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Some Questions
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gistop
Stealth Laser Trooper


Joined: 19 Feb 2014
Location: Canada

PostPosted: Fri Apr 11, 2014 10:09 pm    Post subject:  Some Questions
Subject description: I'm still a kind of a newb
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Okay, so I've been wondering the following things:

what is the best way to simulate a unit getting thrown?

Which is the tag that allows you to do scattered shots? (On any weapon types)

And finally, is there any way to simulate the deploy into another vehicle function like in NPatch?

These are both including ares 0.6... so if you

Last edited by gistop on Thu May 01, 2014 11:37 pm; edited 1 time in total

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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Fri Apr 11, 2014 10:17 pm    Post subject: Re: Some Questions Reply with quote  Mark this post and the followings unread

gistop wrote:
what is the best way to simulate a unit getting thrown?

Voxel projectile?

gistop wrote:
Which is the tag that allows you to do scattered shots? (On any weapon types)


Look at the flak trooper's weapon projectile.

gistop wrote:
And finally, is there any way to simulate the deploy into another vehicle function like in NPatch?


Look at the Siege Chopper's Code.
Note: When deployed it won't move.

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Sat Apr 12, 2014 12:14 am    Post subject: Reply with quote  Mark this post and the followings unread

First one can be done with an animated projectile. SHP is prefferable as you can keep it "spinning"

Second is projectile tag FlakScatter=yes/no & Inaccurate=yes/no together makes the unit even have worse accuracy. FlakScatter is only added if you want more inacurracy

Last one isn't possible yet. SimpleDeployer atm only allows you changing from a mobile to an immobile version.

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4StarGeneral
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PostPosted: Sat Apr 12, 2014 2:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Last one is possible albeit it looks bad, the old minelayer logic, where you deploy into a self-destructing invisible building with FreeUnit being the next unit, but it's very messy.

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Sat Apr 12, 2014 2:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Last one can be done but very hackish imo where you have 2 dummy buildings so you can have it deploy into the other version.

Example:
Unit A -> Deploys into Building A -> Undeploys into Unit B -> Deploys into Building B -> Undeploys into Unit A

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gistop
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PostPosted: Sat Apr 12, 2014 1:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay, so first a thank you to everyone that helped, and second, I have more questions.

So a) Is there any way to make it so that one weapon with burst can fire from multiple locations

b) Is there any way to make it so that both secondary and primary fire will try to work together (i.e have both fire at the same time.

c) Is there any way to simulate firing knock back other than an Hva voxel animation.

If you could answer these as well I would be very thankful, mostly because I can't find answers anywhere.

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Atomic_Noodles
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PostPosted: Sat Apr 12, 2014 2:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

a) Add Burst=(How many extra shots the weapon fires) in the Units Weapons. Next, in Art.ini go to the Units Entry and on their PrimaryFire or SecondaryFire FLH, The Second set of digits are for calculating where the second shot comes from.

b) Nope

c) You can make it use ChargeTurret (Cannot use Gattling Logic or IFV Gunner and limited to 1 Weapon Type) or using a SHP Vehicle

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Mig Eater
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PostPosted: Sat Apr 12, 2014 4:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

b) You could use Gattling (& Ares Gattling.Cycle=) logic & make the gap between first & second stage 0. It should fire two weapons at nearly the same time then.

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gistop
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Joined: 19 Feb 2014
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PostPosted: Sat Apr 12, 2014 4:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
b) a) Add Burst=(How many extra shots the weapon fires) in the Units Weapons. Next, in Art.ini go to the Units Entry and on their PrimaryFire or SecondaryFire FLH, The Second set of digits are for calculating where the second shot comes from.

Ah, but I wan to fire about 6 at a time, all from different areas. Idk if that would work. (Think of an MRLS that would be in RA2 except the missiles are all launched from places that are far apart from each other)

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E1 Elite
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PostPosted: Sat Apr 12, 2014 4:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

a) Only from 2 locations. With multi burst and non-zero value in Lateral (L) of FLH, shots alternate between left and right.
Say a Burst=14 with non-zero L value in FLH, will make 2 stream of projectiles at the start and become one at the target.

Animated projectiles with multi burst makes some good visuals.

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gistop
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PostPosted: Sat Apr 12, 2014 5:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have one more question (if you guys are getting annoyed by this, then I'll stop) but could a flying unit deploy into a building? Or would the building just majestically float in the air like so flying war factory.

And actually one more question. Is it possible to have a vehicle as a prerequisite for units or buildings.

Thanks again, I've made more progress than otherwise possible though, thanks to you.

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E1 Elite
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PostPosted: Sat Apr 12, 2014 5:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

gistop wrote:

And actually one more question. Is it possible to have a vehicle as a prerequisite for units or buildings.


No. Only buildings become prereqs. If it is AI only then one can make a conditional check on a unit before creating a team.

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Mig Eater
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Joined: 13 Nov 2003
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PostPosted: Sun Apr 13, 2014 8:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Flying units need to land on the ground in order to deploy into a building.

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Atomic_Noodles
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PostPosted: Sun Apr 13, 2014 9:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Refer to the Slave Miner on how to make a Unit a prerequisite. You can only use one unit to do this.

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gistop
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Joined: 19 Feb 2014
Location: Canada

PostPosted: Wed Apr 16, 2014 12:01 am    Post subject: Reply with quote  Mark this post and the followings unread

For some reason I distinctly remember the ability to have multiple ammo images (for example the DreadnoughtWO.vxl and the Dreadnought.vxl(yes I am fully aware that these are not the actual names)) could you guys tell me how to use this again?

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Atomic_Noodles
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PostPosted: Wed Apr 16, 2014 12:26 am    Post subject: Reply with quote  Mark this post and the followings unread

NoAltSpawn=

You need to have a xxxWO version of the voxel. (xxx is the name of the Unit)

This is only usable on Spawner Type Units. The Aircraft Carrier (Though not using it),V3 Truck,Dreadnought & Destroyer all use this to achieve how their Decks don't have their respective Aircraft Types.

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gistop
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Joined: 19 Feb 2014
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PostPosted: Wed Apr 16, 2014 1:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
NoAltSpawn=

You need to have a xxxWO version of the voxel. (xxx is the name of the Unit)

This is only usable on Spawner Type Units. The Aircraft Carrier (Though not using it),V3 Truck,Dreadnought & Destroyer all use this to achieve how their Decks don't have their respective Aircraft Types.

Ah, but can you have it so that you have say, a different voxel for each missing ammo?

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Atomic_Noodles
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PostPosted: Wed Apr 16, 2014 1:24 am    Post subject: Reply with quote  Mark this post and the followings unread

nope.

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gistop
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Joined: 19 Feb 2014
Location: Canada

PostPosted: Tue Apr 29, 2014 9:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Umm. Can anybody explain how Demo Truck Deploying Works?

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Mig Eater
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Joined: 13 Nov 2003
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PostPosted: Wed Apr 30, 2014 7:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Add Deployer=yes & DeployFire=yes, it will then trigger it's Primary weapon when deployed.

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gistop
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Joined: 19 Feb 2014
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PostPosted: Fri May 02, 2014 12:03 am    Post subject: Reply with quote  Mark this post and the followings unread

More Questions:
a) Can you use infantry as ammo?
b) Can you have Secondary and Primary ammo?
c) Can you make a mind control that only affects infantry?

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FurryQueen
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PostPosted: Fri May 02, 2014 1:21 am    Post subject: Reply with quote  Mark this post and the followings unread

a) Infantry with ammo is broken in the main game, but works with Ares as far as I know.
b) Yes and no. Primary and Secondary will share ammo.
c) Yes, via warhead Verses.

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gistop
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Joined: 19 Feb 2014
Location: Canada

PostPosted: Fri May 02, 2014 1:34 am    Post subject: Reply with quote  Mark this post and the followings unread

A) I meant as in this: Infantry goes into tank, tank uses infantry as ammo. (fires infantry from barrel)

c) yeah, I copy pasted the dog's warhead Verses stuff... it still didn't work.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri May 02, 2014 6:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Bullfrog logic is only in RA3.

C certainly works if one sets that up right.

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"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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=======================
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gistop
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PostPosted: Wed Jun 25, 2014 11:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

More Questions:

a) Is it possible to make it so that one weapon is turreted but other one isn't?

b) Is it possible to make it so that when a vehicle is built, it makes multiple vehicles (i.e. using that thing that makes things follow other things(10/10 description #Tongue))

c) Is it possible to make it so that a tank has  more than one gatling weapon?

d) Can you make it so that any infantry can capture only certain vehicles (i.e. being able to hijack cars, however, not tanks and such.)

e) Is it possible to make variables and such (i.e. if #of GIs = 5, allow player to make certain tank. or other variables, such as amount of times that a certain superweapon is cast.)

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deathreaperz
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Joined: 20 May 2013
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PostPosted: Thu Jun 26, 2014 12:18 am    Post subject: Reply with quote  Mark this post and the followings unread

A. Use OmniFire???
B. Donno
C. No I think
D. Using Parasite=yes and change owner
E. Its AI

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gistop
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Joined: 19 Feb 2014
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PostPosted: Thu Jun 26, 2014 12:30 am    Post subject: Reply with quote  Mark this post and the followings unread

d) yes, however, I want to make it so that it only affects certain vehicles. Also, that would make them require a secondary weapon, right?

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gistop
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PostPosted: Thu Jun 26, 2014 12:53 am    Post subject: Reply with quote  Mark this post and the followings unread

also
a)needs to turn the vehicle.

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deathreaperz
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PostPosted: Thu Jun 26, 2014 6:01 am    Post subject: Reply with quote  Mark this post and the followings unread

A. I think OmniFire makes unit to not confused at picking target, that's why at attack choppers given OmniFire

D. I think parasite should to be primary. For affect vehicles only edit the verses

Also for E. Make sure that your vehicle's AITriggerTypes has support TeamTypes of your 5 GI

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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Thu Jun 26, 2014 8:21 am    Post subject: Reply with quote  Mark this post and the followings unread

gistop wrote:
a) Is it possible to make it so that one weapon is turreted but other one isn't?

You can't do that. OmniFire means that the unit will ignore it's own facing to attack. If a unit has a turret, OmniFire will gonna ignore the turret.

Some voxel projectile settings (small ROT, CourseLockDuration and stuff) can result with the unit actually not using it's turret to face directly to the target tho, but these ones usually fail when the firer is ontop of a cliff. If you're interested, I can mine out my such projectile.
gistop wrote:
b) Is it possible to make it so that when a vehicle is built, it makes multiple vehicles (i.e. using that thing that makes things follow other things(10/10 description #Tongue))

I am thinking the Red Guard mechanic of Generals here (which are trained in pairs) You can only do that with infantry (putting a dummyweapon or killing attachanim to activate deathweapon, deathweapon has Cluster=X and it's a mutation to the intended infantry), since you can't spawn vehicles.
gistop wrote:
c) Is it possible to make it so that a tank has  more than one gatling weapon?

If you mean firing two weapons at the same time, IMO try with small stages and use all 6 stages. Or experiment with Splits.

Also, the question is silly, because units have WeaponStages*2 weapons, with odd weapons used against ground and even against air.
gistop wrote:
d) Can you make it so that any infantry can capture only certain vehicles (i.e. being able to hijack cars, however, not tanks and such.)

Reading the Ares manual (in this case: http://ares-developers.github.io/Ares-docs/new/hijackers.html ) would have already answered that. Duh.
gistop wrote:
e) Is it possible to make variables and such (i.e. if #of GIs = 5, allow player to make certain tank. or other variables, such as amount of times that a certain superweapon is cast.)

No.

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"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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deathreaperz
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PostPosted: Thu Jun 26, 2014 9:53 am    Post subject: Reply with quote  Mark this post and the followings unread

The smart answer it, probably I forgot the Hijacker logic on ARES

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gistop
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PostPosted: Thu Jun 26, 2014 9:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

c) Also, Can you make it so that Gatling weapons can use an infinite amount of stages?

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Atomic_Noodles
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PostPosted: Fri Jun 27, 2014 12:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Cyclic.Gattling=yes

You can only have up to "6 Stages" however. You can't have up to 65535 Weapons on a single unit.

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