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 Thu Apr 18, 2024 10:25 am
All times are UTC + 0
Removing Health Bar from building
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [22 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Jul 10, 2014 3:10 pm    Post subject:  Removing Health Bar from building Reply with quote  Mark this post and the followings unread

Guys, Very Happy

Hai, I have small question, cause I cannot figure how to do it.
I need to remove it's health bar, to not show it when you hover your cursor over it.
How can I do that?
AlexB told me this is not possible yet, but I ask if anyone has found some workaround for that.
PixelSelectionBracketDelta= unfortunately is not working on buildings.

_________________

PPM Halloween Season 2021

Back to top
View user's profile Send private message
Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Jul 10, 2014 3:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
PixelSelectionBracketDelta=-9999


Works for me...

_________________
~ Excelsior ~

Back to top
View user's profile Send private message Visit poster's website
MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Jul 10, 2014 3:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles, thanks for posting.


Its not working

_________________

PPM Halloween Season 2021

Back to top
View user's profile Send private message
Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Thu Jul 10, 2014 4:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Height=-1 in the building's art(md).ini entry moves the entire selection bracket out of the view, which includes the health bar as well.

This, however, has the side effect of affecting how jumpjet units behave when going above the building, making them lower their cruising height by a tiny bit.

_________________

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


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Jul 10, 2014 8:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank Starkku! Thank you, I will check this later.
Na, building should be 1x1, invisible for view and should not have health bar, so actually it should not exist, as you can see from previous post.
I will also make it passable via new Ares's tag IsPassable=yes, so it wont exist in player eyes, but still will be on map.

Also, I noticed that your post is edited. You wrote me that I should put -99999 height and that I should think twice before using that.
I will test it with -1 at first place.

_________________

PPM Halloween Season 2021

Back to top
View user's profile Send private message
Glukv48
Cyborg Firebomber


Joined: 11 Nov 2012
Location: Russia, Krasnodar.

PostPosted: Thu Jul 10, 2014 10:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis, you can use a Foundation=0x0 and InvisibleInGame=yes, If you need an image, use:
Quote:
AttachEffect.Animation=*
AttachEffect.Duration=-1

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


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Thu Jul 10, 2014 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

InvisibleInGame causes reconnection errors. Don't use that or Invisible for anything MP related.

_________________
KGR | AT
AZUR
Discord: theastronomer1836
Steam

Back to top
View user's profile Send private message Skype Account
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Jul 11, 2014 10:14 am    Post subject: Reply with quote  Mark this post and the followings unread

0x0 and reduced Height should work. I haven't noticed jumpjets hover any lower in that case. Depends what you're actually doing it for.

Back to top
View user's profile Send private message Send e-mail
Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Jul 11, 2014 1:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Code:
[YARVL]
Image=none
Inviso=yes
Foundation=1x1
Height=-99999
NewTheater=no
BuildUp=DUMMY
DemandLoadBuildUp=true
FreeBuildUp=true


Mine is set up like this in the Art.

_________________
~ Excelsior ~

Back to top
View user's profile Send private message Visit poster's website
deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Fri Jul 11, 2014 10:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

how bout infantry and/or vehicles??? does it use PixelSelectionBracketsDelta??? and does the PixelSelectionBracketsDelta works for TS???

_________________
Quote:
Humans were born for two things: to pray and be productive.


Back to top
View user's profile Send private message
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Jul 11, 2014 10:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

PixelSelection... works on units. It was added in YR for the Brute.

_________________
"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
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sat Jul 12, 2014 1:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you guys for replying.
Glukv48, FurryQueen, OmegaBolt, Atomic_Noodles, Graion Dilach, thanks. I was experimenting last two days with those stuff.

Glukv48, OmegaBolt, well 0x0 is special case foundation, so building exists but not in game. It is there but cannot take any damage. Also since it has foundation lower than 1 cell, you are not getting red for ,,cannot place" and green when its OK to place building there, you will get just ordinary blank cursor. Good point is that you can actually build above that building since 0 foundation does not exist, also you can place such building above any building. Vehicle will get NoMove cursor over it, but if you click, vehicle will stand to that cell anyway.
So it can work, but I need it to have BuildLimit=1 and to take damage for some reason, I needed it to take damage just from one unit, for some workaround which I am testing now. Therefore building somehow does not exist in game and wont take damage.

FurryQueen, not just that, AlexB told me that InvisibleInGame=yes aswell removes building from game so it wont take damage too because that was purpose of tag.

Atomic_Noodles, OmegaBolt, yeah reduced height, -9999 works in this case. I also can put IsPassable=yes, new Ares tag to make it passable when vehicle goes over it.

_________________

PPM Halloween Season 2021

Back to top
View user's profile Send private message
DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Sat Jul 12, 2014 1:52 am    Post subject: Reply with quote  Mark this post and the followings unread

The invisible light posts act in a way you're describing... They are there, but not visible, no health over selection, but they are not passable. Sad

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


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Sat Jul 12, 2014 6:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
FurryQueen, not just that, AlexB told me that InvisibleInGame=yes aswell removes building from game so it wont take damage too because that was purpose of tag.

Yes, that's true, but it causes reconnection errors. Hence, don't use it.

_________________
KGR | AT
AZUR
Discord: theastronomer1836
Steam

Back to top
View user's profile Send private message Skype Account
DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Sat Jul 12, 2014 2:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wouldn't that mean that invisible light posts would cause reconnection errors as well?

Back to top
View user's profile Send private message
4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sat Jul 12, 2014 2:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

AFAIK, only pre-placed on mapload structures with InvisibleInGame won't cause reconnection errors, as placing after the game is loaded will cause all other players than the owner to never read the building as existing, except the owner, which of course causes problems; as opposed to a pre-placed structure that NONE of the players will count as existing therefore no inconsistency.

_________________
"Don't beg for things; Do it yourself or you'll never get anything."

Back to top
View user's profile Send private message Send e-mail YouTube User URL
DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Sat Jul 12, 2014 4:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

If only map triggers allowed INI modifications in real time. :O Add to Ares!!! #Tongue

Back to top
View user's profile Send private message
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Jul 12, 2014 4:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

I thought it was player owned InvisibleInGame buildings that didn't work. InvisibleInGame buildings clearly do EXIST because you can't build over them, as well as their tags still working etc...

Btw 0x0 buildings can be destroyed. They are still placed in a cell, they just don't occupy any space. I also never get a "can't move" cursor over them. I personally use 0x0 for invisible light posts so you can build over them.

Back to top
View user's profile Send private message Send e-mail
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

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

4StarGeneral wrote:
AFAIK, only pre-placed on mapload structures with InvisibleInGame won't cause reconnection errors, as placing after the game is loaded will cause all other players than the owner to never read the building as existing, except the owner, which of course causes problems; as opposed to a pre-placed structure that NONE of the players will count as existing therefore no inconsistency.


QFT.

_________________
"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
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
RehteA
Soldier


Joined: 16 Oct 2013

PostPosted: Thu Jul 17, 2014 3:27 am    Post subject: Reply with quote  Mark this post and the followings unread

I just have a problem about 0x0 building.
I've made AI using a superweapon to delivery a unit which can deploy into an invisible building somewhere.

However, if the building is 0x0, AI will build buildings around it just like in its base.
Just change the foundation to 1x1, the problem is gone.


What actually prevent AI building around?
Why AI never build anything around Oil Derrick?

Last edited by RehteA on Thu Jul 17, 2014 9:07 am; edited 2 times in total

Back to top
View user's profile Send private message
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Jul 17, 2014 3:37 am    Post subject: Reply with quote  Mark this post and the followings unread

AI ignores 0x0 buildings during placement (not sure if AI can place 0x0 at all).

_________________
"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
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Thu Jul 17, 2014 7:09 am    Post subject: Reply with quote  Mark this post and the followings unread

AI can place 0x0 but you should prevent this as only confuses it as far building construction goes as it will rebuild the 0x0 countless times as never registers it being built due to 0x0.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [22 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: 0.2220s ][ Queries: 11 (0.0102s) ][ Debug on ]