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 Tue Apr 23, 2024 6:54 am
All times are UTC + 0
Paradropping Tug Boat with Crate Beneath
Moderators: 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
AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Tue Dec 22, 2020 5:00 am    Post subject:  Paradropping Tug Boat with Crate Beneath Reply with quote  Mark this post and the followings unread

Turns out Naval Units will not exit the Paradrop plane when over land.

Sad


What happens if you paradrop an infantry or vehicle with -1 health? Does it land before destruction? Or will it destruct before landing?


Because either way, this can be used to A) create a true supply drop that drops units that have cratebeneath=true, or B) create paradrop plans that appear to rain ore debris.

Anyone done anything like this? I forget how exactly parabombs work, but i seem to remember them being infantry, and we cant put crates beneath infantry.

Back to top
View user's profile Send private message
AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Tue Dec 22, 2020 2:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

turns out 0 hitpoints and -1 hitpoints dont destroy the unit that is paradropped. They simply have either max hitpoints or 1 hitpoint.

I guess the only other method is a dummy weapon with extreme guard range that self destructs and auto-targets so i guess the next test is seeing if CrateBeneath works on the demo truck.

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


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Sat Dec 26, 2020 6:02 am    Post subject: Reply with quote  Mark this post and the followings unread

I think cratebeneath is only for buildings.

Units use CarriesCreate=

But I have never seen it work.

Tried it on demo truck - Both CrateBeneath and CarriesCrate

At least in skirmish, nothing happens (crates were enabled)

_________________

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


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sat Dec 26, 2020 7:06 am    Post subject: Reply with quote  Mark this post and the followings unread

NimoStar wrote:
Units use CarriesCrate=

Fixed. Please be especially careful with flags; misspelling them will do anything from not working properly to bricking your game (and in some cases force you to restart your whole machine 'cuz operating system shenanigans).

_________________
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
AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Sat Dec 26, 2020 1:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

unfortunately none of the logic works in MP the only one that will work is constructing a wall, since it creates an overlay. Debris can probably spawn crates aswell.

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


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Sat Dec 26, 2020 2:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
NimoStar wrote:
Units use CarriesCrate=

Fixed. Please be especially careful with flags; misspelling them will do anything from not working properly to bricking your game (and in some cases force you to restart your whole machine 'cuz operating system shenanigans).


Ok, true, I mistyped it here.

However, I had written it correctly ingame. Still does nothing in skirmish: I guess it is only for campaign. A shame since this prevent you from creating your own crates.

_________________

Back to top
View user's profile Send private message Visit poster's website
AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Sun Dec 27, 2020 12:05 am    Post subject: Reply with quote  Mark this post and the followings unread

It can be done but you'll need to Extract every Skirmish Map from directory open up fa2. and modify this, and save



But i hear it causes issues, since only a certain number of crates may naturally spawn in a skirmish game, unlocking additional crates from trucks, adds to this value, whereby each crate collected in this way causes it to randomize and respawn elsewhere on the map as if a regular crate. So they are not one time, which is unfortunate for designing supply drops.

Edit: i take that back, the glitch of continuous spawning crates is what happens when you illegally create an additional crate using a Debris. I have never tested, nor read anything about testing if additional WILD crates spawn as a result of collecting Truck Crates when the above setting has been enabled (as it is in campaign) So i reckon it's likely to work due to this tag, without overloading the random crates.

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


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Sun Dec 27, 2020 2:06 am    Post subject: Reply with quote  Mark this post and the followings unread

I have tested it and they do seem to respawn, adding to the total.

A solution I tried is playing without crate spawn, but with the setting on the map...

...unfortunately, without "crates appear", the truck crates will not... appear.

_________________

Back to top
View user's profile Send private message Visit poster's website
AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Sun Dec 27, 2020 5:50 am    Post subject: Reply with quote  Mark this post and the followings unread

I just tested it on a 16x16 map and got the same results.

Just bulks out the amount of crates jumping around the screen.


I wonder if it would be possible to add the code -:

if CrateList.Count > MaxCrates([General]public integer) CrateList.Remove[CrateList.Count]

or else the code may be stored in the crate interaction itself; in which case, Track the default Crate Value ; which appears to be just 1. Call this value CrateValue And so when a crate is collected +1 to this Integer value, and Respawn IF CrateValue < MaxCrates.


Code:

31=Crate type,18

49=Pickup Crate,0,0,0,0,When crate is picked up object the trigger is attached to.,0,1,49

****
50=Pickup Crate (any),0,0,0,0,When crate is picked up by any unit.,0,1,50
*** ^ ^ This will connect to the references required i believe ^ ^

97=Toggle Train Cargo,0,0,0,0,0,0,0,0,0,Toggles state of cargo train dropping crate.,0,1,97

108=Create Crate...,0,31,0,0,0,0,1,0,0,Create a Goodie Crate with specific contents at a waypoint.  You are responsible for knowing which contents are currently supported by the game.,0,1,108








rulesmd
Code:
[CrateRules]
CrateMaximum=255        ; crates can never exceed this quantity
CrateMinimum=1          ; crates are normally one per human player but never below this number
CrateRadius=3.0         ; radius (cells) for area effect crate powerup bonuses
CrateRegen=3            ; average minutes between random powerup crate regeneration


Crate Maximum does nothing on the 16x16 Truck Crate map.
Crate Minimum does work, and the starting crates can be modified. though with 2 players it never follows this rule "; crates are normally one per human player but never below this number"
Crate Regen does nothing as Crate Respawn is instant from moment of pickup.
Crate Regen is the amount of time you have to pick up a crate before it relocates, Setting this to -1 causes constant teleportation.

there are three image specifications ???

Code:
WoodCrateImg=CRATE      ; wood crate overlay image to use
CrateImg=CRATE          ; normal crate overlay image to use
WaterCrateImg=WCRATE   ; Water crate image


modifying the WoodCrateImg stops all crates from spawning.

Ares Doc states
Quote:
"Yuri’s Revenge contained special code to remove all crates from the map after loading. When removed, crates existing before the game was saved would not disappear after being collected any more. Whether the special code was added to disguise this bug remains unknown, but it could break campaign missions relying on mission critical crates.

Ares fixed the underlying issue preventing the crates to disappear when collected and removes the special code in the game that removed all crates after loading. Mission critical crates are now working reliably."



Even crates spawned with triggers will automatically relocate


I wonder what happens IF you can excede the default 255 maximum crates.

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: 0.1397s ][ Queries: 11 (0.0079s) ][ Debug on ]