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  Topic: Ideas & suggestions
Millennium

Replies: 481
Views: 34919

Post Posted: Mon Jul 23, 2018 8:16 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
The IonCannon functionality recently introduced in Ares would be another option to deal damage using another warhead but this method grants no experience.

Could you (or someone else who knows) elab ...
  Topic: Robot Control Center Guarantees An Extra Drone for Tanks
Millennium

Replies: 2
Views: 447

Post Posted: Wed May 23, 2018 5:32 pm    Subject: Robot Control Center Guarantees An Extra Drone for Tanks
Forum:  Modding Central » Red Alert 2 Editing Forum
Although this was before the addition of InitialPayload and so the mechanism was different as far as the spawning vehicles are concerned, years ago, I implemented in my mod a feature of allowing vehic ...
  Topic: Movement Zones + Icebreaker
Millennium

Replies: 9
Views: 649

Post Posted: Tue Apr 10, 2018 2:31 pm    Subject: Movement Zones + Icebreaker
Forum:  Modding Central » Red Alert 2 Editing Forum
FloatBeach is unused too BTW so you can use that in conjunction with Ice to make a new terrain type & special unit that can only move over it.

I used Ice & FloatBeach to make landing crafts ...
  Topic: (need help) Aircraft, abuction weapon & paradrop
Millennium

Replies: 5
Views: 375

Post Posted: Tue Apr 10, 2018 2:20 pm    Subject: (need help) Aircraft, abuction weapon & paradrop
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
The documentation explicitly mentions that the Abductor mechanic is intended to be fully compatible with AircraftTypes.

I think the issue is rather related to deploying passengers in the air; I've ...
  Topic: Ideas & suggestions
Millennium

Replies: 481
Views: 34919

Post Posted: Thu Mar 22, 2018 5:32 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
How about expanding the SecretLab function to pick not just between units, but also between sets of units that become available together if the whole set is picked, and which cannot be picked without ...
  Topic: Ideas & suggestions
Millennium

Replies: 481
Views: 34919

Post Posted: Sun Mar 11, 2018 2:44 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
I think it would be useful to do an overhaul of the tags that define OpenTopped/OccupyWeapon. For example, OpenToppedWeaponN/OccupyWeaponN, or let OpenToppedWeapon and OccupyWeapon accept arrays of th ...
  Topic: Ideas & suggestions
Millennium

Replies: 481
Views: 34919

Post Posted: Thu Mar 08, 2018 3:54 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
How about a code reusement mechanism based on INI itself?

eg. We have
[A]
A Code
[B]
<A>
B Code

before INI parsing,  replace '<A>' with all content below [ ...
  Topic: Ideas & suggestions
Millennium

Replies: 481
Views: 34919

Post Posted: Wed Feb 28, 2018 9:16 am    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
I requested that awhile back as part of allowing continuous fire-angles for projectiles (as opposed to the discrete straight/arcing/lobber modes). The downward-facing issue arises only, as far as I kn ...
  Topic: Graphical Requests
Millennium

Replies: 323
Views: 139963

Post Posted: Wed Feb 28, 2018 8:52 am    Subject: Graphical Requests
Forum:  Modding Central » Media Hut
Does anyone feel like converting - or remaking - Half-Life 2 models into/as SHPs (or voxels, where appropriate), especially all that amazing Combine personnel and hardware?
  Topic: [Remake] Soviet Communication Center
Millennium

Replies: 8
Views: 2752

Post Posted: Tue Feb 27, 2018 9:29 am    Subject: [Remake] Soviet Communication Center
Forum:  Modding Central » Media Hut » SHPs
That would be Medalmonkey's Cyborg Tech Center: https://ppmforums.com/viewtopic.php?t=32242&postorder=asc

(And the pipes are going into windows in the original as well, so this is a rather fait ...
  Topic: Hunter-Chopper (Half-Life 2) Cameos
Millennium

Replies: 0
Views: 460

Post Posted: Wed Feb 21, 2018 1:02 pm    Subject:   Hunter-Chopper (Half-Life 2) Cameos
Forum:  Modding Central » Media Hut
Not much to be said. This is a simplistic pair of cameos (rookie and veteran) for the Hunter Chopper, a type of aircraft used by the "Combine" faction in Half-Life 2 and encountered as an en ...
  Topic: Where is ?C&C: Renegade?unit and weapon data stored?
Millennium

Replies: 3
Views: 497

Post Posted: Sun Feb 18, 2018 7:57 pm    Subject: Where is ?C&C: Renegade?unit and weapon data stored?
Forum:  Modding Central » Other Games Modding
I've figured it out. To spread the word (since this community is awfully silent about Renegade modding in general), the bulk of the data is contained in always.dbs > objects.ddb. The former can be ...
  Topic: Where is ?C&C: Renegade?unit and weapon data stored?
Millennium

Replies: 3
Views: 497

Post Posted: Tue Feb 13, 2018 8:58 pm    Subject:   Where is ?C&C: Renegade?unit and weapon data stored?
Forum:  Modding Central » Other Games Modding
After some cursory rifling through the files, the only file with substantial definitions of game attributes that I could find was armor.ini, which exhaustively defines the relations between warheads a ...
  Topic: Ideas & suggestions
Millennium

Replies: 481
Views: 34919

Post Posted: Thu Jan 11, 2018 10:46 am    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
This is going to be a semi-awkward one I'm assuming.

My mod has spies for all 3 sides, and the rewards are connected, so an Allied spy infiltrating a Yuri battle lab gives the same reward as a Yuri ...
  Topic: Ideas & suggestions
Millennium

Replies: 481
Views: 34919

Post Posted: Wed Dec 27, 2017 11:44 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
You mean bases, not maps.
But I'm not sure. It might be more frustrating, but might also make 'sense', for instance when you have several wind traps in close succession, you can't place them in a lon ...
  Topic: Ideas & suggestions
Millennium

Replies: 481
Views: 34919

Post Posted: Wed Dec 27, 2017 10:34 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)

For the adjacent thing, have you ever tried making only the conyard have BaseNormal=yes and just giving everything the same adjacent radius? Practically the same thing.

Nay, it's not; you can sti ...
  Topic: Ideas & suggestions
Millennium

Replies: 481
Views: 34919

Post Posted: Wed Dec 27, 2017 7:34 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Tertiary and Quaternary (with best picking logic) might be ok, but more than that is not necessary imo, as this makes any unit an overpowered unbalanced nightmare.

The only exception would be, if y ...
  Topic: Is Ares an engine in itself?
Millennium

Replies: 6
Views: 514

Post Posted: Thu Dec 21, 2017 10:01 pm    Subject: Is Ares an engine in itself?
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
I'm pretty sure that's barred by the legal status of the engine. Now, if it ever was to be made OS...

In any case, thanks for the replies!
  Topic: Meteor Shower can't hit naval targets and shipyards
Millennium

Replies: 7
Views: 1227

Post Posted: Thu Dec 21, 2017 10:00 pm    Subject: Meteor Shower can't hit naval targets and shipyards
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Neither does Debris spawn when a meteor falls into water, does it? Because otherwise the solution would be very straightforward.
  Topic: Is Ares an engine in itself?
Millennium

Replies: 6
Views: 514

Post Posted: Mon Dec 18, 2017 9:01 pm    Subject:   Is Ares an engine in itself?
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
This may just be me nitpicking again, but I've recently seen a very nice tree-a-gram depicting the lineage of the Quake engine and this has made me wonder; for archivarial purposes, I would like to kn ...
  Topic: Meteor Shower can't hit naval targets and shipyards
Millennium

Replies: 7
Views: 1227

Post Posted: Mon Dec 18, 2017 8:49 pm    Subject: Meteor Shower can't hit naval targets and shipyards
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
I've no intention to try this myself, but what would happen if you were to stick the damage on a trailer animation?
  Topic: Ideas & suggestions
Millennium

Replies: 481
Views: 34919

Post Posted: Mon Dec 18, 2017 10:49 am    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Let's entertain the thought that we want to blow up vehicles which cannot be mind-controlled. I do see the point in the sapper/wave/MC setup, but even if I would not, the functionality of having more ...
  Topic: Cyborg Commando's CYC2 header
Millennium

Replies: 5
Views: 581

Post Posted: Sun Dec 03, 2017 5:21 pm    Subject:   Cyborg Commando's CYC2 header
Forum:  Miscellaneous Forums » Offtopic Discussion Area
I'm not sure whether this really belongs into off-topic discussion, but it is certainly more of a "meta-modding" topic than a discussion about modding itself.

Anyone who has dug in the r ...
  Topic: Some PProgress (PP News #3)
Millennium

Replies: 5
Views: 3203

Post Posted: Sun Nov 26, 2017 1:37 pm    Subject: Re: Some PProgress (PP News #3)
Forum:  Other Projects » Community Project News » Project Phantom
So what's up with Project Phantom currently?
  Topic: Ideas & suggestions
Millennium

Replies: 481
Views: 34919

Post Posted: Sun Nov 12, 2017 2:54 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
AFAIK, DeployToFire prevents CanPassiveAcquire. How do you create an auto-deploying vehicle?
  Topic: Ideas & suggestions
Millennium

Replies: 481
Views: 34919

Post Posted: Tue Oct 31, 2017 1:04 am    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Perhaps somewhat of an obscure case: if an object attempts to spawn an aircraft, and that aircraft has PoweredBy conditions that are not met, the spawning should fail - what happens right now is that ...
  Topic: Ideas & suggestions
Millennium

Replies: 481
Views: 34919

Post Posted: Sun Oct 29, 2017 7:41 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Perhaps somewhat of an obscure case: if an object attempts to spawn an aircraft, and that aircraft has PoweredBy conditions that are not met, the spawning should fail - what happens right now is that ...
  Topic: Ideas & suggestions
Millennium

Replies: 481
Views: 34919

Post Posted: Fri Oct 27, 2017 3:15 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
At least recruit them into AI teams, I agree with that. I'm not sure if I'd support a universal Hunt mission for FreeUnits.
  Topic: T-90 Custom "Decimator" tank
Millennium

Replies: 11
Views: 2690

Post Posted: Fri Oct 27, 2017 3:14 pm    Subject: T-90 Custom "Decimator" tank
Forum:  Modding Central » Media Hut » Voxels
It looks great. It reminds me of MoW's Vancer.
  Topic: Ideas & suggestions
Millennium

Replies: 481
Views: 34919

Post Posted: Mon Oct 23, 2017 8:45 am    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Millennium's DamageSound1, ... and so on would be the same, just in disguide. Instead of having 1:N, you would have a list of sounds, multiple lists of warheads, and each time a warhead hits, all of t ...
  Topic: Ideas & suggestions
Millennium

Replies: 481
Views: 34919

Post Posted: Sun Oct 22, 2017 4:51 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Maybe a change of Image (with the default being the original unit), depending on the damage state:

Image.Water= self-explanatory, put this in too alongside WaterImage if you want #Tongue

Image.Yellow ...
  Topic: [Q] Chrono Area effect
Millennium

Replies: 9
Views: 758

Post Posted: Sun Oct 22, 2017 4:44 pm    Subject: [Q] Chrono Area effect
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Hm, in any case, it shouldn't crash. What should happen is that the chrono effect only gets applied to the target of the aircraft, and to nothing else within the CellSpread of the warhead.
  Topic: Ideas & suggestions
Millennium

Replies: 481
Views: 34919

Post Posted: Fri Oct 20, 2017 10:04 am    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Fear
There are hints in the code, dating back to TS, of a fear/panic system, which was never implemented, or perhaps never conceived, beyond the Fraidycat feature.

Perhaps this feature could be e ...
  Topic: What does "NeedsEngineer" do?
Millennium

Replies: 8
Views: 515

Post Posted: Wed Oct 18, 2017 7:11 am    Subject: What does "NeedsEngineer" do?
Forum:  Modding Central » Red Alert 2 Editing Forum
Ah, well. Thank you for testing.
  Topic: [Q] Chrono Area effect
Millennium

Replies: 9
Views: 758

Post Posted: Wed Oct 18, 2017 7:09 am    Subject: [Q] Chrono Area effect
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
That's actually a pretty ingenious way of handling it. Warhead-determined DeathAnims for non-infantry objects, plus custom armor types, would allow a perfect replication of a "Chrono-Bomb".
  Topic: What does "NeedsEngineer" do?
Millennium

Replies: 8
Views: 515

Post Posted: Tue Oct 17, 2017 10:41 pm    Subject: What does "NeedsEngineer" do?
Forum:  Modding Central » Red Alert 2 Editing Forum
I know.
  Topic: What does "NeedsEngineer" do?
Millennium

Replies: 8
Views: 515

Post Posted: Tue Oct 17, 2017 2:39 pm    Subject: What does "NeedsEngineer" do?
Forum:  Modding Central » Red Alert 2 Editing Forum
I could imagine that if there is a door animation and it fails to play, the unit will not exit and be re-funded, as happens when you construct a unit in a blocked factory. But I do not know whether th ...
  Topic: What does "NeedsEngineer" do?
Millennium

Replies: 8
Views: 515

Post Posted: Tue Oct 17, 2017 1:20 pm    Subject: What does "NeedsEngineer" do?
Forum:  Modding Central » Red Alert 2 Editing Forum
Interesting; could this be used to prevent a factory building from functioning as a factory by preventing the door animation from playing - and hence preventing units from exiting - until the building ...
  Topic: What does "NeedsEngineer" do?
Millennium

Replies: 8
Views: 515

Post Posted: Tue Oct 17, 2017 10:58 am    Subject:   What does "NeedsEngineer" do?
Forum:  Modding Central » Red Alert 2 Editing Forum
Quoth ModEnc (which fortunately is back up again):


Can be set to 'yes' or 'no' and determines whether or not this BuildingType must be captured in order for a player to gain ownership of it. Thi ...
  Topic: SellUnit SW
Millennium

Replies: 6
Views: 423

Post Posted: Tue Oct 17, 2017 10:45 am    Subject: SellUnit SW
Forum:  Modding Central » Red Alert 2 Editing Forum
http://ares-developers.github.io/Ares-docs/restored/actionsellunit.html
  Topic: Ideas & suggestions
Millennium

Replies: 481
Views: 34919

Post Posted: Tue Oct 17, 2017 10:38 am    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Coincidentally, another annotation to Temporal, I've just ran into a bug with it. Granted, it only occurs in a very specific and obscure type of situation, but it's a bug none-the-less:
If a unit ca ...
  Topic: [Q] Chrono Area effect
Millennium

Replies: 9
Views: 758

Post Posted: Tue Oct 17, 2017 10:30 am    Subject: [Q] Chrono Area effect
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
While that would be a nice feature in itself, it only quite replicates Temporal damage under the provision that an area-of-effect weapon deals enough temporal damage to "kill" anything it co ...
  Topic: Ideas & suggestions
Millennium

Replies: 481
Views: 34919

Post Posted: Mon Oct 16, 2017 1:50 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
I see. I suppose Weight would have made too much sense.
  Topic: War is imminent...
Millennium

Replies: 22
Views: 2077

Post Posted: Mon Oct 16, 2017 9:22 am    Subject: War is imminent...
Forum:  Miscellaneous Forums » Offtopic Discussion Area » Political & Economical Discussion
Except literally nothing has actually changed. Just Trump doesn't disguise US foreign policy as being for the greater good or any of that bullshit. They need another bogeyman

This.
Regarding the ...
  Topic: Ideas & suggestions
Millennium

Replies: 481
Views: 34919

Post Posted: Mon Oct 16, 2017 9:01 am    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
I may be wrong, but I believe to remember that it can also be used to determine whether a Locomotor weapon is capable of affecting a target: if the weapon's damage is lower than the Weight of the targ ...
  Topic: Ideas & suggestions
Millennium

Replies: 481
Views: 34919

Post Posted: Sun Oct 15, 2017 10:38 am    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
I want not hardcoded DrainWeapon for ground units and infantry.
Seconded.

Also:
Unless Temporal is made to work with animation damage (and so allowing the desired effect to be achieved by means ...
  Topic: Command & Conquer: Continuum [ARES]
Millennium

Replies: 235
Views: 60074

Post Posted: Sun Oct 15, 2017 10:35 am    Subject: Command & Conquer: Continuum [ARES]
Forum:  Modding Central » Public Project Announcements
I have stated that the mod will not include Chrono technology in anything but a remote, minor role. However, with Ares, there are so many possible and interesting Chrono-based units and SWs, I'm havin ...
  Topic: "Indoctrinator" Propaganda Truck
Millennium

Replies: 4
Views: 507

Post Posted: Fri Sep 08, 2017 8:53 am    Subject: "Indoctrinator" Propaganda Truck
Forum:  Other Projects » Pre-Alpha Projects » The Desolated Future » The Forgotten
Granted, that's a slant you can give it. It's just something like the vanilla "Join the winning side! We have hot food, women and guns for everyone!" that seemed to be unfitting.
  Topic: Tiberian Death Stinger
Millennium

Replies: 1
Views: 346

Post Posted: Thu Sep 07, 2017 3:06 pm    Subject: Tiberian Death Stinger
Forum:  Other Projects » Pre-Alpha Projects » The Desolated Future » The Forgotten
Not much to say here: it looks great, the lore is convincing, the concept is original.
  Topic: "Indoctrinator" Propaganda Truck
Millennium

Replies: 4
Views: 507

Post Posted: Thu Sep 07, 2017 3:04 pm    Subject: "Indoctrinator" Propaganda Truck
Forum:  Other Projects » Pre-Alpha Projects » The Desolated Future » The Forgotten
What I have to say about this is pretty much the same as I said about the Juggernaught: the idea is great, so is the voxel, but if propaganda "works" in your mod, then a scavenger-y faction ...
 
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