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Ares IFV Problem
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Ousagi
Cyborg Soldier


Joined: 02 Nov 2022

PostPosted: Fri Nov 04, 2022 8:58 am    Post subject:  Ares IFV Problem
Subject description: WeaponTurretIndexX is a bit confusing
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fvtur = WeaponTurretIndex1
fvtur1 = WeaponTurretIndex2

Is that correct?

I was referring to Ares Documentation and the note said:
Note that WeaponX is 1-based while IFVMode is 0-based. For example IFVMode=4 activates Weapon5 and uses the turret index set as WeaponTurretIndex5.
https://ares-developers.github.io/Ares-docs/new/gunner.html#index-0

Because if Weapon1=HoverMissile, then it should use fvtur, right?.

The output was that it used fvtur1 which was the machinegun for WeaponTurretIndex1 when no infantry is inside.

Also, the IFV only uses fvtur1(gun) and fvtur2(repair arm), but not fvtur(rocket) and fvtur3(hightech).

Here is the code I only change the original IFV, so this isn't a custom unit:
Code:
; **************************************************************************
; ********************************* IFV ************************************

;Infantry Fighting Vehicle - IFV
[FV]
UIName=Name:FV
Name=IFV
Prerequisite=GAWEAP
Primary=120mm
Strength=200
Category=Transport
Armor=light
DeployTime=.022
TechLevel=3
Sight=8
PipScale=Passengers
Speed=10
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=600
Soylent=600
Points=20
ROT=5
Crusher=no
TooBigToFitUnderBridge=true
Turret=yes ;GEF should be no for ifv???
Passengers=1
Gunner=yes
AirRangeBonus=4 ;GEF this should always be less than or equal to the range of the primary weapon. Otherwise targeting issues could arise
;GEF If you change TurretCount, find this line in objtype.h and change it to reflect the new number of turrets
;#define OBJTYPE_DIM_TurretMax   15
;Or Weapon Count.
;TurretCount=15
HasTurretTooltips=yes
TurretCount=4
WeaponCount=17

Weapon1=HoverMissile      ;Normal
EliteWeapon1=HoverMissileE      ;Normal
Weapon2=RepairBullet   ;Engineer
EliteWeapon2=RepairBullet   ;Engineer
Weapon3=CRM60         ;GI
EliteWeapon3=CRM60         ;GI
Weapon4=CRFlakGuyGun      ;Flak Troop ;Rocketeer
EliteWeapon4=CRFlakGuyGun      ;Flak Troop ;Rocketeer
Weapon5=CRMP5         ;Seal
EliteWeapon5=CRMP5         ;Seal
Weapon6=AWPE         ;Sniper
EliteWeapon6=AWPE         ;Sniper
Weapon7=CRElectricBolt   ;ShockTrooper
EliteWeapon7=CRElectricBolt   ;ShockTrooper
Weapon8=CRNuke         ;Crazy Ivan
EliteWeapon8=CRNuke         ;Crazy Ivan
Weapon9=CRMindControl   ;Yuri
EliteWeapon9=CRMindControl   ;Yuri
Weapon10=CRRadBeamWeapon;Desolator
EliteWeapon10=CRRadBeamWeapon;Desolator
Weapon11=CRNeutronRifle   ;Chrono
EliteWeapon11=CRNeutronRifle   ;Chrono
Weapon12=CRTerrorBomb      ;Terrorist
EliteWeapon12=CRTerrorBomb      ;Terrorist
Weapon13=CowShot      ;Cow
EliteWeapon13=CowShot      ;Cow
Weapon14=CRPsychicJab      ;Initiate
EliteWeapon14=CRPsychicJab      ;Initiate
Weapon15=CRVirusGun      ;Virus
EliteWeapon15=CRVirusGun      ;Virus
Weapon16=CRSuperMindBlast      ;Yuri Prime
EliteWeapon16=CRSuperMindBlast      ;Yuri Prime
Weapon17=CRMissileLauncher      ;Guardian GI
EliteWeapon17=CRMissileLauncher      ;Guardian GI


WeaponTurretIndex1=1
WeaponTurretIndex3=2
WeaponTurretIndex2=3
WeaponTurretIndex4=4
WeaponTurretIndex2=5
WeaponTurretIndex4=6
WeaponTurretIndex4=7
WeaponTurretIndex4=8
WeaponTurretIndex4=9
WeaponTurretIndex4=10
WeaponTurretIndex4=11
WeaponTurretIndex4=12
WeaponTurretIndex4=13
WeaponTurretIndex4=14
WeaponTurretIndex4=15
WeaponTurretIndex4=16
WeaponTurretIndex4=17


IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=IFVSelect
VoiceMove=IFVMove
VoiceAttack=IFVAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=IFVMoveStart
EnterTransportSound= IFVTransform
LeaveTransportSound= IFVTransform
CrushSound=TankCrush
Maxdebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=10   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
Size=3
SizeLimit=1
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false

DeathWeapon=CRNuke ;GEF This will be a special case that only goes off if it's piloted by Ivan
ElitePrimary=HoverMissileE
;Bombable=no

; ********************************* IFV ************************************
; **************************************************************************

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Nov 04, 2022 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looks like you got WeaponCount & TurretCount confused with each other, X in the list is the weapon numbers 1-17 & the = is the turret index for that weapon. You put the numbers the other way round though.

The turret index's are 0 based too so WeaponTurretIndexX=0 will give you fvtur & WeaponTurretIndexX=1 will have fvtur1 etc.

The code should look like this:

Code:

WeaponTurretIndex1=0
WeaponTurretIndex2=2
WeaponTurretIndex3=1
WeaponTurretIndex4=1
WeaponTurretIndex5=1
WeaponTurretIndex6=3
WeaponTurretIndex7=3
WeaponTurretIndex8=3
WeaponTurretIndex9=3
WeaponTurretIndex10=3
WeaponTurretIndex11=3
WeaponTurretIndex12=3
WeaponTurretIndex13=3
WeaponTurretIndex14=3
WeaponTurretIndex15=3
WeaponTurretIndex16=3
WeaponTurretIndex17=3


Note that if the game finds the same code multiple times within a section it will only use the last one it finds. So in your case the game would only use WeaponTurretIndex4=17 & all the other WeaponTurretIndex4= code would be ignored etc.

_________________



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Ousagi
Cyborg Soldier


Joined: 02 Nov 2022

PostPosted: Fri Nov 04, 2022 2:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

I see!

Tested it, and yup, it worked, and its actually more organized and less convoluted then what I made!

The Ares Documentation is still confusing though. Comparing it to Phobos, Phobos does have code examples which makes it easier to understand and put in the .ini.
And your explanation is much clearer and understandable as well!

Still I have a problem with Phobos:
https://phobos.readthedocs.io/en/latest/Fixed-or-Improved-Logics.html#animations
Both Damage.DealtByInvoker= and Damage.ApplyOncePerLoop= stops the anim from working.
Ares' Weapon= and Damage.Delay= works well though. I don't know If I should make a new post or just ask it here.

But either way, thanks again for helping. I'll test some other stuff for now. This is solved.

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