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Making a wall immune to damage
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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Sun Dec 13, 2015 7:37 am    Post subject:  Making a wall immune to damage Reply with quote  Mark this post and the followings unread

I'm trying to make walls immune to damage in a mission. Immune=yes looks like not working and i can understand it, but Armor=Immune (Immune is in [ArmorTypes] which has 0%) also doesn't work. Wall still takes damages, currently i'm using Strength=100000 but it still let's unit target and try to destroy the wall. Am i doing something wrong or if this is an engine limitation is there another way to do it?

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Dec 13, 2015 10:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Some weapons are absolute wall destroyers, have you tried to isolate which units manage to hurt them and which don't ?

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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Sun Dec 13, 2015 11:03 am    Post subject: Reply with quote  Mark this post and the followings unread

No, i have no ploblem with absolute wall destroying but yes i can remove wall=yes from warheads. But this only works in missions that all walls needs that, in a MP map there are also supposed to be indestructibe walls, but only one wall type, not others.

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CnCD2K Mod: http://www.moddb.com/mods/red-alert-2-yuris-revenge-cncd2k-mod
Changed Dune Mod: http://www.moddb.com/mods/changed-dune
MustaphaTR's D2K Mod: http://www.moddb.com/mods/mustaphatrs-d2k-mod
Generals Alpha: http://www.moddb.com/mods/generals-alpha
Romanov's Vengeange: https://www.moddb.com/mods/romanovs-vengeance

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Dec 13, 2015 11:30 am    Post subject: Reply with quote  Mark this post and the followings unread

I can only tell from TS, and there Walls are a special case.
Since they are Overlays, they do not follow the usual Armor and Strength rules of BuildingTypes. Many BuildingType specific keys also don't apply to Overlays, thus i'm pretty sure you can't make them immune.

e.g. in TS i tried to make a wall very strong, but even with Strength=2000, the wall was sometimes damaged by only 2 or 3 shots.
It seems that the Strength factor is only reducing the chance of being damaged with each shot.

The only way i found to create immune walls is to make them no walls.
Wall=no
Then they are usual Overlays which are immune by default.
Since the connecting wall logic isn't working anymore, you can this way use them only in FinalAlert, by placing the right Overlay frame.
Hint: Overlays can use multiple frames in one SHP, even if they aren't using Wall logic.  Exclamation
FinalSun shows all the frames and you can place the individual frames. Not sure if FinalAlert allows this too, since FinalAlert has many stupid hardcoded restrictions compared to FinalSun.

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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Sun Dec 13, 2015 11:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
FinalSun shows all the frames and you can place the individual frames. Not sure if FinalAlert allows this too, since FinalAlert has many stupid hardcoded restrictions compared to FinalSun.


It does and i'll try. I hope it'll solve the problem.

Edit: Looks like it doesn't work. It causes misalgnment and palette problems. Palette=unit and AltPalette=yes doesn't work.



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Wall=no.PNG



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CnCD2K Mod: http://www.moddb.com/mods/red-alert-2-yuris-revenge-cncd2k-mod
Changed Dune Mod: http://www.moddb.com/mods/changed-dune
MustaphaTR's D2K Mod: http://www.moddb.com/mods/mustaphatrs-d2k-mod
Generals Alpha: http://www.moddb.com/mods/generals-alpha
Romanov's Vengeange: https://www.moddb.com/mods/romanovs-vengeance

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MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Sun Dec 13, 2015 12:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

LegalTarget=no looks like helps a bit (without Wall=no) but it doesn't makes them indestructable and some units (usually AI owned ones) may try to destroy them to pass, if there is no other way.

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CnCD2K Mod: http://www.moddb.com/mods/red-alert-2-yuris-revenge-cncd2k-mod
Changed Dune Mod: http://www.moddb.com/mods/changed-dune
MustaphaTR's D2K Mod: http://www.moddb.com/mods/mustaphatrs-d2k-mod
Generals Alpha: http://www.moddb.com/mods/generals-alpha
Romanov's Vengeange: https://www.moddb.com/mods/romanovs-vengeance

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Sun Dec 13, 2015 3:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lenghty answer, and I hope not too confusing:

The characteristics of a wall in the game can potentially be controlled by two sections in rulesmd.ini (unlike any other building or unit, which only has one section). One section controls the availability (Owner, Prerequisite, Cost, etc) and the artwork to be used for the wall. This section ONLY matters until the wall is actually placed on the ground (apart from the Image= tag, which continues to be used).
The SECOND section a wall can use (and this is usually set to an ID identical to the first section, but not necessarily so) is the section defined by ToOVerlay= in the artmd.ini entry of the Image= tag of the first section. As a wall gets placed on the map, it is converted to the Overlay type and will not use the Strength defined in the first section, but will use the Strength of the section defined as ToOverlay.
Because in all unmodded walls, ToOverlay is set to the same ID as the first section, the rulesmd.ini entry of a Wall type is both a BuildingType entry and an Overlay entry.

To edit the Strength of a wall, you need to look at what's set as ToOverlay= in that wall's artmd.ini entry. The ID that you find there is what you need to look up in rulesmd.ini and change the Strength= of.

Example:

This would mean that you can edit the Strength of NAWALL directly by editing the NAWALL entry, because building NAWALL actually places the same object as an Overlay:
Code:

rules:
[NAWALL]
Image=NAWALL
Strength=200

art:
[NAWALL]
ToOverlay=NAWALL


Example #2:
This, however, would mean that editing the Strength of NAWALL would do nothing, and you have to edit the Strength of QYWALL, because building NAWALL actually converts to Overlay QYWALL when placed on the map:
Code:

rules:
[NAWALL]
Image=QYWALL
Strength=200

[QYWALL]
Strength=500

art:
[NAWALL]
ToOverlay=QYWALL


Not sure if this solves the issue, but if you have not thought of this yet, it's worth a try.

Other than that, I don't understand why you are not using Wall=no on all warheads for that map, sorry. To prevent the AI getting confused by that, change all 'Destroyer' MovementZones to 'Normal'.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Dec 13, 2015 4:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

MustaphaTR wrote:
Edit: Looks like it doesn't work. It causes misalgnment and palette problems. Palette=unit and AltPalette=yes doesn't work.

misalignment can be easily fixed with SHP Builder (move it 12 pixel up for TS and should be 15 pixel up for RA2)

Overlays (not following any special logic) use by default iso*.pal
Their art.ini entry also doesn't allow any palette switching (afaik).
But you can change the palette of the SHP, so you have a special SHP for immune walls.

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Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
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