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 10:18 pm
All times are UTC + 0
Mind-control SW not affecting some units
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [14 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Sep 18, 2020 8:39 am    Post subject:  Mind-control SW not affecting some units Reply with quote  Mark this post and the followings unread

This map-wide mind-control SW affects nearly everything.

Immune to its mind-control are: grounded JumpJets, anything flying by the time the SW activates, Mummies (so probably everything Unnatural=yes).
I also noticed units on the map (visible!) outside of the playable area are not affected either.
Please help here.

This is the code.

Code:
[MapControlSpecial]
UIName=NOSTR:Map-control
IsPowered=yes
DisableableFromShell=no
ShowTimer=yes
RechargeTime=1
Type=PsychicDominator
Action=Custom
SW.Range=512,512
SW.CreateRadarEvent=yes
SW.AffectsTarget=all ;;infantry,units,buildings,land,water
SW.AffectsHouse=enemies ;;all
SW.ShowCameo=no
SW.Deferment=200
SW.NegBuildings=CACTRLCHK
SW.AutoFire=yes
SW.ManualFire=no
SW.FireIntoShroud=yes
SW.AITargeting=Self
SW.Sound=PsychicAmplifierLoop
SW.ActivationSound=PsychicAmplifierLoop
EVA.Detected=none
EVA.Ready=none
EVA.Activated=none
Light.Enabled=yes
Light.Ambient=120
Light.Red=85
Light.Blue=30
Light.Green=20
SW.Damage=0
SW.Warhead=ControllerBeacon
Dominator.Captures=yes
Dominator.Ripple=yes
Dominator.CaptureMindControlled=yes
Dominator.CapturePermaMindControlled=yes
Dominator.CaptureImmuneToPsionics=yes
Dominator.PermanentCapture=yes

_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

Last edited by TAK02 on Sun Sep 20, 2020 6:32 pm; edited 2 times in total

Back to top
View user's profile Send private message Send e-mail Visit poster's website ModDB Profile ID YouTube User URL Twitter Channel URL Skype Account
cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sat Sep 19, 2020 12:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the info

_________________

Back to top
View user's profile Send private message Skype Account
TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Sep 19, 2020 8:57 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
Thanks for the info

I'd be thankful too if someone could help me out making a mind-control SW that really affects everything, even what [MapControlSpecial] can't control. #Tongue

Back to top
View user's profile Send private message Send e-mail Visit poster's website ModDB Profile ID YouTube User URL Twitter Channel URL Skype Account
silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Sat Sep 19, 2020 8:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Since you're using an auto-fire SW, why not have a second SW to try and make up for the shortcomings?

I'm thinking a unit delivery SW that delivers a few good boys who perma-mind-controls everything else (which shouldn't be much) before succumbing to covid-19?

Edit: didn't know this forum was so far behind on emojis

Back to top
View user's profile Send private message
cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sat Sep 19, 2020 10:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

It wouldn't be useful in multiplayer and single player campaign you can do something like psychic beacon.

_________________

Back to top
View user's profile Send private message Skype Account
TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Sep 20, 2020 4:53 am    Post subject: Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
It wouldn't be useful in multiplayer and single player campaign you can do something like psychic beacon.

I know there's triggers for SP maps, but I thought it'd be better if I could just have one SW do all that instead of relying on triggers to MC what little remains (or in the case of RA2 Soviet 3: a lot of Rocketeers).

I'm thinking if I either re-work this SW or make a secondary one, it'd have to be GenericWarhead delivery with MindControl=yes and DamageAirThreshold=-1.

Has anyone actually made a fully functional Beacon/Amplifier MC SW?

EDIT: I remember finding a YT video (https://www.youtube.com/watch?v=McYDFT0MxFE) on that. Here's code I found in the comments.
Spoiler (click here to read it):
Code:
[PsychicBeaconSpecial]

UIName=NAME:NAPSYB

Name=Psychic Beacon

IsPowered=true

RechargeTime=30

Type=PsychicDominator

Action=Custom

SidebarImage=DOMNICON

ShowTimer=yes

DisableableFromShell=no

SW.Damage=0

SW.Warhead=ControllerBeacon

SW.Range=512,512

SW.AffectsHouse=enemies

SW.AffectsTarget=all

SW.ShowCameo=false

SW.AutoFire=true

SW.ManualFire=false

SW.AITargeting=Self

SW.ActivationSound=DoomsdaySelect

Dominator.FirstAnim=TWNK1

Dominator.FirstAnimHeight=750

Dominator.SecondAnim=TWNK1

Dominator.SecondAnimHeight=0

Dominator.FireAtPercentage=20

Dominator.ControlAnim=TWNK1

Dominator.Captures=yes

Dominator.Ripple=no

Dominator.CaptureMindControlled=yes

Dominator.CapturePermaMindControlled=yes

Dominator.CaptureImmuneToPsionics=yes

Dominator.PermanentCapture=yes

EVA.Detected=none

EVA.Ready=none

EVA.Activated=EVA_PsychicBeaconActivated

Range=0

Message.FirerColor=yes

LineMultiplier=2

Light.Enabled=yes

Light.Ambient=120

Light.Red=85

Light.Blue=30

Light.Green=20

SW.CreateRadarEvent=no

FlashSidebarTabFrames=0

This code looks to be ripped straight from MO. I'm going to be honest and say I did look at the MO334 SW, but only to dbl-chk if I got everything.
I might try copy-pasting, there might be a flag or two I missed...

Back to top
View user's profile Send private message Send e-mail Visit poster's website ModDB Profile ID YouTube User URL Twitter Channel URL Skype Account
silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Sun Sep 20, 2020 2:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do mind-control weapons actually work like that, with cellspread? I remember testing such a SW at some point, and resorting to a dominator SW after GenericWarhead SW didn't control stuff over an area.

Back to top
View user's profile Send private message
TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Sep 20, 2020 6:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

TL;DR: mostly fixed, but still one last problem.

I have a new method of how to MC everything (or at least nearly, but still more than just the Dominator SW). This approach will require two SWs: the original MapControlSpecial and the new MCRestSpecial.

The original SW remains unchanged.
The second SW delivers buildings that have a permanent and infinite MC weapon.
Because reasons I've forgotten, the building delivered is the same as the MC-chk building that will serve to fire the "Win" triggers in my campaign maps where map-wide MC is the objective; as a result, the building must have Powered=yes else it'd fire the instant a mission starts.

Also, the CACTRLCHK has Foundation=0x0 so it'll sorta occupy the same space as the Beacon, 'cause why not.

Regarding messages, I removed the Message.*= flags from the MapControlSpecial and moved them to the MCRestSpecial.

There is currently one final problem: anything ImmuneToPsionics that was also flying (like Harriers and other AircraftTypes) will never be mindcontrolled like this; there is no MC weapon that "over-powers" Psionic Immunity.
And then comes the issue of how to make specific units (Tanya/Boris) immune even to Dominator.CaptureImmuneToPsionics=yes

Code:
[ControllerBeacon] ;;:ControllerBuilding
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
MindControl=yes
IonCannon.Ripple=79
AffectsAllies=no
AffectsEnemies=yes
DamageAirThreshold=-1
MindControl.Permanent=yes

[CACTRLCHK]:[GADUMY] ;;this is a dummy building immune to everything but mind-control.
;;   Its intended use is disabling the map-control SW in maps where an objective is map-wide mind-control.
;;   It'll work even if it's ImmuneToPsionics since thePsychic BeaconSpecial has CaptureImmuneToPsionics=yes.
;Image=YAPSYT
Powered=yes
SuperWeapon=<none> ;;MCRestSpecial
Primary=MCRestWeapon
NavalTargeting=5 ;;in case someone has some subs somewhere
ImmuneToPsionics=yes
SensorArray=yes
SensorsSight=512

[MCRestWeapon]:[MultipleMindControlTower]
Speed=512
Projectile=InvisibleAll
Warhead=ControllerBeacon
ROF=1
Range=512 ;;so it auto-aims.

[MCRestSpecial]:[MapControlSpecial] ;;delivers dummy buildings to MC what-ever's left.
UIName=Name:MCRestSpecial
ShowTimer=no
Type=UnitDelivery
Action=Custom
SW.RequiresTarget=land
SW.AIRequiresTarget=land
Message.Launch=MSG:MapControlLaunch ;;Attempting map-control...
Message.Activate=MSG:MapControlActive ;;Map-control successful.
;Message.Abort=MSG:MapControlFail ;;Map-control failed. Retrying...
;;"Retrying" only works if Autofire=yes.
Message.FirerColor=yes
Deliver.Types=CACTRLCHK,CACTRLCHK,CACTRLCHK,CACTRLCHK,CACTRLCHK,CACTRLCHK,CACTRLCHK,CACTRLCHK,CACTRLCHK

_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

Last edited by TAK02 on Mon Sep 21, 2020 6:51 am; edited 1 time in total

Back to top
View user's profile Send private message Send e-mail Visit poster's website ModDB Profile ID YouTube User URL Twitter Channel URL Skype Account
silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Sun Sep 20, 2020 9:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can solve that one final problem by giving FALC (and any other floating psychicimmune units) a custom armor that resists mindcontrol through Versus.


Bonus:, if you proceed to use custom armors for everything that's normally immunetopsionics, you can free up ImmuneToPsionics for really special cases like Boris and Tanya, as you mentioned. You can then solve that bonus problem by commenting out MapControlSpecial > Dominator.CaptureImmuneToPsionics=

Back to top
View user's profile Send private message
Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Mon Sep 21, 2020 5:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

As silverwind has said, use custom armor to solve the ImmuneToPsionics problem.
The code in spoiler seems to be actually the one from MO, and I believe they do use custom armor there.

Back to top
View user's profile Send private message
TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Sep 22, 2020 8:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Virgil wrote:
The code in spoiler seems to be actually the one from MO, and I believe they do use custom armor there.

Can confirm MO uses custom Armor for (at least nearly) everything, but didn't chk if anything was ImmuneToPsionics by default.

Haven't tested the custom armor approach yet, but in theory it should work. In theory.

Still, who knew something like this would require this much pre-work considering you can do all that with a simple "If (this) then all change House" trigger with FA2.
Ah well. Here's what I'm using for the ArmorTypes section. No plans on abusing pushing AttachEffect like MO does.

Code:
[ArmorTypes]
DesoArmor=flak ;;so Deso's don't auto-target selves and fail.
HarvArmor=medium ;;so Deso's don't auto-target Harvies and fail.
;;Hax: affectable by MCRestWeapon, but not by other MC warheads.
mc_none=none ;;non-MC-able animals and slaves.
mc_flak=flak ;;non-MC-able Psi-Corps Troopers and similar.
mc_plate=plate ;;non-MC-able heroes.
mc_light=light ;;non-MC-able AircraftTypes (and Dolphins and Squids since they're also lightly armored), Chaos Drone.
mc_medium=medium ;;non-MC-able Harvys.
;;      Scrap ^^this, Harvies have HarvArmor now
mc_heavy=heavy ;;MCVs, Mastermind.
mc_wood=wood ;;Rocket Launch Pad.
mc_steel=steel ;;Psychic Tower.
mc_concrete=concrete ;;???.
mc_special_1=special_1 ;;Terror Drone.
mc_special_2=special_2 ;;Missiles.

[Controller]
;;Ares-only flags
DamageAirThreshold=-1
Versus.HarvArmor=0%
Versus.HarvArmor.ForceFire=yes
Versus.mc_none=0%
Versus.mc_none.ForceFire=yes
Versus.mc_flak=0%
Versus.mc_flak.ForceFire=yes
Versus.mc_plate=0%
Versus.mc_plate.ForceFire=yes
Versus.mc_light=0%
Versus.mc_light.ForceFire=yes
Versus.mc_medium=0%
Versus.mc_medium=.ForceFire=yes
Versus.mc_heavy=0%
Versus.mc_heavy.ForceFire=yes
Versus.mc_wood=0%
Versus.mc_wood.ForceFire=yes
Versus.mc_steel=0%
Versus.mc_steel.ForceFire=yes
Versus.mc_concrete=0%
Versus.mc_concrete.ForceFire=yes
Versus.mc_special_1=0%
Versus.mc_special_1.ForceFire=yes
Versus.mc_special_2=0%
Versus.mc_special_2.ForceFire=yes

Back to top
View user's profile Send private message Send e-mail Visit poster's website ModDB Profile ID YouTube User URL Twitter Channel URL Skype Account
TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Sep 22, 2020 6:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bug: Kirovs are not auto-mc'ed. For some reason, the current MC weapon only fires when the ZEPs are in a specific range, which is odd, considering it managed to MC 2 Kirovs that were almost at the other map edge, but left 7 ZEPs alone until they came in a range of... ~20 cells of the CACTRLCHK.

Anyone have any ideas?

_________________
One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

Back to top
View user's profile Send private message Send e-mail Visit poster's website ModDB Profile ID YouTube User URL Twitter Channel URL Skype Account
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Sep 23, 2020 7:49 am    Post subject: Reply with quote  Mark this post and the followings unread

What about a map wide dummy weather storm SW, that will set off multiple mind control warheads across the map.

_________________



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
RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Wed Sep 23, 2020 11:01 am    Post subject: Reply with quote  Mark this post and the followings unread

The Mental Omega mission where you are the Soviets and deploy the beacon in a stadium, I believe I used a SW for that.
I know for sure that all the units came under the player's control. Can you check the mission's Super Weapon?

_________________


Mental Omega 3.0 Mission creator - Creator of FinalOmega: APYR 3.0 Map Editor

/ppm/'s stupidity

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [14 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: 3.1072s ][ Queries: 11 (2.9213s) ][ Debug on ]