy little anim that can be used to find the FLH coordinates of a unit. I made this so I could streamline the process of fixing the FLH coordinates of D-day's 500+ units. Normally you'd have to use trial error on each unit to find the FLH but with this all I needed was a few screen shots.
To use it you'll need to attach it to a unit using Ares AttachEffect, either directly on the unit or via a superweapon (sample code is in the readme)
Once the unit has it attached turn it so it faces the right side of the screen & take a screenshot.
Now if you look closely you can see that the length of the barrel is just past the number 3 line so I'll make it 315 leptons, the height is just past the 1.25 mark so I'll make it 130, thus giving me PrimaryFireFLH=315,0,130.
& the ingame result...
Of course that is with a unit with a centered turret, if you have a something with TurretOffset such as this unit you need to add or subtract the offset.
So it has a length of 300 & height of 130 but the TurretOffset is -100, so you'll need to add 100 to the length (if the offset is positive subtract the number), so we get PrimaryFireFLH=400,0,130.
Lastly here is a unit with an asymmetric turret with the barrel offset to the right side. For this you'll also need to take a screen shot of the unit facing upwards. (Sorry its a bit small, only thing I had at hand)
The length of the barrel is easily calculated like before, which looks to be 190. The height looks like it is 75 but! Because the barrel is offset to the right it's lower than it really is, to get the correct height you also need to know the offset to the side. So looking at the unit that is facing upwards we can see the barrel is 25 to the right side. Now we know we can go back to the height & add 25 to compensate for the offset giving me PrimaryFireFLH=190,-25,100 (if it's on the right side it's a negative number & the left positive).
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Mar 30, 2014 2:50 pm Post subject:
You get my applaud. This is probably the greatest idea I ever seen for AttachEffect. _________________ "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
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
clever idea.
I guess you can also use this via the firing anim as long as FireFLH is still set to 0,0,0. So no need for Ares.
I think best would be a special 3x3 TMP with a plain (e.g. white) colored background and this animation attached to the tmp with a very high ZAdjust so it is rendered above units standing on this tmp.
Then you only have to move the unit on the center cell of the tmp to read the FireFLH value, and you don't have change units rules code so it has the anim attached. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Sun Mar 30, 2014 4:13 pm Post subject:
Thid needs to get to the PPM's sidebar to the RA2 tutorials section. _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
As LKO pointed out there are multiple ways the anim could be used, so feel free to experiment with it & find what works best for you.
I personally found an AttachEffect SW the quickest & most convenient tho. I would have 50 units to test & some need fixing & others don't. So I'd go though them all & find the ones I'm after, then use the AttachEffect SW on them & take a screenshot. No need to go back & attach the anim to individual units & I can do 1 or 50 units at a time. _________________
i see.
I thought you attach the anim somehow in rules.ini to the unit.
But as a one-click ingame solution this indeed seems to be the better way. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Lastly here is a unit with an asymmetric turret with the barrel offset to the right side. For this you'll also need to take a screen shot of the unit facing upwards. (Sorry its a bit small, only thing I had at hand)
Lastly here is a unit with an asymmetric turret with the barrel offset to the right side. For this you'll also need to take a screen shot of the unit facing upwards. (Sorry its a bit small, only thing I had at hand)
I meant like the RA3 Hammer tank, not offset using the offset= thing, but, um, not centred? asymmetric?
either way, that. _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
The Second Set of Numbers. Use that, Positive or Negative, Forget which one pushes to left or right but its those. _________________ ~ Excelsior ~ QUICK_EDIT
The Second Set of Numbers. Use that, Positive or Negative, Forget which one pushes to left or right but its those.
Yeah, but if the barrel is on the right hand side of the tank, it'll be on the left in the picture, so I won't have anything to line it up with. _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
There's another way to use the FLHFinder. Though you'd need a custom map for it.
Go to 'Trigger Editor' with your test map opened (SP-Mission is recommended and 'Beginner Mode' has to be OFF)
Hit 'New Trigger'
Go to 'Events'
Hit 'New Event'
Set 'Event Type' to 8 ('Any Event')
Go to 'Actions'
Hit 'New Action'
Set 'Action Type' to 41 ('Play Anim At...')
Select 'Animation' from 'Action Parameters'
Set it to XX (XX=FLHFind)
Select 'Value (waypoint or number)'
Set it to a waypoint already on the map
Place unit or structure on that same cell, save, run the game.
Each digit on the grid means n * 100 leptons. If Offsets are set, add/subtract the Offset.
_________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
Hi I have a little questions. If unit doesn't have a turret but instead it's like opentopped which have FLH all over there body, what should I do? QUICK_EDIT
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