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Ares 3.0 Development
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AprilWar
Rocket Infantry


Joined: 05 Sep 2007
Location: Somewhere in rulesmd.ini

PostPosted: Mon Feb 03, 2020 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is awesome!

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WoodleMyNoodle
Cyborg Soldier


Joined: 09 Apr 2018

PostPosted: Wed Feb 05, 2020 12:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

XxpeddyxX wrote:
Defeated players can use AlwaysGranted supers. Using latest release.


Actually, I like this. It's great for some gamemodes.
If it does get fixed, would be nice to have a seperated tag for it.

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Thu Feb 06, 2020 7:57 am    Post subject: Reply with quote  Mark this post and the followings unread

GapGenerator does not work on units anymore, was this changed recently?

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Sat Feb 22, 2020 2:51 am    Post subject: Reply with quote  Mark this post and the followings unread

any chance of implementing a xxxwotur option? Vehicles with turrets can use spawns but the turret image doesn't change.

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Sat Apr 04, 2020 4:14 am    Post subject: Reply with quote  Mark this post and the followings unread

MindControl.Permanent=yes on an airburst weapon permanently controls buildings even if the parent weapon and the airburst weapon do not target buildings with a versus set to 0%.

EDIT: Actually any mindcontrol airburst captures buildings regardless of warhead versus..

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sat Apr 04, 2020 5:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Long time no update Rolling Eyes

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Genkyoko
Vehicle Driver


Joined: 02 Jun 2019

PostPosted: Mon Apr 06, 2020 3:08 am    Post subject: Reply with quote  Mark this post and the followings unread

The new 20.89.898 and 20.93.970 seem to cause some infantry that can be anti-deployed to fail to deploy... xD

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Mon Apr 06, 2020 7:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

You rather meant that they can't be undeployed after deploying? Because that's what happens.
It seems to be a problem only for infantry, though.

Also, something was changed with railguns, their particles exist awfully long now. Much longer than in previous Ares builds (and switching to older build "fixes" it).

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Fri Apr 10, 2020 10:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Infantry can undeploy again in the new testbuild.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Apr 26, 2020 7:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Is it normal to have InitalPayload respected when dealing with pre-placed bunkers?
Currently, bunkers pre-placed on the map via map editor respect InitialPayload (unless my version is outdated), meaning that bunkers you'd want to be empty (abandoned base, etc) are not.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Apr 26, 2020 7:46 am    Post subject: Reply with quote  Mark this post and the followings unread

If you're pre-placing the bunker then just make an unbuildable clone without InitalPayload & use that as the abandoned version.

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Thu May 21, 2020 5:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

I hope this version can initialpayload tank into tank bunker or even siege chopper mechnism that allow to deploy above water

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Thu Jun 25, 2020 5:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can you fix the bug where the spawn aircraft no longer accept any command after first order finished. I want to make drone like generals and they have unlimited ammo but after first order with landable=no they attempt to land but can't do so and keep repeating like this until destroyed. So I want spawn with landable=no no longer return to land but insted fly around above the spawner?

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Jun 25, 2020 7:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Work around: have the thing spawn but then "attack" the spawner using a dummy weapon that doesn't deal damage against the spawner (custom armor allows this). Though how to get the drone to attack the actual spawner and not just another instance of the Techno is beyond me, assuming it's possible.
If you want the drone to do anything else (damaging/healing) then use InitialPayload and add infantry with the weapons you originally intended for the spawn.

If you wan things like "self-destruct when InitialPayload has no more ammo and the spawn drone doesn't actually do anything anymore" then you ought to request a SelfKillPayloadNoAmmo flag or something.
Unless someone else knows a workaround here too? Like, a NoAmmo weapon for the InitialPayload? But can Suicide=yes weapons on InitialPayload damage the containing vehicle or will they just kill the contained techno?

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FS-21
Cyborg Soldier


Joined: 09 Dec 2002
Location: Spain

PostPosted: Tue Jun 30, 2020 10:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Too late for asking a fix for the permanent Mindcontrol of vehicles/buildings when deploy/undeploy (The TibSun logic used by the Tick Tank)?  I can't migrate from a custom Ares 0.8 without that bug fixed  Sad

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wiwimax
Soldier


Joined: 13 Dec 2016

PostPosted: Sun Jul 19, 2020 6:41 pm    Post subject:  4 Feature Requests Reply with quote  Mark this post and the followings unread

@AlexB

-----------------------------------------------
1. Trains incomplete abandoned logic
-----------------------------------------------
Logic for Trains that has been used in Tiberian Sun is incomplete and abandoned in Red Alert 2: YR, so, actually presents original game bug, so is it possible this to be fixed and Trains to be workable again in RA2YR?

This will bring other problems, and other questions will rise from it, like, what about with terrain included in RA2YR does it have everything what is need to serves the Trains to work like they should?

Of course this doesn't need to be linked to Tunnels because that is a whole another story. However, trains and rails can be used in very different scenarios (mods/maps) without tunnels.

In some later stage of development (of course if it is possible and accepted by you - the developers) In-Game RandomMap Generator also should support this logic.


-----------------------------------------------
2. Hackers from Generals
-----------------------------------------------
Is it possible Hackers from Generals to be back ported to RA2YR?
Just one man to sit with his laptop somewhere near and not so near to the enemy's base and start hacking the refinery from there, process that will steal some amount of money by some interval.

Expected values that can be controlled by tags should be probably something like:

Hacker.PercentageStealed=0-100%
Hacker.StealTimeInterval=0-100 (or endless number)


and Elite and Veteran tags that can change above tags.


-----------------------------------------------
3. Destroying bridges by multiple unit's weight.
-----------------------------------------------
Bridges in Tiberian Sun can be destroyed by multiple unit's weight. Similar to crushing the ice in the same game by the same reason (heavy weight from many units between solid points.)

Tag(s) like:
BridgesDestroying.Weight=yes/no
or
BridgeDestroying.Weight=yes/no

will be perfect for realism in the game.


-----------------------------------------------
4. Buildable cash money crate
-----------------------------------------------

If some player wants to give to other player money (credits) that simply is not possible in the game, like how it is implemented in Age Of Empires II, there for that matter some player in AOE2 can even pay an extortion to another player.

So it will be very useful feature of this kind to be available.

If someone makes a crate or even a dummy object that costs $5.000 and someone crash it, then that one to "pic up" $5.000 credits.

Any other ideas for sending/receiving money are welcome.

Last edited by wiwimax on Mon Jul 20, 2020 3:34 pm; edited 1 time in total

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Jul 20, 2020 5:05 am    Post subject: Re: 3 Feature Requests Reply with quote  Mark this post and the followings unread

wiwimax wrote:
Trains incomplete abandoned logic

Trains are untouched and work. The only thing you'd need is suitable terrain which doesn't exist in vRA2. The Terrain Expansion has graphics for the rails and has trainbridges.
It's a bit of a hassle to enable (especially NewUrban because the TX folks messed up a bridge-tile), but you don't need Ares for Trains at all.

See this mess I made: https://ppmforums.com/topic-47374/help-with-trains/

Also, Tunnels are still untouched and working (Trains+Tunnels work!). Again, just a lack of tiles (and support to add tubes via map-editor, so you need to add the tunnels' code from the Tunnel Drawer manually into the map with Notepad/Notepad++).

Get the Tunnel Drawer here: https://ppmforums.com/topic-37881/ts-ra2-tunnel-drawer/
wiwimax wrote:
Hackers from Generals

Wait, doesn't the Disk's drain weapon thingie work for infantry and at range?

If it does, then no need for this.
Although I suppose it'd be nice for InfantryTypes to generate money while Idle or Deployed (depending on modder's whim)
wiwimax wrote:
Destroying bridges by multiple unit's weight.

Neat feature! But did it really happen in TS?
wiwimax wrote:
Buildable cash money crate

Workaround: MO has a game-mode where crates are spawned close to a certain building. I think it was called "scavenger" or something.
They did this by making a HunterSeeker SW. It spawns a dummy unit that kills itself and drops a crate.
From what I can tell, there is no way to tell the game to explicitly drop cash crates and nothing else yet.

So maybe support CrateBeneathIsMoney=yes on Types that have CarriesCrate=yes (or make a tag with the same effect)?

In Ares, SWs can cost money.
Since you probably want the crate to be at a special spot rather than one close to a building, you'll need to use the UnitDelivery SW, or maybe even Paradrop (to "drop" the crate).

Last edited by TAK02 on Mon Jul 20, 2020 7:10 am; edited 1 time in total

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Mon Jul 20, 2020 6:05 am    Post subject: Re: 3 Feature Requests Reply with quote  Mark this post and the followings unread

TAK02 wrote:
Wait, doesn't the Disk's drain weapon thingie work for infantry and at range?
The only way to be "at range" is directly above the victim in the same cell so such infantry has to fly.

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wiwimax
Soldier


Joined: 13 Dec 2016

PostPosted: Mon Jul 20, 2020 3:36 pm    Post subject:  Re: 4 Feature Requests and 2 more Reply with quote  Mark this post and the followings unread

@TAK02
Thank for your directions.

TAK02 wrote:
wiwimax wrote:
Destroying bridges by multiple unit's weight.

Neat feature! But did it really happen in TS?


- It happened, but the right question is: In which version, original or Firestorm extension or in both?

How Ares works together with Terrain Expansion?
Are there any bugs, crushes, fatal errors...?


And 2 more Feature requests:

------------------------------------------------------------
5. Underwater buildings (Cloak.Permanent) support
------------------------------------------------------------
Starkku wrote:
wiwimax wrote:

Feature 2:
Support underwater buildings;


Already supported in same capacity as underwater units are, even without Ares. Granted it could probably improved by allowing them to not uncloak even when fired upon.


This post is quouted from another thread located here:
https://ppmforums.com/topic-40928-page-13/ideas-suggestions/

but probably @AlexB missed it, so can tag as:
Cloak.Permanent=yes/no

be implemented for BuildingTypes?


-----------------------------------------------
6. Jumpjet Hijacker
-----------------------------------------------
Is it possible for "Hijacking" to be made to work in air?
Example: Jumpjet Hijacker - as James Bond, or air terrorist kiddnaping air units as ZEP, DISC or BLACKHAWK (when are positioned above water).

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Jul 20, 2020 4:00 pm    Post subject: Re: 4 Feature Requests and 2 more Reply with quote  Mark this post and the followings unread

wiwimax wrote:
How Ares works together with Terrain Expansion?
Are there any bugs, crushes, fatal errors...?

Nope. Terrain Expansion works with Ares, no problem.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Mon Jul 20, 2020 7:10 pm    Post subject: Re: 3 Feature Requests Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
TAK02 wrote:
Wait, doesn't the Disk's drain weapon thingie work for infantry and at range?
The only way to be "at range" is directly above the victim in the same cell so such infantry has to fly.

Also hackers generate money, they don't steal it from others.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Mon Jul 20, 2020 9:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can already give other players a money crate, the problem is that it requires a unit delivery that has a unit that instantly blows up. This means that, from now on if you have crates enabled, an additional existence of crates will be on the map. This is noticeable in smaller maps. If Ares could do two things, it would be great.

1) Allow Animations to spawn crates, possibly even expand upon other overlay and terrain objects (I have been trying to make it so I can allow a subfaction to deploy trees! Unless additional walls are possible, I cannot think of a way)

2) Force the game to check how many existing crates there are before spawning another one, or perhaps create a new fake crate that doesn't follow the same rules when spawning new crates but absolutely does give the same bonuses.


Giving us more control over crates in general would be great. Having it so we can create a list of new crate bonuses and effects, such as what animations deploy, what weapons deploy (for explosions), what money is given, what unit(s), superweapons, etc. It would be interesting if you gave us the ability to tell AI to intentionally travel towards a crate too.

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Wed Jul 22, 2020 11:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Can we have suppoer vehicle disguise as another vehicle similar to GLA bomb truck please?

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wiwimax
Soldier


Joined: 13 Dec 2016

PostPosted: Wed Jul 22, 2020 3:08 pm    Post subject: Expansion of Reverse Engineering Reply with quote  Mark this post and the followings unread

MRMIdAS wrote:
cxtian39 wrote:
TAK02 wrote:
Wait, doesn't the Disk's drain weapon thingie work for infantry and at range?
The only way to be "at range" is directly above the victim in the same cell so such infantry has to fly.

Also hackers generate money, they don't steal it from others.


Then we need only AlexB to expand this Oil Derrick's logic to work on InfantryTypeS:
ProduceCashAmount=<number> ; Amount every Delay
ProduceCashDelay=<number> ; Frame delay between Amounts



==============================================================================================

-----------------------------------------------
7. Expansion of Reverse Engineering
-----------------------------------------------

Code:
"NEW EFFECT Whether spying this building will remove all technology the infiltrated player has reverse-engineered so far. Defaults to no."

Source: https://ares-developers.github.io/Ares-docs/new/buildings/spybehavior.html

Obviously there is a list of reverse-engineered technology that infiltrated player has have which is cleared with
SpyEffect.UndoReverseEngineer=yes

so, will be very useful if spy beside just UNDO the reverse-engineered technologies for the infiltrated player, also to steal "reversed projects" from the infiltrated player's list and make available to the owner of the spy.

In this scenario someone will make an effort to "take" (via mindcontrol, hijacker, whatever) different types of units and reverse them all, but some other player when infiltrate the spy to proper building to steal all reverse-engineered plans that first player reversed so far.

Of course the best option is both things to be customizable:
- Spy to be able to remove all technology that infiltrated player has reverse-engineered so far.
- Spy to steal all reverse-engineered items so far from infiltrated player's list and make all of them available for the spy owner.

Ex.: SpyEffect.StealReverseEngineer=yes

Last edited by wiwimax on Sat Jul 25, 2020 6:23 pm; edited 1 time in total

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Wed Jul 22, 2020 4:11 pm    Post subject: Re: Expansion of Reverse Engineering Reply with quote  Mark this post and the followings unread

Your ideas are genius. Although...
wiwimax wrote:
- Spy to be able to remove all technology that infiltrated player has reverse-engineered so far.

This current logic is kinda limited.

Imagine a spy entering a War Factory. Instead of just blocking production of reversed tanks, the spy'd also block reversed infantry.

Then again, I guess you could argue the tag UndoReverseEngineer was designed to be put on things like Battle Labs and Tech Centers rather than the actual factory.

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wiwimax
Soldier


Joined: 13 Dec 2016

PostPosted: Sat Jul 25, 2020 6:01 pm    Post subject: Re: Expansion of Reverse Engineering Reply with quote  Mark this post and the followings unread

TAK02 wrote:
Your ideas are genius.

Thank you.

TAK02 wrote:
Although...
wiwimax wrote:
- Spy to be able to remove all technology that infiltrated player has reverse-engineered so far.

This current logic is kinda limited.

Imagine a spy entering a War Factory. Instead of just blocking production of reversed tanks, the spy'd also block reversed infantry.

Then again, I guess you could argue the tag UndoReverseEngineer was designed to be put on things like Battle Labs and Tech Centers rather than the actual factory.


Reverse is mean to be global for all technologies of any type (building, infantry, vehicles, aircraft), if techs are separated modder will have a lot available choices and combinations, but then maybe gameplay will become very complicated...

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wiwimax
Soldier


Joined: 13 Dec 2016

PostPosted: Sat Jul 25, 2020 6:05 pm    Post subject:  1 Feature request Reply with quote  Mark this post and the followings unread

-----------------------------------------------
8. Kill Everyone In Building
-----------------------------------------------

We need similar to this setting:
[InfantryType]->VehicleThief.KillPilots=yes/no

to be available for BuildinsTypeS also, someone as Spy to be able when enters in Bio Reactor (or similar building) to kill all "Passengers" or "Occupiers" in it.


Something as
[InfantryType]->Infiltrator.KillEveryoneInBuilding=yes/no

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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Sat Jul 25, 2020 6:57 pm    Post subject: Re: 1 Feature request Reply with quote  Mark this post and the followings unread

wiwimax wrote:
-----------------------------------------------
8. Kill Everyone In Building
-----------------------------------------------

We need similar to this setting:
[InfantryType]->VehicleThief.KillPilots=yes/no

to be available for BuildinsTypeS also, someone as Spy to be able when enters in Bio Reactor (or similar building) to kill all "Passengers" or "Occupiers" in it.


Something as
[InfantryType]->Infiltrator.KillEveryoneInBuilding=yes/no

There is an vanilla tag called Assaulter. Except of not working with Engineer, Infiltrator and any other tags related with entering the building, that is what you want. Tagged infantry kills all garisoned enemies in a building when entering it.

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wiwimax
Soldier


Joined: 13 Dec 2016

PostPosted: Sat Jul 25, 2020 8:01 pm    Post subject: Re: 1 Feature request Reply with quote  Mark this post and the followings unread

Virgil wrote:
wiwimax wrote:
-----------------------------------------------
8. Kill Everyone In Building
-----------------------------------------------

We need similar to this setting:
[InfantryType]->VehicleThief.KillPilots=yes/no

to be available for BuildinsTypeS also, someone as Spy to be able when enters in Bio Reactor (or similar building) to kill all "Passengers" or "Occupiers" in it.


Something as
[InfantryType]->Infiltrator.KillEveryoneInBuilding=yes/no

There is an vanilla tag called Assaulter. Except of not working with Engineer, Infiltrator and any other tags related with entering the building, that is what you want. Tagged infantry kills all garisoned enemies in a building when entering it.


Assaulter tag works for "Occupiers" but not for "Passengers", so it work on Soviet Bunker, but not on the Yuri Bio Reactor.

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wiwimax
Soldier


Joined: 13 Dec 2016

PostPosted: Tue Jul 28, 2020 12:32 am    Post subject:  2 Feature requests Reply with quote  Mark this post and the followings unread

-----------------------------------------------
9. Enable Passengers in Naval Vehicles
-----------------------------------------------

Swimming (amphibious) infantries (Seal, Tanya, etc) to be able to enter from water in amphibious and other water-only naval vehicles that have 'Passengers' string added to their rules code, and of course to be able to exit from them also in the water.

An issue will arise from this:
What gonna be with infantry that doesn't swim? - They all will die. In AOE2 you can exit specific unit from the ship transport, but this is RA2YR not AOE2, so let we stay on the subject, and don't go off topic.

With naval-only vehicles (ships and submarines) we have clear deal, only amphibious infantries actually is possible to enter in it because the ship/submarine never left the water, so no one else will be possible to enter and no one will die.

Of course there is a possibility for Chrono Legionnaire or other chrono unit to enter the ship/submarine, but that is acceptable lost, and maybe AlexB will be able to program the Chrono Legionnaire when exiting to automatically choose the first free ground cell to teleport there.

In amphibious, there is problem of exiting, not entering actually, because for an example in a middle of a water Tanya can enter the transport but the transport in that moment maybe contain other non-water units as thanks or other vehicles and non-swim infantries. So no one goes out, or otherwise if Tanya goes out, then all other non-amphibious units going to die.

For that matter maybe game already has some partial logic for transport to not drop/exit passengers to certain death - i.e. if they don't have where to go like when Paraplane drops different infantries which include SEAL too, then SEAL can actually falls directly in the water, but everyone else will fall on the closest ground/beach free cell.


Lacking of feature for supporting passengers on Ships is actually frustrating, because if the player has special ops team to deploy it fast in the water, they can’t exit from the ship??? They must be able to jump in the water - that is realism!

The tag probably should be something as:
TehnoType->
NavalVehicle.EnablePassengers=yes/no


------------------------------------------------------------------
10. Enable Jumpjet to be "passenger" in Naval Vehicles
------------------------------------------------------------------

In the same context will be very useful if Jumpjet infantries are able to lend on amphibious and on water-only naval vehicles that have 'Passengers' string added to their rules code, and of course to be able to exit from the ships* only also in the air.


*To be able to land in amphibious too, but not to exit from it in water.

Original RA2/YR Jumpjet actually goes from point A to point B directly without landing at all, so this looks completely unnecessary, but if his code is changed like that one in Tiberian Sun then the jumpjet can goes on foot for short distance and take off to fly for the long distance or to go to close but unreachable places from the ground by walking. So his ability for landing on the naval vehicles make perfect sense from realistic point of view.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Thu Jul 30, 2020 6:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

XxpeddyxX wrote:
Defeated players can use AlwaysGranted supers. Using latest release.


It's a bit late but to follow up, it appears the player isn't even defeated. This means that the player cannot lose even if everything is destroyed.

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wiwimax
Soldier


Joined: 13 Dec 2016

PostPosted: Wed Aug 26, 2020 11:58 pm    Post subject:   Reply with quote  Mark this post and the followings unread

[BUG] Random Map Generator
..
Structures= (list of BuildingTypes)
..

This feature has a bug: The logic doesn't respect the tag "WaterBound=yes" in the structure's code and places it on the ground instead on the water.

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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Thu Aug 27, 2020 4:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

That makes sense, seeing as that flag is for urban areas. I doubt urban areas were designed to ever be placed on anything but clear terrain (what, the buildings being around roads and all)

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wiwimax
Soldier


Joined: 13 Dec 2016

PostPosted: Thu Aug 27, 2020 5:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

silverwind wrote:
That makes sense, seeing as that flag is for urban areas. I doubt urban areas were designed to ever be placed on anything but clear terrain (what, the buildings being around roads and all)


Actually I was wrong in the report.

The game for neutral tech structures that need to be placed somehow beside rmgmd.ini, reads the rulesmd.ini line too:

Code:
[AI]
...
NeutralTechBuildings=CAAIRP,CATHOSP,CAOILD,CAOUTP,CAMACH,CAPOWR,SOMENAVALBUILDING


Here I have added a naval tech building, but the same building is not present in the rmgmd.ini under:

Code:
[Urban]
Structures= CAAIRP,CATHOSP,CAOILD,CAOUTP,CAMACH,CAPOWR


So this bug, will be very usefull to be fixed, how naval tech buildings can be randomly placed on a random maps in water where it should be.
Other thing is that the game itself or with Ares doesn't place any building in water at all, so the logic needs to be extended here too.

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Kud
Civilian


Joined: 20 Nov 2020

PostPosted: Fri Nov 20, 2020 4:26 am    Post subject: Reply with quote  Mark this post and the followings unread

I notice the version after 3.0RC1 getting max length issue, will this be fix on 3.0RC2?

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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Sun Nov 22, 2020 11:13 pm    Post subject: Reply with quote  Mark this post and the followings unread


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zhaihs
Civilian


Joined: 29 Jul 2019

PostPosted: Tue Dec 01, 2020 2:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Where can I see the latest documentation for are 3.0 RC8?

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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Tue Dec 01, 2020 2:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Does Ares support changing the unit exit direction from factories yet?

E.g., in alpha RA2, war factory was flipped the other way.

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KusudaMikami
Civilian


Joined: 09 Jan 2021

PostPosted: Sat Jan 09, 2021 10:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Is it possible to create a multi-threaded function [multi-core CPU no longer only uses a single CPU] to improve FPS and solve game lag?

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Wed Mar 10, 2021 5:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Units, including aircraft, with Insignificant=yes cannot be used for the "Alternate Prerequisites with Non-Buildings" feature. It could be nice if this could be addressed so that 0 cell buildings don't have to be used for covert prerequisites.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Mar 10, 2021 7:32 am    Post subject: Reply with quote  Mark this post and the followings unread

KusudaMikami wrote:
Is it possible to create a multi-threaded function [multi-core CPU no longer only uses a single CPU] to improve FPS and solve game lag?

Making software use threads is more than just a compiler flag, the entire state of every action has to be made to operate asynchronously to the main thread, and then you need additional code to listen and re-synchronize those child threads. The way you code the engine would have to target a specific number of parallel threads for optimal results, knowing that on some cpus this would actually slow down the game...

Be happy with the DDRAW wrappers that can at least use some GPU acceleration.

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Distorted
Civilian


Joined: 31 May 2017

PostPosted: Wed Mar 24, 2021 2:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here's a bug report.

Medic or any infantry with negative damage weapon don't work well with CanDrive tag.
-Medic will try to "heal" the damaged and unmanned vehicle and refuse to enter even when it has full health.
-If it's a transport, however, medic can enter and drive as intended without trying to "heal" if damaged.

By "heal" I mean that regardless of the warhead's versus value, medic will see the non-transport vehicle as a weapon target and give off the select or repair cursor instead.

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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Fri Mar 26, 2021 12:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

upon having made all of the art for a firestorm generator, i have found animation transparency can be controlled for the
anim listed under FirestormIdleAnim=, but not the ones listed under GroundAnim= nor AirAnim=. I have also found that the
firestorm wall sections have layering issues and dont properly render beneath units. i suggest also enabling
the FirestormWarhead= to play its animlist and its particle= entry, if its not too inconvenient  

EDIT: upon having made all of the art for a set of 8 civilian buildings i have found that rubble images dont render for buildings  
with custom foundations that dont have the topmost tile occupied. also infantry have pathfinding errors trying to enter a building  
which doesnt have its 'center' tile filled and finally infantry exit far from buildings which dont have their bottommost tiles filled

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Wed Oct 13, 2021 2:31 am    Post subject: Reply with quote  Mark this post and the followings unread

I wish we have de-hardcode the building damaged sound and destroy sound because it's not fun when hearing a placeholder building that fires multiple superweapons and killself having blowup sound.

I removed sound from [audiovisual] and that causing all buildings went silent.

BTW I wish the game respect more of spawning debris in weapon on animation damage.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Wed Oct 13, 2021 11:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Do you realize that Ares is most likely gone?
You can wish wish and wish, but AlexB most likely won't come back soon toi work on another Ares. There is Phobos and try to suggest that here, we have thread. If you are lucky to get answer from them as well Very Happy

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