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 Fri Apr 19, 2024 2:36 am
All times are UTC + 0
Urban warfare
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [16 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
RatsInTheWalls
Rocket Infantry


Joined: 14 Jul 2014
Location: Where the fields are green

PostPosted: Tue Aug 12, 2014 6:45 pm    Post subject:  Urban warfare Reply with quote  Mark this post and the followings unread

So there are some (hardcoded) issues with urban warfare. The range of occupy weapons is stuck on range 6.

So I was just thinking crazy stuff, like infantry that uses a spawning weapon as an occupy weapon to get around that range issue (infantry that carries around robotic drones to do the attacking)... when I had a really crazy idea.

Is it possible to give infantry an occupy weapon that spawns an invisible untargetable unmovable unit (without issues)?

Because if that's possible, you can just give WINDOWSNIPR who normally has a range of say 14 paces, an occupyweapon that spawns a "fake" unit with a sniper weapon with a range of 14 paces.

Am I just crazy or could this work?

_________________

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


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Aug 12, 2014 6:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Weapon range is not hardcoded it's just that all weapons need to have the same range.

Back to top
View user's profile Send private message Send e-mail
RatsInTheWalls
Rocket Infantry


Joined: 14 Jul 2014
Location: Where the fields are green

PostPosted: Tue Aug 12, 2014 6:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
Weapon range is not hardcoded it's just that all weapons need to have the same range.


Well, that's the same end result, isn't it?

_________________

Back to top
View user's profile Send private message
ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Tue Aug 12, 2014 7:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can't have individual ranges for infantry inside as those with lesser would stop firing so doubtful to see improvement there...

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


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Wed Aug 13, 2014 12:23 am    Post subject: Reply with quote  Mark this post and the followings unread

No way to make them work with different ranges?
So they all fire depending on their range. ( distance of the target)

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


Joined: 05 Oct 2011

PostPosted: Wed Aug 13, 2014 12:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Say you have a Bunker with 3 Snipers and 2 GIs.

They're ordered in Sniper-GI-GI-Sniper-GI

When the Sniper attacks it stops abruptly. Since the 2 GIs cannot fire at the unit due to the distance they cannot continue the sequence until a unit they can acquire is in range. At which point the GIs will finally fire and allow Sniper 2 to fire.

_________________
~ Excelsior ~

Back to top
View user's profile Send private message Visit poster's website
Agent Z
AA Infantry


Joined: 05 Sep 2013
Location: LocationNotFoundException at RealLife.Location.find() at line: -1

PostPosted: Wed Aug 13, 2014 7:34 am    Post subject: Reply with quote  Mark this post and the followings unread

One should also make all occupy weapons be able to shoot over walls(and in general they should all be able to hit the same targets), as the same will happen if some can and some can not fire over wall. The one who can't hit the target would stop the building when it is his turn to attack.

Back to top
View user's profile Send private message
RatsInTheWalls
Rocket Infantry


Joined: 14 Jul 2014
Location: Where the fields are green

PostPosted: Wed Aug 13, 2014 12:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:
Can't have individual ranges for infantry inside as those with lesser would stop firing so doubtful to see improvement there...

That's why you let the fake spawned unit shoot, instead of the actual unit.

_________________

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


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Wed Aug 13, 2014 1:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

And how would you kill that fake spawned unit, seems like I could garrison a building over and over again to spawn units. Smile

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


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Aug 13, 2014 2:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

The dummy unit wouldn't get spawned until the target is within the range of all the other garrisoned troops tho...

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
Black Temple Gaurdian
Soldier


Joined: 08 Aug 2010

PostPosted: Wed Aug 13, 2014 3:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Forgive me my lack of programming knowledge, but wouldn't it be quite simple to make it check range and then, if the unit's not in range of occupant A, cycle to B?
Or is it a processing power thing? Or a easy with the lost-in-shed source code thing?

Back to top
View user's profile Send private message
PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Wed Aug 13, 2014 3:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wouldn't "open topped" that is on vehicles be useful here, as well? Like all infantry inside the building are individualy used. No common range of their weapons.

Just proposing.

_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
PillBox20's Red Alert 2 Mod: http://www.moddb.com/mods/pillbox20s-red-alert-2/downloads/pillbox20s-red-alert-2-version-02

Back to top
View user's profile Send private message Visit poster's website YouTube User URL Skype Account
DaRTzO
Laser Commando


Joined: 18 Jan 2006
Location: Country Swing

PostPosted: Wed Aug 13, 2014 5:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's actually a very good idea. Though having a more refined version of it would be nice.

After reading through the ideas of people in this thread, some interesting features could be added to this.

Weapon range bonuses when garrisoned, random damage to infantry? (bullets randomly hitting soldiers inside when the building takes damage).

It would make urban warfare a bit more interesting.
Maybe even give a range bonus depending on the building height. That would make urban combat even more dynamic.

Back to top
View user's profile Send private message
Black Temple Gaurdian
Soldier


Joined: 08 Aug 2010

PostPosted: Wed Aug 13, 2014 5:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Does anyone even read anymore?
Ares already has "random damage to infantry" thanks to its Trench logic.

Back to top
View user's profile Send private message
RatsInTheWalls
Rocket Infantry


Joined: 14 Jul 2014
Location: Where the fields are green

PostPosted: Wed Aug 13, 2014 6:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
The dummy unit wouldn't get spawned until the target is within the range of all the other garrisoned troops tho...


I realise that. Say, every spawning occupy weapon gets a range of 10. A sniper inside a building spawns a fake sniper with a range of 10. A flak trooper inside a building spawns a fake flak trooper with a range of 6. A chem sprayer inside a buildings spawns a fake chem sprayer with a range of 3.

Since the spawning weapon keeps that range of 10, it will always spawn the unit. But, the unit is immobile, so it won't start firing until the enemy gets within range.

And please, don't take this as a serious feature request people. This isn't the Ares Launchpad. This is just a brainstorm. If I remember correctly, the Ares team is already planning to make buildings open-topped.

_________________

Back to top
View user's profile Send private message
ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Tue Aug 26, 2014 7:32 am    Post subject: Reply with quote  Mark this post and the followings unread

I do wonder how one intends to spawn those 'fake inf'

In order to maintain a firing link you'd need to use the aircraft carrier logic and that limits us to aircrafttypes and aircrafttypes insist on 1x1 foundation to be able to dock/return again and disabling that particular thing seems to cause crashes even if we made the plane thingy invisible then again that gives us problem of firing path looking wrong.

On other hand, if you plan spawn via mutations, those will have no link to the occupying troops regards targeting plus mutation would be blocked by very same building if wanted create in same spot.

Any ideas of using slave miner enslaves is also out of question...
OpenTopped buildings feature would sure do it better than the current framework.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [16 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: 0.2147s ][ Queries: 11 (0.0077s) ][ Debug on ]