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 Mon Oct 19, 2026 1:44 am
All times are UTC + 0
Phobos project :: Ares-compatible YR engine expansion
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 6 of 6 [277 Posts] Mark the topic unread ::  View previous topic :: View next topic
Goto page: Previous 1, 2, 3, 4, 5, 6
Author Message
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.

Back to top
View user's profile Send private message
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.

Back to top
View user's profile Send private message
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?



anim_to_vehicle.gif
 Description:
 Filesize:  1.15 MB
 Viewed:  69101 Time(s)

anim_to_vehicle.gif



Back to top
View user's profile Send private message
fsolisiii
GDI Hacker


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

Back to top
View user's profile Send private message
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.

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

Back to top
View user's profile Send private message
fsolisiii
GDI Hacker


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

Back to top
View user's profile Send private message
fsolisiii
GDI Hacker


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

Back to top
View user's profile Send private message
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

Back to top
View user's profile Send private message
southfar_2
Medic


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.

Back to top
View user's profile Send private message
Flaguna
Soldier


Joined: 07 Feb 2018
Location: HUELand

PostPosted: Tue Jul 09, 2024 3:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Getting some nasty crashes at the start of any game with different EIPs on the latest build 42
I can provide excepts if necessary
While I'm at it, how does Phobos fixes Jumpjets not turning to firing to target?

Phobos page on states that "Fixed jumpjet units being unable to turn to the target when firing from a different direction."

But how?

_________________
I'll throw bananas at your general direction.

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


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue Jul 09, 2024 4:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, I also had this question. My units still behave the same bugged ra2 way, so it must need some code.

I Also use release candidate, but haven't been getting unusual crashes except for one thing: You should not kill the process by closing the window. There are RAM corruption problems. Resetting the PC ended the AI issue that was plaguing my games after a while.

_________________

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


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Jul 10, 2024 9:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Jumpjet units should be fixed by default, if you are using OmniFire= on the unit's weapon then you need to remove it.

_________________



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
Flaguna
Soldier


Joined: 07 Feb 2018
Location: HUELand

PostPosted: Sun Aug 04, 2024 1:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Jumpjet units should be fixed by default, if you are using OmniFire= on the unit's weapon then you need to remove it.


I had to read the entire changelog of the latest version, and it said that the obsolete JumpjetControls was added back, so you need to add "TurnToTarget=yes" on [JumpjetControls] for this function to work correctly. Also I think you need to add "OmniFire=no" on the weapon itself, but I haven't tested without this tag, and I'm not willing to (this thing gave me too much of a headache)

_________________
I'll throw bananas at your general direction.

Back to top
View user's profile Send private message
Overmind
AA Infantry


Joined: 05 May 2022

PostPosted: Mon Sep 09, 2024 8:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Is the Phobos project still alive?
Is there a list somewhere with all the improvements it brings?

_________________
Red Alert 2 Yuri's Revenge Apocalypse mod:

https://www.moddb.com/mods/apocalypse1

Back to top
View user's profile Send private message
Banshee
Supreme Banshee


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

PostPosted: Mon Sep 09, 2024 1:03 pm    Post subject: Reply with quote  Mark this post and the followings unread


Back to top
View user's profile Send private message Visit poster's website Skype Account
E1 Elite
General


Joined: 28 May 2013

PostPosted: Mon Sep 09, 2024 4:52 pm    Post subject: Reply with quote  Mark this post and the followings unread


Back to top
View user's profile Send private message
rey
Grenadier


Joined: 15 Jul 2019

PostPosted: Thu Apr 10, 2025 4:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'd wish Phobos could add SW Type=Battery a way to add an animation or directly put AttachedEffect on all overpowered objects - cause currently even with Ares mechanic feels cut.

Back to top
View user's profile Send private message
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Apr 10, 2025 7:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can make a SW attach an anim to any building or unit that you want.

_________________



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
rey
Grenadier


Joined: 15 Jul 2019

PostPosted: Fri Apr 11, 2025 10:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
You can make a SW attach an anim to any building or unit that you want.
Yeah, i remember your hint with Phobos Next SW, but it's a workaround in the end.
It's kinda like Psy Dominator that can get control over units, but the animation for the strike and effect over controlled units must be applied via another chained SW.(nope, it's all packed in one SW with it's parameters) And in this aspect Type=Battery feels not finished/polished.

Back to top
View user's profile Send private message
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Apr 11, 2025 11:48 am    Post subject: Reply with quote  Mark this post and the followings unread

The Ares, Phobos and Kratos extensions have progressively made the game more decentralized and more modular, with the possibility to combine many different features together to create a near infinite amount of effects. So using two different features together is no longer a "workaround" but instead how most mods are coded now days.

_________________



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
rey
Grenadier


Joined: 15 Jul 2019

PostPosted: Fri Apr 11, 2025 10:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
So using two different features together is no longer a "workaround" but instead how most mods are coded now days.
I quite agree and not arguing with you, it just feels kinda "unfinished" when all other SWs can have Animation but Battery type can't.
All the mentioned extensions "add new possibilities and comfort", so i just shared this here so maybe devs will find it worth adding.(cause it's even not "extra feature", but smth expected yet not available in pack)

Back to top
View user's profile Send private message
rey
Grenadier


Joined: 15 Jul 2019

PostPosted: Wed May 07, 2025 11:30 am    Post subject: Reply with quote  Mark this post and the followings unread

SW.Shots could get a useful upgrade = negative values for "limited use per object".
Currently there are: usual reload SWs, number-limited SW.Shots use per whole match, and trick with self-destruct dummy objects that emulate single use per spawn.

So it would be useful to have an option for SW use limitation not per match but per object.
SW.Shots=-1 (can be used once for this particular structure, re-build OR build more of this object, if not limited = to get another one use per object)
SW.Shots=-3 (3 uses, re-build to get more)

Back to top
View user's profile Send private message
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed May 07, 2025 11:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Again you can already do that if you use several different features together.

_________________



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
rey
Grenadier


Joined: 15 Jul 2019

PostPosted: Thu May 08, 2025 10:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Again you can already do that if you use several different features together.
Can you mention those please? Cause as i listed i'm aware only of 3 ways, closest is dummy-objects, and i hate it.

Back to top
View user's profile Send private message
wiwimax
Soldier


Joined: 13 Dec 2016

PostPosted: Sun Jul 06, 2025 8:59 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Car Controller

In Commandos 1 BEL/BCD if you enter the Driver into some vehicle then for that vehicle to move it is needed the player to click with the mouse to point where to go, while in Commandos 2 the game introduce a new feature to control the selected vehicle with the keyboard, which in that game in most cases that activates auto follow-camera mode which we enabling it in RA2YR with "F" key from the keyboard, but my idea is that since releasing the CNC RA source-code, now it is probably much more possible this feature to be added to the Ares, i.e.:
When operator that has:
CanDrive=yes
enters the vehicle that has:
CanBeDriven=yes
and that vehicle is still the only selected and not in group with other units then the 'Car Controller' feature to be enabled and the selected vehicle to be able to be driven across the map with the keyboard configurable keys or default not used keys from the Numpad as:
NUM2 = Down/Back/Reverse
NUM4 = Left
NUM6 = Right
NUM8 = Up/Forward/Straight ahead

Of course this feature probably should be limited per locomotor if some units crush the game.

Back to top
View user's profile Send private message
fsolisiii
GDI Hacker


Joined: 05 Apr 2021

PostPosted: Mon Aug 24, 2026 11:16 am    Post subject: Reply with quote  Mark this post and the followings unread

With the new Extra Turret Feature, would it consider having a tag that makes the weapon burst independent from the 1st turret?

Back to top
View user's profile Send private message
wiwimax
Soldier


Joined: 13 Dec 2016

PostPosted: Yesterday, at 9:06 pm    Post subject:  Wiwi-maX's Ideas/Features requests for Phobos project developers Reply with quote  Mark this post and the followings unread

Wiwi-maX's Ideas/Features requests for Phobos project developers:

01. AW-AA/AG Torpedo:
The weapon "torpedo to be able to hit Anti-Air (AA), so from water-bound to become an AA-missile, this is quite mentioned in movies where submarines lunch torpedoes that become missiles over water in the air, which is not the boomer's way because Boomer submarine has 2 different weapons - both torpedoes Anti-Water (AW) and missiles Anti-Ground (AG).
The idea is to get some moving trajectory like opposite of V3, like V3’s missile that has its own angle of takeoff, flying and parabolic falling/landing, now according with this idea the goal is the torpedo to go just under the water surface to point X - calculated with % of the distance of the target and nearest of the map's coast/ground cells in front of it in the line of its movement, and when takes off of the water flies like a missile and hits a ground or even an air target. Probably Ares's feature Convert.Air? / Convert.Water or similar logics has to be assigned for this.

...

02. TPV Mode – Moving (formerly partially suggested as Car Controller on PPMForums back in 2025):
Single Selection - selection on unique (single/one) unit - for an example with clicking on any vehicle and pressing "L" key/button from the keyboard like for a "Lock" function, and pressing "F" for camera-follow/focus - game to enter in something like TPV Mode - Third Person View Mode (like 2-nd locked focus – suggest approach by some Phobos developers), and while till the user doesn't press the "L" key/button from the keyboard again to not be able to exit the Locked TPV mode - in which the arrows keys/buttons from the keyboard will become active with an alternative actions – instead of moving the view screen left-right and up-down – now The Movement Actions for the player to be able to control the movement in 4-directions: UP, DOWN, LEFT, RIGHT, or even in total 8-directions: UP-LEFT, UP-RIGHT, DOWN-LEFT, DOWN-RIGHT of the locked-selected vehicle, or even maybe infantry like in Commandos 2 (or in GTA).

...

03. Option for Building Appearance choosing Snow or standard
Choosing override for placing standard or snow buildings to not be bind to map's theater while the buildings to not get duplicated in the sidebar, or maybe the snow version to be able to be applied over the current standard no-snow building for a small cost as $5 (enough for the game to no get crushed from overloading) - in sense for a price for an 'artificial snow' upgrade, while this should be altogether with the snow animations and snow damage frames... it’s more like a wish... not really a feature request, but will be great if it is made somehow.

...

04. Sidebar or over taskbar (where dev/beta build version of Phobos is stated) Counters for different resources, for an example Weed get collected even from Tiberian Sun where it is collected but is not visibly counted anywhere, so if there is no possibility this new different resources to be counted on some more appropriate place on the sidebar for an example next to the power or the money counter, then at least to be shown locally at Waste Facility and at Silos when the user hover the building with the mouse pointer.
- Rocks beside ore as resource are essential for collecting for almost any building construction.
- Oil even is dig on the map is directly transferred as money resource.
-- Counters for different resources probably will be best to be in a second taskbar above the current one on the bottom of the screen which is useful that 2nd Counters area to be customizable with transparency/opacity feature.

...

05. ShowBriefing button (which is included in the Tiberian Sun campaign mode) to be added before starting Skirmish game, so how the player can read some specification and details about the map - some mechanism like the BMP preview of the mini-map to be replaced with specified description image and when loads complete the play to not auto-start to play but the player to be able to click on the ShowBrifing button which probably will be named "Start" in the game to start playing the game.

05.1. More features that Single Player / mission-exclusive to be made available in Skirmish mode, like the Video-Briefings which on the missions/campaigns are activated by a specific trigger/condition - now if the trigger is activated in the Skirmish map the related video to be auto-played in the map-radar view of the sidebar; if this can be made for all the players not only the one who has invoke/activate the trigger will be even more interesting, and if two or more triggers are triggered/activated in a short period then videos to get play via query/waiting list.

...

06. Weather/Climate Effects: Rain, Snow falling, Fog, Clouds (but not that from the Light Storm)...
- Sliding on the ice for vehicles - something as depending on the speed of the vehicle and destination cell where is pointed that vehicle instead to arrive there to arrive on the next available cell in the same direction - which will give an effect of sliding.
- Rain and maybe in combination with clouds to fall long time on the map. Rain somewhere through the mods has been implemented as an overlay over the screen with alpha-channel removed via black mask, or maybe Chroma Key in Premiere Pro how at the end only the rain drops left like animation that is shown over the playing screen, which gives natural interesting look.

...

07. Trains - nobody makes the trains, the trains are actually abandoned practically from always, even in Tiberian Sun they are abandoned - when you see that you cannot use the train who goes from Point A to Point B or goes around in the circle with periodical stops - to travel with it - that is abandoned feature. The developers have put it on side after adding it to the game and no one really has done something useful with it since then. Today Ares can make the civilian train to not be an enemy to the players on the map with tag CivilianEnemy=no, but that is in vain, even if the train somehow is set to be an ally to the player that will be in vain also because if the player puts an infantry in the train then wouldn't be able to get it out, which comes more complicated if 2-3 other players on the map put their infantries in the train - in that scenario if anyone can take them out of the train when they want - how the train will even move?! So, the train should accepts the deploy command but not for all infantries of all the players but per House, so everyone can get out from the train only theirs own infantry/infantries.
- Train cars can be programed on the map itself to follow each other in line, like 4th follows the 3rd, 3rd follows the 2nd, and 2nd follows the Locomotive, but what if the Locomotive / train car can be programmatically "attached" with some weapon that can target only specific type of vehicles and acts on a similar way as the magnetron but with short range of only 1 cell so actually needs to get on the nearest cell to the 'attacked' vehicle to drag it with its own to follow it.
- Land type: Rail needs to get more covered to get be able to be used for something real in the game, because at the moment its use is equal almost to zero.

...

08. Ares backports Tunnels and tunnel's network from Generals in RA2YR which acts similar as door-portals in Age of Mythology, with instant traveling between them without actual moving, but beside that flow - there is a bigger problem - all tunnels from this type are actually private - per house - and what with that to do in sense of realistic point of view?! According to realistic point of view in the reality the enemies can go through almost 90% of all of the tunnels. It is understandable why the tunnel cannot be sold, but it is must somehow to be built or placed on the map like a civilian tunnel in a way anyone to be able to use it. It is possible that someone of the players that would be able to put the maximum number of allowed passengers how to block the tunnel - but that is also possibility in the reality, so in this scenario someone with sweep feature can clean out the tunnel as building sweeper if it is a case the passengers that are in the tunnel are from infantry type.

08.1. RA2/YR in-Game included tunnels to be fixed to be able to accept the hover vehicles to not get stuck inside the tunnels.

...

09. Bots in the Co-Op campaigns
The Co-Op campaigns in RA2YR are practically dead in the 99%, they are intended to be played via LAN, but however they are not practically used and are mostly unknown to the most of the players, so this feature request has a goal when the player start a Co-Op mission to be able to play that missions with an Computer-Ally player instead of LAN-Ally player similar to the play of Counter-Strike.

09.1. If there are some specific features available for play only in Co-Op mode maybe they will be good to be available in the Skirmish mode also.

...

10. Alliances. In almost all newer RTS games there is a possibility to make an alliance with some of the computer players after starting the game.
- In RA2/YR you can do this only via the Final Alert 2 Map Editor as pre-set and only as a Single player mission in the campaign mode, so it will be very useful if this possibility somehow to be able in normal Skirmish mode, and that possibility to be variable in configurable percentage depending on some obvious conditions like if the both players are from same SIDE (Soviet/Allied), or for making a Multi-alliance like scenarios where Player 1 with Side A has started on a map in alliance with Player 2 with Side A but the Player 2 has made an alliance also with Player 3 with Side B, which is not ally on Player 1 with Side A.
This practically wouldn't mean switching sides in the game, but:
- braking some alliance in the Skirmish mode with simple unchecking/turning off the half-of-the-circle in the TAB menu (which is also feature exclusively available for Online/LAN playing) will be a great option too.

...

11. Possibility for chrono-teleport from Air to Underground - because now Phobos makes available an option for the warhead to be AU - Anti-Underground there should be a possibility for a TehcnoType to switch from Air type to Underground type.

11.1. Possibility for subterranean vehicle to get out in water – because this is possible in case of Driller in Teenage Mutant Ninja Turtles when the Driller from the Technodrome ends up in the ocean or in lake.

...

12. Auto-Death - like an auto-sequential dying in a sense like for an existing condition on some map for some unit to be dependable on some other unit - critical unit - which if it gets destroyed/killed the unit that depends on it to get destroyed/killed too. Taking in consideration that the RA2YR implements the Time Machine and time-traveling as main part of the game it is reasonable one same person or a vehicle from different times to get in one same time, which will mean in case of Tanya for an example if there are 5 Tanyas then one Tanya is first in hers the time-line and one is the last in hers time-line, so if you kill the first Tanya in hers time-line all other Tanyas after that one to get auto-killed instantly.

12.1. Some of the exclusive Final Alert 2 features to be made available in-game like OREs or Ore Drillers to be placed on the map while playing which should ask for specific conditions to be met – mostly the map’s theater.

...

13. It is needed de-globalization of the Mutator's warhead i.e. AnimToInfantry=BRUTE to be transferred on multiply chooses beside MutateWarhead=Mutate, like MutateWarhead#1=MutateWeapon#1, MutateWarhead#2=MutateWeapon#2, MutateWarhead#3=MutateWeapon#3, and so on… which will control every mutation to not result with Brute but with whatever infantry type mutation value that will be written there, which will need different weapons with different warheads to mutate infantries in different infantry types.

...

14. Missions Limits - How much missions can be added in the campaign/missions list? If there is a limit, then that needs to be extended, at least to 1000 (Mod Destination Paris for Commandos 2 has more than 600 missions).

14.1. Number of Campaign Sides also to be extended to more of maximum 4 (Allied/Soviet/Yuri/Training).

...

15. Properly documenting of all available Locomotors through CNC Games that can work in RA2YR, and for those that not work (if there are such) to get supported via Phobos.

- Wiwi-maX.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 6 of 6 [277 Posts] Goto page: Previous 1, 2, 3, 4, 5, 6
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: 0.2750s ][ Queries: 14 (0.0266s) ][ Debug on ]