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Over Riding The Paradrop For A Map ?
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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Sat Dec 12, 2020 6:11 am    Post subject:  Over Riding The Paradrop For A Map ? Reply with quote  Mark this post and the followings unread

I added this code to a map so that the player can get more troops but it doesn't work unless I edit the rules, which I don't want.

All the other  code works in my map but this code is not working.

How do I override the paradrop per map ?

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Dec 12, 2020 9:19 am    Post subject: Reply with quote  Mark this post and the followings unread

What code? There is no code here.

GASP! The code is lie!

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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Sat Dec 12, 2020 1:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

OOPS...sorry Laughing

I changed it to drop 16 instead of 6.

I dont know why it works in the rules but not in the map since other map codes have overriden my modded rules but this one doesn't.

;************ American Paradrop Special Rules ***********
;These two lists _must_ have the same number of elements, otherwise bad crashiness will result

;AmerParaDropInf=E1,GHOST,ENGINEER ;Types of infantry for the planes to drop
;AmerParaDropNum=6,6,6 ;How many of each of those infantry

AmerParaDropInf=E1 ;Types of infantry for the planes to drop
AmerParaDropNum=16 ;How many of each of those infantry

AllyParaDropInf=E1 ;Types of infantry for the planes to drop
AllyParaDropNum=16 ;How many of each of those infantry

SovParaDropInf=E2 ;Types of infantry for the planes to drop
SovParaDropNum=16 ;How many of each of those infantry

YuriParaDropInf=INIT ;Types of infantry for the planes to drop
YuriParaDropNum=16 ;How many of each of those infantry

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Dec 12, 2020 1:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

These flags are written under the [General] section in your map, aren't they?

Open the map in Notepad, see use Crtl+F to see if a [General] section already exists, then add your code to that section.

Overridding Paradrop settings in maps has always worked for others so far.

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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Sat Dec 12, 2020 5:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

When I do the search it says Cannot Find General

I don't know what General is but I opened other maps and did the search and all of them give back the same results that whatever this word is in code, it is not part of YR maps.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Dec 12, 2020 6:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Naturally. The General section is rules.ini section, and it has very important flags.

Just write this into the map:
Code:
[General]
AmerParaDropInf=E1
AmerParaDropNum=16
AllyParaDropInf=E1
AllyParaDropNum=16
SovParaDropInf=E2
SovParaDropNum=16
YuriParaDropInf=INIT
YuriParaDropNum=16
PrismSupportModifier=125%

The reason you might want to redefine PrismSupportModifier is on ModEnc: https://www.modenc.renegadeprojects.com/PrismSupportModifier

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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Sat Dec 12, 2020 8:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

adamstrange wrote:
When I do the search it says Cannot Find General

TAK02 mentioned search first, because if there is already a [General] section, creating another one could cause trouble, as game engine only reads some codes once when the first time encountered it, and overrides some others when find another one.
Generally speaking, a newly created map won't have its own [General] section, that's why he says "if there is one", because none of us know what map are you working on.

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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Sun Dec 13, 2020 1:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Tako it worked perfectly.


Virgil I'm working on a series of highly detailed city maps.

Ever time I downloaded a city map it was just awful, like they just dropped buildings where ever, so I set out to build my own.

Each map will have a bright day, morning, afternoon, evening and night version and way much bigger than the ones you see here.



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Farside City Day [1.vs.2].png



Metro Orefield Morning 2-4.png
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Metro Orefield Morning 2-4.png



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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Dec 13, 2020 1:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Your cities look lovely, no denying that, I also see some Terrain Expansion tiles (Pavement Circles and the 1x1 Helipad tile).
But your cities lack something: parks (areas with trees, park benches, some pavement paths, some trees, maybe a Merry-Go-Round or Swing Set, but mostly open grass) and parking lots.
Or at the very least parking lanes on the side of the main roads.

I see you have some here and there, but there should be a couple more. At least, that's my opinion.

You might want to add some cars and civies here and there...

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Dec 13, 2020 2:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

If buildings overlap and gets destroyed, then map will crash. FA2 has option to show building outline.

Otherwise, those buildings should be made immune and occupy/garrison disabled.

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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Sun Dec 13, 2020 3:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

I would like to also suggest not puting the same buildings so close to each other, and avoid creating long walls of buildings to leave more space for unit movements, the TS game engine is not that good when unit has to turn too many times.

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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Sun Dec 13, 2020 10:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
If buildings overlap and gets destroyed, then map will crash


So that explains why throughout the years I would experience crashes.
Merging buildings together to make a new building looks cool but it crashes the game when destroyed, though I did notice that my PC could handle merged buildings being destroyed much more than my laptop.

Now in ZR and TW this was never a problem.
Quote:
You might want to add some cars and civies here and there.


Here's my personal problem with this, is the reason I didn't put vehicles and people are because I hate that people  are bigger than the vehicles.
Why are soldiers taller than the tanks ?

I will definitely listen to all your suggestions.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Dec 13, 2020 11:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

To echo Virgil and E1, the game will crash on buildings with overlap being destroyed, and the pathfinding can cause crashes if there are too many dead ends and re-turn calculations.

Also on a side note, I tested a few skirmish maps that had a [General] section for the tree disguise, and they also suffered from the overpowered Prism tower bug. It would be nice to know precisely which tags are affected by a new [General] definition because there are soooo many, and any big mod will have modified dozens of them.

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Mon Dec 14, 2020 2:16 am    Post subject: Reply with quote  Mark this post and the followings unread


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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon Dec 14, 2020 11:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

If I'm reading it right, the majority of reset values are not under [General] but only within the redefined unit itself?

The Prism support is the only one?

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Tue Dec 15, 2020 1:46 am    Post subject: Reply with quote  Mark this post and the followings unread

That is what is known and updated at ModEnc.

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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Tue Dec 15, 2020 6:21 am    Post subject: Reply with quote  Mark this post and the followings unread

After playing the Sudden Strike series of RTS games, my goal to making large city maps was to have the player battle from building to building.

When given paradrops of more than 6 infantry the AI will start to garrison the buildings, spreading throughout the city, which is what I wanted.

All Tech buildings will have multiple bunkers to guard them from being taken over but the problem is that the AI doesn't take advantage of this so these maps would be excellent for Human vs Human players, especially so when the AI keeps destroying the very buildings around it that's critical for its survival.

The players start at opposite ends of the city with small Orefields to get them started but these will have no Tib Spikes, so they will run out, forcing them to harvest from the main field in the middle of the city.

The main field will also not have the Tib Spikes and eventually run out leaving players to relie only on the Oil Derricks for their economy and paradrops for reinforcements.

Capturing Tech power plants and holding them is critical to powering base defenses as well as defending the airports to continue receiving large paradrops.

For my other 2 maps under construction I am planning on having 4 unpowered Paris Towers around the map which would require a huge power consumption which I got to work [twice the drain of the missile silo].

But since the AI doesn't see it as a tech building [as well as Einsteins lab and the communication center] it doesn't capture it and I highly doubt that it would seek out to capture and or build the necessary plants to keep it on.

I think playing these maps is better without superweapons as it takes a lot longer to finish and playing this with Mooman's MeatGrinder  option is even better.

2 things that I would like before releasing them if possible is for someone to help me add new buildings to the cities and to stop the AI from randomly attacking and destroying them.



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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Tue Dec 15, 2020 9:36 am    Post subject: Reply with quote  Mark this post and the followings unread

adamstrange wrote:
Tib Spikes
This is the TS/RA2 engine. We have Tiberium Trees. They look better.
adamstrange wrote:
add new buildings to the cities
Add new buildings for what? New graphics? Not possible; you need to also give them proper art.ini code, which you can't add/modify with map code.
One thing you can do though is make "new" buildings, but you'll be forced to use pre-existing building graphics.

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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Tue Dec 15, 2020 10:04 am    Post subject: Reply with quote  Mark this post and the followings unread

For AI base power, they will always try to build enough powerplants to keep themselves powered, no need to worry. As for tech buildings, you need AI triggers for capturing the new tech buildings you added to the game/the map, or add them to NeutralTechBuildings= so that AI would consider them as tech buildings.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Tue Dec 15, 2020 2:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Local AITriggers could be coded to capture specific buildings. Can make AI only building with lot of power, if the AI keeps building lot of powerplants.

Could change owner of buildings to Special that AI need not attack. Better would be to find out the teams in ai(md).ini that attack those and set OnlyTargetHouseEnemy=yes in its TeamTypes.

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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Thu Dec 17, 2020 12:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
One thing you can do though is make "new" buildings, but you'll be forced to use pre-existing building graphics.

This is exactly what I want to do as I want to use the game's existing civilian buildings and make different versions of them.



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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Dec 17, 2020 6:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lovely Copy-n-paste art.

adamstrange wrote:
make different versions of them.
Not possible.
Here's how you're limited with map-codes only:

You can define a new building, but you're limited to having that building looking exactly like the vanilla buildings.
No "make different versions of them", the same versions that shipped with the original game.
Valid for building SHPs, infantry SHPs, Aircraft VXLs and vehicle SHPs/VXLs.

The most you can do is override the vanilla files with your own, but the result will be that these will replace/override vanilla graphics, NOT make new TechnoTypes alongside the old ones.
And you'd have to ship the SHPs/VXLs+HVAs if you want that.

At that point might as well start your won "civie-expansion" mod.

There's more limits to using just a map file, but they're not relevant here.

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