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Phobos project :: Ares-compatible YR engine expansion
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Wed Feb 02, 2022 6:45 am    Post subject: Reply with quote  Mark this post and the followings unread

That is also a good idea.

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Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Wed Feb 02, 2022 1:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh yeah on the subject of ammos. Is it possbile to add a reload sound for example:

Reload.report=
EmptyReload.report=

It would be nice to have these.

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lovelon06
Medic


Joined: 11 May 2018

PostPosted: Sat Feb 19, 2022 8:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Is there an easier way using Anim-to-unit logic to create our Vehicles?



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anim_to_vehicle.gif



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fsolisiii
Vehicle Drone


Joined: 05 Apr 2021

PostPosted: Sun Apr 17, 2022 3:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks like Trajectory=Straight has been added, but even with the nightly build this feature hasn't been implemented yet

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon May 09, 2022 12:04 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't use Ares, and thus wouldn't take advantage of it, but I propose a refill mechanic for support vehicles.

It occurred to me that in the field, some MLRS unit regularly requires some other vehicle to load it with fresh missiles, which in game terms is similar to the repair IFV adding negative damage. If it isn't already possible, perhaps make reloading possible via a weapon, and give any reloading vehicle the awareness to seek out units that need a reload.  It would be awesome to have it work automagically the way the repair IFV works, so it doesn't have to be told to do it when set to guard.

Of course you could make it a generic mechanic that helps reload any unit that needs a reload, or add a bunch of logic to make it specific to a particular list of units.

PS. I could see this useful for ships and maybe landable aircraft that aren't pad-bound.

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fsolisiii
Vehicle Drone


Joined: 05 Apr 2021

PostPosted: Wed Jun 08, 2022 1:47 am    Post subject: Reply with quote  Mark this post and the followings unread

I request that the Missile Launcher weapon FLH be used that has a Burst more than 2 especially with units that launches 3 or more missiles

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fsolisiii
Vehicle Drone


Joined: 05 Apr 2021

PostPosted: Thu Jan 26, 2023 2:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's Great that the AlternateFLHX has been fixed with Vehicle Passengers, but with an Opentopped Turreted Unit, all the AlternateFLH is on the turret instead of the body, hopefully it gets fixed in the later builds

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Dny
Energy Commando


Joined: 28 May 2008

PostPosted: Wed Apr 12, 2023 3:20 am    Post subject: Reply with quote  Mark this post and the followings unread

AYO! With the Trajectory= tag we can finally do bullets! been waiting for this for years and i'm very thankful and excited. Thanks Phobos Team! Very Happy

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southfar_2
Vehicle Driver


Joined: 17 Jun 2023

PostPosted: Thu Aug 24, 2023 10:51 am    Post subject: Reply with quote  Mark this post and the followings unread

In case this project is still active, I think there is some use for a convergence of the expanded "who-gains-veterancy-from-what" customizability, and the "limbo units" mechanic.

If there was a way to specify that a given object would gain experience from any/all/some units of its owning player, and that object existed in limbo, the promotion mechanic of Gen/ZH could be re-created. The limbo object would accrue experience and eventually transition to another type, which could unlock new technos/upgrades.

While a faithful recreation of the Gen/ZH mechanic doesn't require the source of the experience to be customizable, the highest level of customizability of this feature that I still see possible would be to allow a list of TechnoTypes which a unit gains experience from if they score a kill and are owned by the same player. But perhaps other forms of customizability beyond simply limiting it to certain TechnoTypes are conceivable.

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