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  Topic: Getting to the bottom of the Speaker Tower
PePsiCola

Replies: 10
Views: 1293

Post Posted: Fri Jun 22, 2018 3:55 pm    Subject: Getting to the bottom of the Speaker Tower
Forum:  Modding Central » Red Alert 2 Editing Forum
I don't what it is specifically you've got in that code, but that coding actually works perfectly! And additionally, no problems even after adding it to defense lists. I can't thank you enough 4Star h ...
  Topic: Getting to the bottom of the Speaker Tower
PePsiCola

Replies: 10
Views: 1293

Post Posted: Thu Jun 21, 2018 5:04 pm    Subject: Getting to the bottom of the Speaker Tower
Forum:  Modding Central » Red Alert 2 Editing Forum
Ugh, I thought I had it, but I didn't.

So I added Malicious=no and PreventScatter=yes to the warhead. Tested and the AI didn't break after building the tower. Unfortunately, I realized I had also c ...
  Topic: Getting to the bottom of the Speaker Tower
PePsiCola

Replies: 10
Views: 1293

Post Posted: Tue Jun 19, 2018 4:56 pm    Subject: Getting to the bottom of the Speaker Tower
Forum:  Modding Central » Red Alert 2 Editing Forum
Alright, I'm revisiting this issue and I'm sooo eager to finally resolve this once and for all. The speaker tower is a neat building, so it's shame I've yet to get the AI to use it without struggle.
...
  Topic: Ideas & suggestions
PePsiCola

Replies: 521
Views: 38941

Post Posted: Mon Mar 26, 2018 6:56 pm    Subject: Ideas & suggestions
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
With the recent addition of SW Iron Curtain targeting as applicable to Iron Curtain related scripts in the newest unstable build, it got me thinking about one AI issue that's existed for as long as th ...
  Topic: What are some of the best computer games of all time?
PePsiCola

Replies: 22
Views: 1432

Post Posted: Fri Mar 23, 2018 2:45 am    Subject: What are some of the best computer games of all time?
Forum:  Miscellaneous Forums » Game Chat
I grew up as more of a console gamer, which is what I have plenty of variety with, and now I rarely game at all. The exception is modding YR, and occasionally going back to old consoles or playing oth ...
  Topic: The next Ares
PePsiCola

Replies: 261
Views: 24812

Post Posted: Mon Mar 12, 2018 6:25 pm    Subject: Re: The next Ares
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)



Ah yes reading these ones made my day. Tested and works as intended, thanks!
  Topic: TeamRetaliate Issue
PePsiCola

Replies: 2
Views: 352

Post Posted: Fri Mar 02, 2018 9:43 pm    Subject: TeamRetaliate Issue
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Awesome, thanks Alex!
  Topic: TeamRetaliate Issue
PePsiCola

Replies: 2
Views: 352

Post Posted: Thu Mar 01, 2018 6:52 pm    Subject:   TeamRetaliate Issue
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
I've been using the TeamRetaliate in my mod likely since its addition to Ares

[General]?TeamRetaliate= (boolean)
   Whether teams are allowed to retaliate if a member is attacke ...
  Topic: battle fortress suddenly move so slow...
PePsiCola

Replies: 14
Views: 925

Post Posted: Sun Jan 14, 2018 5:02 am    Subject: battle fortress suddenly move so slow...
Forum:  Modding Central » Red Alert 2 Editing Forum
I can definitely confirm this one. I never noticed it until playing YR mods for the first time, but I have seen it many times, and it occurs in my own mod every so often as well.

As Graion pointed ...
  Topic: AI Targets with SWs incorrectly
PePsiCola

Replies: 3
Views: 393

Post Posted: Sat Nov 18, 2017 1:11 pm    Subject: AI Targets with SWs incorrectly
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Ahh, makes a lot of sense how that works now. But awesome, thank you Alex!
  Topic: AI Targets with SWs incorrectly
PePsiCola

Replies: 3
Views: 393

Post Posted: Tue Nov 14, 2017 5:56 pm    Subject:   AI Targets with SWs incorrectly
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
I'm wondering if I missed out somewhere on some important details regarding SWs in Ares, or maybe I've just been the only one with this problem? It hasn't bothered me too much, but I suppose you could ...
  Topic: Ares 0.E has arrived
PePsiCola

Replies: 22
Views: 3333

Post Posted: Fri Sep 15, 2017 3:00 am    Subject: Ares 0.E has arrived
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Another set of wonderful additions! I'm particularly interested in the M.A.D. Tank and the various veteran abilities.

What is most pleasing of all though is the performance gains. They seem to go ...
  Topic: Country-specific base defense...
PePsiCola

Replies: 14
Views: 1253

Post Posted: Sat Jul 29, 2017 7:28 pm    Subject: Country-specific base defense...
Forum:  Modding Central » Red Alert 2 Editing Forum
I can't say I doubt that, honestly. After all, TS only ever had owner. But there were also only two factions, and I'm sure RA2's expansions to the prerequisite system were likely to accommodate for th ...
  Topic: Country-specific base defense...
PePsiCola

Replies: 14
Views: 1253

Post Posted: Wed Jul 26, 2017 7:43 pm    Subject: Country-specific base defense...
Forum:  Modding Central » Red Alert 2 Editing Forum
Aah, I see now. The method is probably the best you can get without Ares, but I hadn't considered enough what Ares allows us to do now regarding AI prerequisites. That's really cool, actually.

@E1 ...
  Topic: Country-specific base defense...
PePsiCola

Replies: 14
Views: 1253

Post Posted: Wed Jul 26, 2017 1:43 pm    Subject: Country-specific base defense...
Forum:  Modding Central » Red Alert 2 Editing Forum
^^^ I was just about to say the same. Although even RequiredHouses isn't necessary so long as the particular country(ies) are under Owner and everyone else is under ForbiddenHouses.

Owner=British,F ...
  Topic: Aro's Music Project
PePsiCola

Replies: 26
Views: 2762

Post Posted: Sat Jul 15, 2017 7:44 pm    Subject: Aro's Music Project
Forum:  Miscellaneous Forums » Offtopic Discussion Area
We are all doing it purely for the sake of fun and if it happens to go somewhere, then that's a wonderful bonus.

Precisely how my own band feels! Though I myself aim for a music-oriented career reg ...
  Topic: Random Map Sudden Crate Spam??
PePsiCola

Replies: 6
Views: 963

Post Posted: Thu Jun 29, 2017 12:25 am    Subject: Random Map Sudden Crate Spam??
Forum:  Modding Central » Red Alert 2 Editing Forum
AI infantry completely avoid crates, but AI vehicles will pick them up if they happen to run by them. Even in the completely vanilla RA2, you can occasionally stumble across AIs with units from crates ...
  Topic: Random Map Sudden Crate Spam??
PePsiCola

Replies: 6
Views: 963

Post Posted: Sat Jun 24, 2017 5:54 pm    Subject: Random Map Sudden Crate Spam??
Forum:  Modding Central » Red Alert 2 Editing Forum
Interesting, I literally haven't touched the Core since I added it in nearly two years ago, aside from adding on the SWs to it, but that was still months ago. And this was a standard skirmish, not onl ...
  Topic: Random Map Sudden Crate Spam??
PePsiCola

Replies: 6
Views: 963

Post Posted: Thu Jun 22, 2017 8:54 pm    Subject:   Random Map Sudden Crate Spam??
Forum:  Modding Central » Red Alert 2 Editing Forum
I am currently in the middle of the game as I post this, but what has happened is I was playing a 4v4 in my mod on a random map. And this seemed to begin after I constructed a Cyborg Core (all it does ...
  Topic: Ares 0.D is available
PePsiCola

Replies: 27
Views: 3703

Post Posted: Wed Jun 14, 2017 11:51 pm    Subject: Ares 0.D is available
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Thanks, and don't worry. It's not your fault. Also, I wouldn't call it minor bug, if one of he biggest selling points just doesn't work. At all. Good that Ares isn't sold. I would even say this is big ...
  Topic: Ares 0.D is available
PePsiCola

Replies: 27
Views: 3703

Post Posted: Tue Jun 13, 2017 4:18 pm    Subject: Ares 0.D is available
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Thank you very much AlexB. The progress you've made over the years is incredible, and is much appreciated!

I know it's a big official release you've been working hard on and all, so I genuinely HAT ...
  Topic: Cloaking super weapon possible?
PePsiCola

Replies: 15
Views: 1552

Post Posted: Mon Jun 05, 2017 3:48 pm    Subject: Cloaking super weapon possible?
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Use SW.AITargeting=Base, the AI will then randomly fire it at units waiting in their base, which will then often be sent to attack soon after. I doesn't always work but it's the best method that I kno ...
  Topic: An intermezzo called Ares 0.D
PePsiCola

Replies: 115
Views: 17537

Post Posted: Sun May 21, 2017 5:47 pm    Subject: An intermezzo called Ares 0.D
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
AFAIK, the issue is Paradrop Planes not Paradroppers themselves. They are sometimes not correctly deleted after leaving the map. I remember getting that locked games too. It was pretty common on Alamo ...
  Topic: Prob AI build orders + Base size incrementations + Ally AIs
PePsiCola

Replies: 7
Views: 929

Post Posted: Tue Apr 25, 2017 1:44 pm    Subject: Prob AI build orders + Base size incrementations + Ally AIs
Forum:  Modding Central » Red Alert 2 Editing Forum
Oh yeah, the passive-allied AI is solved as soon as the ally is attacked by the enemy. 3v3s or 4v4s are usually unbalanced in this way, because the player will be getting targeted by the enemy AIs ear ...
  Topic: An intermezzo called Ares 0.D
PePsiCola

Replies: 115
Views: 17537

Post Posted: Sun Apr 23, 2017 12:19 am    Subject: An intermezzo called Ares 0.D
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
I see how my issue worked. It seems that once you set StartInMultiplayer.Types, StartInMultiplayerUnitCost is also activated at some unknown default, which must've been a low number that made the star ...
  Topic: An intermezzo called Ares 0.D
PePsiCola

Replies: 115
Views: 17537

Post Posted: Thu Apr 20, 2017 5:49 pm    Subject: An intermezzo called Ares 0.D
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
I activated StartInMultiplayer.Types on countries, and it did indeed work and give me all the correct units, however it appears to come with the restriction of limiting your the unit count.

I could ...
  Topic: YR: Midnight Bash (2-8)
PePsiCola

Replies: 3
Views: 1553

Post Posted: Tue Apr 18, 2017 6:18 pm    Subject: YR: Midnight Bash (2-8)
Forum:  Modding Central » Red Alert 2 Editing Forum » Map Archive
Noted, I'll work toward releasing a future version.
  Topic: An intermezzo called Ares 0.D
PePsiCola

Replies: 115
Views: 17537

Post Posted: Tue Apr 18, 2017 5:48 pm    Subject: An intermezzo called Ares 0.D
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
I'm currently only using a few additions from these three releases, and they have all worked:
- AIBuildCounts and AIExtraCounts (long awaited this, thank you!)
- Temporal.HealthFactor
- TurretROT
  Topic: YR: Midnight Bash (2-8)
PePsiCola

Replies: 3
Views: 1553

Post Posted: Fri Mar 31, 2017 11:06 pm    Subject:   YR: Midnight Bash (2-8)
Forum:  Modding Central » Red Alert 2 Editing Forum » Map Archive
I don't make full maps often, but I thought I'd share one I've had for a while to bring some life into the map forum. It works fine for free-for-all, and great for team battles, namely 4v4s with south ...
  Topic: Getting to the bottom of the Speaker Tower
PePsiCola

Replies: 10
Views: 1293

Post Posted: Mon Mar 20, 2017 7:11 pm    Subject: Getting to the bottom of the Speaker Tower
Forum:  Modding Central » Red Alert 2 Editing Forum
Neither option worked, nor did a combination of both. At first I looked at the differences between my code and the above one, and the only significant differences were mine not having CanPassiveAquire ...
  Topic: Getting to the bottom of the Speaker Tower
PePsiCola

Replies: 10
Views: 1293

Post Posted: Wed Mar 15, 2017 6:40 pm    Subject:   Getting to the bottom of the Speaker Tower
Forum:  Modding Central » Red Alert 2 Editing Forum
I'm giving this yet another go, still seeking a solution.

Basic rundown: I've given the AI a Speaker Tower as a base defense. The tower heals health and boosts firepower to any units near it via a ...
  Topic: AI Pool Team Spam
PePsiCola

Replies: 8
Views: 912

Post Posted: Mon Feb 13, 2017 4:41 am    Subject: AI Pool Team Spam
Forum:  Modding Central » Red Alert 2 Editing Forum
Ah, I had figured that the condition was when "AI owns X amount," not "AI owns X amount or more." That explains why it hadn't worked. Though I'll admit, I ran various tests just no ...
  Topic: AI Pool Team Spam
PePsiCola

Replies: 8
Views: 912

Post Posted: Sun Feb 12, 2017 10:07 pm    Subject: AI Pool Team Spam
Forum:  Modding Central » Red Alert 2 Editing Forum
Easiest solution for artillery vehicles is not to use pool team condition so it limits their creation  to a condition or you set lower max= on the artllery teams that might help but in long run more ...
  Topic: AI Pool Team Spam
PePsiCola

Replies: 8
Views: 912

Post Posted: Sat Feb 11, 2017 8:05 pm    Subject: AI Pool Team Spam
Forum:  Modding Central » Red Alert 2 Editing Forum
Doubt its anything to do with deploying.

Even if not, the RA2 AI is still very quirky with deploying vehicles, and does not use any by default. Of course, I know mods, say C&C Reloaded for exam ...
  Topic: AI Pool Team Spam
PePsiCola

Replies: 8
Views: 912

Post Posted: Fri Feb 10, 2017 3:32 am    Subject:   AI Pool Team Spam
Forum:  Modding Central » Red Alert 2 Editing Forum
I've converted the TS Artillery into RA2 for testing purposes, and gave the AI both a pool team and attacking team, copied directly from TS's ai.ini just to ensure it would work properly.

It seems ...
  Topic: Speaker Tower Breaking AI
PePsiCola

Replies: 4
Views: 1139

Post Posted: Mon Jan 02, 2017 3:20 pm    Subject: Speaker Tower Breaking AI
Forum:  Modding Central » Red Alert 2 Editing Forum
Reviving this thread to revisit this still unsolved issue. I'm trying to balance out every country's AI against one another, and I figure one way to buff China against others is to get the Speaker Tow ...
  Topic: AI and units with TechLevel=-1
PePsiCola

Replies: 7
Views: 1448

Post Posted: Tue Oct 11, 2016 6:48 pm    Subject: AI and units with TechLevel=-1
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
I knew it felt weird that I thought I actually had something right, I always miss something. It appears only a few of my AI-only units had TechLevel=-1, and although I thought so, I just tested and th ...
  Topic: Weird problem or unit not voluntarily targeting?
PePsiCola

Replies: 7
Views: 1031

Post Posted: Mon Oct 10, 2016 10:51 pm    Subject: Weird problem or unit not voluntarily targeting?
Forum:  Modding Central » Red Alert 2 Editing Forum
Yes, that works. It's the same way you get Patriot Missiles and Flak Cannons to fire at Paratroopers. AG=yes on a projectile with LandTargeting=1 (can't fire on land), allows a weapon to fire at " ...
  Topic: AI and units with TechLevel=-1
PePsiCola

Replies: 7
Views: 1448

Post Posted: Mon Oct 10, 2016 10:36 pm    Subject: AI and units with TechLevel=-1
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
I have dozens of cloned units and/or other units and structures for AI only. I've never heard of the AI not building units with TechLevel=-1. As long as they are part of a taskforce/team/AITrigger (as ...
  Topic: IE that shouldn't be popping up
PePsiCola

Replies: 0
Views: 507

Post Posted: Wed Aug 31, 2016 3:18 pm    Subject:   IE that shouldn't be popping up
Forum:  Modding Central » Red Alert 2 Editing Forum
For the past ten minutes (I can start up YR and start a skirmish within 20 seconds), I've been encountering the Infantry Linking internal error (EIP 0073B0C9), which baffles me, as I haven't messed wi ...
  Topic: Rebuilding Ai in multi player
PePsiCola

Replies: 4
Views: 453

Post Posted: Thu Mar 10, 2016 8:34 pm    Subject: Rebuilding Ai in multi player
Forum:  Modding Central » Red Alert 2 Editing Forum
Seems this was changed from TS to RA2. In TS skirmish, AIs almost always rebuild a building in the exact same place over and over, until the area is unusable from ground deformation. I don't see the A ...
  Topic: Speaker Tower Breaking AI
PePsiCola

Replies: 4
Views: 1139

Post Posted: Thu Feb 18, 2016 4:06 pm    Subject: Speaker Tower Breaking AI
Forum:  Modding Central » Red Alert 2 Editing Forum
Almost every country in my mod has their own tier 3 defenses (and only two cost a bit over $2000) with zero issues, so it probably isn't that.

Funny thing is, I've already tried making the AI treat ...
  Topic: Speaker Tower Breaking AI
PePsiCola

Replies: 4
Views: 1139

Post Posted: Wed Feb 17, 2016 9:41 pm    Subject:   Speaker Tower Breaking AI
Forum:  Modding Central » Red Alert 2 Editing Forum
So as I covered in my last topic in this forum, the Chinese AI in my mod had suffered an inability to rebuild important buildings (factories, battle labs, superweapons, etc), and would only build Tesl ...
  Topic: The Ares of March
PePsiCola

Replies: 74
Views: 15235

Post Posted: Tue Jan 12, 2016 9:19 pm    Subject: The Ares of March
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Neat update!

MassSelectable buildings and RevealProduction/Credits on refineries both work.
  Topic: AI Issues in Mod
PePsiCola

Replies: 35
Views: 4249

Post Posted: Sun Jan 10, 2016 7:00 pm    Subject: AI Issues in Mod
Forum:  Modding Central » Red Alert 2 Editing Forum
Just back to this topic for a final note.

The only solution I've found for China was lowering SovietBaseDefenseCounts to almost none. Of course, like in the No Defenses game mode, the AI builds to ...
  Topic: What's next for Ares
PePsiCola

Replies: 219
Views: 28016

Post Posted: Fri Dec 25, 2015 6:20 pm    Subject: What's next for Ares
Forum:  Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
What about MadHQ's Farmland map?
http://www.ppmforums.com/viewtopic.php?t=26786&sid=0fc39fa5d97dc1f87fe0490672e69c47

Its size is 395x95, which is most likely set via notepad, since the map edi ...
  Topic: AI Issues in Mod
PePsiCola

Replies: 35
Views: 4249

Post Posted: Tue Dec 01, 2015 10:28 pm    Subject: AI Issues in Mod
Forum:  Modding Central » Red Alert 2 Editing Forum
I tried that out, and you were right. So as usual the AI played until I went and started destroying their base. This time they were left with Tesla reactors, defenses, and a battle lab.

With the Ba ...
  Topic: AI Issues in Mod
PePsiCola

Replies: 35
Views: 4249

Post Posted: Tue Dec 01, 2015 8:34 pm    Subject: AI Issues in Mod
Forum:  Modding Central » Red Alert 2 Editing Forum
Thanks for that information, though it made no difference in the performance of the AI.

[STRYUP] was originally intended to be an Sentry Gun upgrade for China, hence its name, but I never figured o ...
  Topic: AI Issues in Mod
PePsiCola

Replies: 35
Views: 4249

Post Posted: Mon Nov 30, 2015 3:31 am    Subject: AI Issues in Mod
Forum:  Modding Central » Red Alert 2 Editing Forum
So, just like the fourth side bug, China's bug also relates to AI.BaseDefenseCounts. I don't know what it is about that feature that could cause the issue, considering I use the same values for other ...
  Topic: AI Issues in Mod
PePsiCola

Replies: 35
Views: 4249

Post Posted: Tue Nov 24, 2015 9:39 pm    Subject: AI Issues in Mod
Forum:  Modding Central » Red Alert 2 Editing Forum
Still, the Chinese AI issue appeared as so:

0.9: good
0.a 1: good
0.a 2: sometimes occurs
0.a 3: always occurs

Anyway, here's the code for the Chinese AI and the fourth side that may help wit ...
 
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