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 16, 2024 10:31 pm
All times are UTC + 0
Kratos Build 7.3 is up and running!
Moderators: Global Moderators
Post new topic   Reply to topic Page 1 of 1 [4 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Oct 09, 2022 3:38 am    Post subject:  Kratos Build 7.3 is up and running!
Subject description: You can now stand up and view the vision of the Prophet with SpySat and Radar!
Reply with quote  Mark this post and the followings unread

Welcome back, commander! Reinforcements have arrived from Kratos as Kratos Build 7.3 has been recently released by their team. For those unaware, Kratos is a Chinese solution that extends the modding features from Red Alert 2: Yuri's Revenge with Ares and YR Dynamic Patcher. Here is the official announcement from Kratos's staff about Kratos Build 7.3:

Quote:
Foreword

If you are not a developer or do not plan to add and use DP scripts, then you should follow the steps below to improve the loading speed. (This should also be done when you release your mod)

1) Delete DynamicPatcher.dll.

2) Rename DynamicPatcher_RELEASE.dll to DynamicPatcher.dll.

Note

1. ‘nores’ is for Non-Developer.

2. This package is prepared for non-developers, uses DynamicPatcher-2.0-debug, does not contain Source Code.

3. This version and later versions use the development version DP by default and also come with the release version DP. If you need to publish, you can rename and override yourself.

4. If you have already used the pre-packaging of this project, it is recommended to delete all of them and then overwrite them.

5. Build7 is different from the previous version. Due to the updated DP2.0, you must completely delete the folder  i]"DynamicPatcher"[/i], and then add this package.

6. DP2.0 no longer needs to add administrator privileges to syringe.exe and gamemd.exe. If you encounter online synchronization failures, you can try to remove administrator privileges.

You must completely delete the folder "DynamicPatcher", and then add this package.

7. Fixed the spelling error Form of Stand.PromoteFormMaster, the correct spelling is Stand.PromoteFromMaster is From. At the same time, the default values of some Stands have been changed.

Build Update

B7.1 - Fixed the abnormal stacking of the Unit's buffs from GiftBox.

B7.2 - Fixed Out Of Syn was using a tail on a projectile.

B7.3 - Building as Stand now support Radar and SpySat.


Change Log

1. The framework is upgraded to DP 2.0 (debug version), which can use the new component system of DP 2.0, so it is necessary to completely delete the old packages and re-cover the new packages.

2. Added "Display Health number" and "Display Damage number" feature, the display of numbers has two styles, the "game font" or "SHP file", the package has two SHP files pips.shp and pipsnum.shp for easy use. It is enabled by default. You can add settings like DamageText.Hidden=yes in [AudioVisual] to turn it off or other to deeply customize the display.

3. Added Aircraft Area Guard, provided by "????", Demo Video.

4. Paintball can print color to Building and Stand.

5. Added Launch Super weapon when Animation is playing, like launch when weapons fire, expanded some settings.

6. Now those animations spawn by an animation, like Debris, Trailer, etc. can inherit its House. And you can use ExpireAnimOnWater to cover Anim when a Meteor or Debris hit the water.

7. Now can set SubjectToGround to homing projectile detonate when it throws the ground, default yes when ROT>1, default no when use straight like ROT=1.

8. Added new AE-Type Weapon.Disable to disable the unit's weapon can affect the Unit's own Stand.

9. Added new AE-Type OverrideWeapon. When the Unit is fired, the projectile will change to a custom weapon.

10. Added new AE-Type FireSuperWeapon. When the Unit is fired, the SuperWeapon will launch the same.

11. Added new AE-TypeGiftBox, when the Unit has this effect, the Unit will transform to a GiftBox.

12. Add new AE-TypeSelect.Disable to disable selected by mouse.

13. Some feature settings have expanded, like FireSuperWeapon and GiftBox etc. They can set Chance and Elite etc. AE-Type same.

14. Expanded settings for some AE-Types, now they can use AffectWho to specify who only affects, values ALL\MASTER\STAND.

15. Expanded the settings of some AE-Types, DeactiveWhenCivilian can make the attached effect stop working when the Unit's House is changed like pilot dead, but the AE will not be removed, and the timer will not be paused.

16. GiftBox can now use RandomWeight to control the random weight of each gift in the list when RandomType is activated, the higher the value, the easier it is to be selected. But even if it is selected, the Chance still decides this type can be released.

17. Set House for animations Explosion, DestroyAnim, DebrisAnim, etc. when a building is destroy.

18. Animations now use Warhead or Weapon to make damage, both can inherit House. Added the label Damage.InitDelay to set a delay of animations before doing damage. Damage.Delay can also have effects on animations using Warhead, the label Warhead.PlayAnim can make animations using Warhead, play Warhead's animation.

19. Added label DeployToTransform, make Infantry or Unit transform to anther Unit when they deployed. like GiftBox, the origin unit will remove.

20. Expanded the Stand setting, now set Stand.Immune=no to make Stand a target and receive damage, and you can use Stand.DamageFromMaster to let Stand share the damage received by JOJO, or use Stand.DamageToMaster to let JOJO share the damage received by Stand.

21. Changed the default configuration of Stand, Stand.VirtualUnit=yes.

22. Added the tag Missile.Homing, which allows the SpawnMissile to track and accurately hit the moving target. When the target is in air, this function is automatically enabled.

23. Unit now correctly uses FireOnce to stop firing after one shot when in DeployFire.

24. Expanded Stand settings. Now, Stand can use Stand.SameAmmo and Stand.UseMasterAmmo to sync or consume JOJO's ammo. When Stand.SameAmmo is enabled, Stand.UseMasterAmmo is enabled by default.

25. Add new AE-TypeDamageSelf to still get damage itself even cloaked.

26. The animation adds a new label Visibility, which can set the animation to only play to which house, NONE\OWNER\ALLIES\ENEMIES, NONE means all.

27. Expanded the settings of AE-Type Anim. Now AE animation can be played when the unit is cloaked and can control to only play to which House.

28. Added the ClearTarget setting to the WarheadType. A unit damaged by this warhead will lose its current target, but it will not affect the subsequent search for a new target.

29. Expanded the animation damage system, adding the tag Damage.KillByCreater allows the animation creator to get kills from animation damage, similar to the Psionic Storm in StarCraft's High Templar, as long as he is alive.

30. Extend Proximity, add the tag Proximity.Blade to make collision detection ignore height. Any Z height within the Arm range is considered a hit.

31. Added new AE-Type DamageReaction. When the Unit gets damaged, the damage number will be changed. Has EVASION\REDUCE\FORTITUDE\PREVENT, four-mode can be selected.




You can find more information about Kratos by visiting the Official Website. Download Kratos Here. And this is all for today! Enjoy Kratos and provide your feedback about it so it can get better.


Key Words: #News #Release #RedAlert2 #YurisRevenge #Ares #Kratos #YRDynamicPatcher 

_________________


Mods, Mods Support, Public Researchs, Map Archives, Tutorials, A Friendly Community and much more. Check it out now!

Back to top
View user's profile Send private message Visit poster's website Skype Account
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Oct 09, 2022 11:30 am    Post subject: Reply with quote  Mark this post and the followings unread

I've been wondering for awhile why they used "Stand" as the tag for attaching units to other units, it makes sense now I know it's a reference to the JoJo Manga/Anime. I would have been better to use something more intuitive tho :/

_________________



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
Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Oct 09, 2022 7:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

I agree that it doesn't sound much intuitive to me, either.

Back to top
View user's profile Send private message Visit poster's website Skype Account
Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Oct 14, 2022 2:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Update:

Build 7.4: Fix the bug that AntiMissile does not check Interceptable, add the new label Stand.FreeDirection.

Back to top
View user's profile Send private message Visit poster's website Skype Account
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [4 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
Quick Reply
Username:


If you are visually impaired or cannot otherwise answer the challenges below please contact the Administrator for help.


Write only two of the following words separated by a sharp: Brotherhood, unity, peace! 

 
You cannot post new topics in this forum
You can 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: 0.1689s ][ Queries: 11 (0.0078s) ][ Debug on ]