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 8:56 am
All times are UTC + 0
Self CLoaking or area cloaking SimpleDeployer
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [9 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Mon May 30, 2016 12:08 pm    Post subject:  Self CLoaking or area cloaking SimpleDeployer Reply with quote  Mark this post and the followings unread

Question is:

1.How to create a Simpledeployer that autofires a self-cloaking weapon or a weapon that steadily or silently cloaks certain units araound it.

2. Can you disable the cloaksound on a unit basis?

Problems are:

1.it doesn't autofire
2.it only cloaks nearby units
3.if i make it a non-simpledeployer it will autofire don't have the turret change and not cloak himself and the cloaking will happen to the units around it in a way, that those units will cloak and decloak always creating the cloaksound - the adjustment of the atacheffectduration and ROF will not sync finto a flawless cloak state...



... it did not work to give an attachanimation a cloak warhead
... AttachEffect.Cumulative= had no helping effect

my try:

; Medium Tank
[MTNK]
Deployer=yes
DeployFire=yes
DeployFireWeapon=1
DeploySound=SlaveMinerDeploy
UndeploySound=SlaveMinerDeploy
;DeployingAnim=CLOAK
UnloadingClass=GTNK2
IsSimpleDeployer=yes
;DeploysInto=GTNK2
Bounty.Value=350
Bounty.Display=yes
CivilianEnemy=yes
Survivor.Pilots=2
Survivor.Side0=E1
Survivor.RookiePilotChance=50
Survivor.VeteranPilotChance=50
Survivor.ElitePilotChance=0
Crewed=yes
UIName=Name:MTNK
Name=Grizzly Battle Tank
Image=GTNK
Prerequisite=GAWEAP
Primary=105mm
Secondary=SelfStealth
Strength=300
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=2
Sight=8
Speed=7
CrateGoodie=no
Owner=Germans,Americans,Alliance
;ForbiddenHouses=British,French
RequiredHouses=Germans,Americans,Alliance
Cost=700
Soylent=700
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=GrizzlyTankMoveStart
CrushSound=TankCrush
MaxDebris=2
; origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Destroyer ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Normal
ThreatPosed=15  ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
OpportunityFire=yes
ElitePrimary=105mmE
BuildTimeMultiplier=1.5;Individual control of build time
DamageSelf=yes

; Medium Tank
[GTNK2]
Cloakable=yes
;CloakingSpeed=3
UIName=Name:MTNK
Name=Grizzly Battle Tank
Image=GTNK2
Prerequisite=GAWEAP
Primary=105mm
Strength=300
Category=AFV
Armor=light
Turret=yes
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=-1
Sight=8
Speed=7
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
Cost=700
Soylent=700
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=GrizzlyTankMoveStart
CrushSound=TankCrush
MaxDebris=2
; origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Destroyer ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Normal
ThreatPosed=15 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
OpportunityFire=yes
BuildTimeMultiplier=1.5;Individual control of build time
AllowedToStartInMultiplayer=no
DamageSelf=yes
DeployFire=yes
IsSimpleDeployer=yes
AttackFriendlies=yes ; when scanning for targets, won't differentiate between allied or not, and also doesn't need control pressed to get attack cursor on friends
AttackCursorOnFriendlies=yes

[SelfStealth]
Damage=1
ROF=500
Range=1.5;1.83;GEF Since we have a new long range gas effect now, might as well make the Chaos Drone only approach as much as it needs to in order to affect the target
Projectile=InvisibleAll
Speed=100
Warhead=SelfStealthWH
FireOnce=yes
OmniFire=yes
AreaFire=yes

[SelfStealthWH]
CellSpread=1.5
Verses=1%,1%,1%,1%,1%,1%,0%,0%,0%,0%,0%
AnimList=Cloak
AttachEffect.Cloakable=yes
AttachEffect.Duration=300
AffectsAllies=yes
AffectsEnemies=no

Back to top
View user's profile Send private message
MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Mon May 30, 2016 3:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Giving Cloakable= to deployed unit doesn't have any effect, it only changes image. Cell Spread is too big, so it makes nearby units to cloak too. Make it 1 or smaller.
Weapon needs DecloakToFire=no, otherwise it can't cloak because it needs to fire the cloaker weapon.

_________________
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

Back to top
View user's profile Send private message
Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Mon May 30, 2016 4:09 pm    Post subject: Reply with quote  Mark this post and the followings unread


Back to top
View user's profile Send private message
Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Mon May 30, 2016 4:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

to give it the mirage weapon (Makeupkit) doesn't work as well because it won't autofire and the tree animation doesn't really show up, it just flashes white ...

Back to top
View user's profile Send private message
mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Mon May 30, 2016 5:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ich-Henker wrote:
sad thing is: for the decloaktofire logic to work, the unit itself (not the deployed image) has to have cloakable=yes ..
No, it doesn't have to.

Ich-Henker wrote:
1.it doesn't autofire
Because you gave it melee range. It will only fire when something comes near.

Ich-Henker wrote:
2.it only cloaks nearby units
Because the unit won't cloak itself until the cloaker weapon ROF counter finishes (and you have it 500 ROF). Plus, dealing damage to itself, the unit will uncloak immediately. Thus, no cloaking for the weapon's firer.

Ich-Henker wrote:
3.if i make it a non-simpledeployer it will autofire don't have the turret change and not cloak himself and the cloaking will happen to the units around it in a way, that those units will cloak and decloak always creating the cloaksound - the adjustment of the atacheffectduration and ROF will not sync finto a flawless cloak state...

http://ares-developers.github.io/Ares-docs/new/cloak/cloaksound.html
http://ares-developers.github.io/Ares-docs/new/cloak/cloakstates.html

It doesn't cloak itself for the reason i mentioned above.

If your ROF is so much higher than the AE duration, you will never get the constant cloak effect.

For what you want, you better use a deploys-into-structure cloak generator, or just use CloakStop=yes.

Ich-Henker wrote:
to give it the mirage weapon (Makeupkit) doesn't work as well because it won't autofire and the tree animation doesn't really show up, it just flashes white ...
I hope you're not trying to combine IsSimpleDeployer with disguise logic, as they were never meant to work together.

Back to top
View user's profile Send private message
MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Mon May 30, 2016 6:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Make ROF something like 5, AttachEffect.Duration=10, Range=255, then it should work.

_________________
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

Back to top
View user's profile Send private message
Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Mon May 30, 2016 6:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you for your ideas so far.

Range alone would not make the simpledeployer fire - the weapon needed a higher damage value or the warhead needed a higher verse percentage -

with damage=10
and verses=10%

he fired.

Back to top
View user's profile Send private message
MustaphaTR
Scorpion Sniper


Joined: 22 Jan 2015
Location: Kastamonu, Turkey

PostPosted: Mon May 30, 2016 6:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is a bit hacky, why do you use Damage= anyways?, Make damage 0 and verses 100% or set Ares' force fire versus tag.

My Tech Cloak Gen Weapon/Warhead Code
[CloakGenerator]
Damage=0
ROF=5
Range=255
Speed=1
AreaFire=yes
OmniFire=yes
FireOnce=no
Projectile=InvisibleAll
Warhead=CloakGenWH
DecloakToFire=no

[CloakGenWH]
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
CellSpread=10
AffectsEnemies=no
AttachEffect.Duration=25
AttachEffect.Cloakable=yes

_________________
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

Back to top
View user's profile Send private message
Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Mon May 30, 2016 7:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks again!

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [9 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: 0.1641s ][ Queries: 11 (0.0076s) ][ Debug on ]