Not possible. (Not sure if Ares provides a logic which allows a weapon to change a units current command) _________________ SHP Artist of Twisted Insurrection: Nod buildings
A command vehicle without weapons, but can order all units oround it to attack specific enemy without selecting them. Or something like enemy targeting systems scrambler (the enemy will target the targeted unit instead of what the enemy player is commanding them) QUICK_EDIT
Joined: 05 Sep 2013 Location: LocationNotFoundException at RealLife.Location.find() at line: -1
Posted: Sun Nov 17, 2013 11:19 am Post subject:
I could use a tutorial on how to make such a transparent wave effect for warheads, which I have seen multiple places by now...
For example on a MO stream and on the post above. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Nov 17, 2013 12:50 pm Post subject:
That's Ares's Ripple.Radius. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Here's an annoying one that generally gets overlooked -
Helicopters. Specifically, working helicopters with Rotor Blades that actually work. I know it's possible, but as ever my attempts to create one are not working. Simply cloning the Siege Chopper code doesn't work. Giving it BalloonHover=yes does stop it from landing, but the rotor blades stop working unless it's in motion. I've even tried Landable=no as an alternative, but it doesn't work that way either. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Dec 06, 2013 11:16 am Post subject:
IdleRate=1 _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
The Siege chopper has also DeployToLand, its spinning because in actuality its trying to land but since it can't it reverts to the flying so it ends up "rotating" its rotors.
But yeah you could also try IdleRate _________________ ~ Excelsior ~ QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Dec 06, 2013 9:00 pm Post subject:
DeployToLand has wacky sideeffects with AI.
IdleRate=1. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
I haven't have any problems and I am using it for months constantly, for years overall.
Which side effects should it have?
Here, AI just builds helicopter, when build few of them, then attacks me and thats it. It normally behaves like any other unit. _________________
DeployToLand can't use move to way point or similar scripts, because it has to land to complete that command but it can't & gets stuck in a loop. _________________
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Sun Dec 08, 2013 4:44 pm Post subject:
Graion Dilach wrote:
Ripple.Radius.
It seems that a lot of Ares' tags descriptions are not present in the documentation and that's really weird. _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Dec 08, 2013 4:49 pm Post subject:
Or it's just you who can't notice they're there for ages now.
http://ares-developers.github.io/Ares-docs/new/warheads.html#ion-cannon-ripple-effect _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Also Known As: ZivDero Joined: 23 Jul 2013 Location: Russia
Posted: Sun Dec 08, 2013 4:54 pm Post subject:
Oooooops... But I still think I've seen some tags that are not described. _________________
DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Dec 08, 2013 5:29 pm Post subject:
Well, you can't find post-0.4 tags in the 0.4 doc, that's sure. This means that WIP features won't be documented in the main doc, ofc.
Besides that, only inheritance and disabling debug commands are undocumented, first is because it doesn't work entirely(see https://bugs.launchpad.net/ares/+bug/ini-section-includes-section-templates as reference), latter is indeed a whoops on our side. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
I need unit (vehicle type) which has attach effect invisible anim assigned, and that anim spawns particle over time.
How? Can someone show me example codes.
Unit has attach effect, it has assigned anim which is invisible, but spawns particle over time.
Or any way how unit can spawn some particle over time without losing weapon? Thats why I have AE in mind. _________________
[BLHOLEAE]
Image=DUMMYSHP ;uses a dummy animation 1x1x1 SHP
Damage=1
Warhead=BlackHoleAnimWH
Rate=200 ;damage delivery speed is affected by rate
LoopCount=-1
TrailerAnim=BLHOLETR
TrailerSeperation=1 ;tweak this mainly
[BLHOLETR]
Image=DUMMYSHP
SpawnsParticle=BlackHolePart
NumParticles=1
_________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Graion Dilach! Thank you man, you are only one bothering to reply.
Thanks for examples, but Where is that first warhead attached for?
I should not lose unit's weapon anyway, so attach anim should be separated so it will spawn particles while units is firing weapon, while moving etc etc... _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Jan 01, 2014 2:18 pm Post subject:
That's an example. You can use a Techno-AttachEffect for that too with a different Duration and Delay. The main trick is within artmd anyway. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Can look at an example contained in a tutorial for TS, where an idle mcv is created first and then it
gets deployed when con. yard is destroyed:
http://www.ppmsite.com/forum/viewtopic.php?t=34943
(YR and TS are a little different, like the new mission hunt script is 11,15 for RA2YR instead of 11,14 for TS) QUICK_EDIT
Hey guys, can someone give me hint how to create cloak generator with attach effect?
I want building type to create cloaking area effect, but to hide infantry and vehicles/aircraft, not buildings itself. How can this be done?
Also, does attach effect cloak generator lag as TS-Styled one? _________________
1. Make a weapon with AreaFire=yes.
2. Add cloak AE to the warhead.
3. Modify the warhead verses so they don't affect structures.
4. Make the CellSpread large enough.
5. Add AttackFriendlies=yes to the structure.
And as long as you won't cloak structures, the lag will be minimal, if any at all. It's structure cloak that lags the most. QUICK_EDIT
Thanks but its not working, I did something wrong. I must manually to order building to attack any unit, then everyone in radius will be cloaked but for 100 frames, after that I need to click again.
Whats wrong? I also tried without ApplyDamage=no, with higher damage etc etc...
;Psychic Sensor
[YAPSIS]
Image=NAPSIS
UIName=Name:YURIRAD
Name=Yuri Psychic Sensor
BuildCat=Combat
Prerequisite=YACNST;YATECH ;PROC; REFN can't be prereq YAREFN,YACNST; acts as yuri radar, so different prereqs NATECH,NACNST
Strength=750
Radar=no
Armor=wood
TechLevel=3
Adjacent=2
Sight=10
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=1000
Points=50
Power=-50
Powered=true
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=220, 390, 150
AIBuildThis=yes;GEF it's the new radar, the computer needs to be able to build it now for prereqs. AIBuildThis=no ; ;took it out at HY's request -DB To fool the player -- it's not like it's necessary.
HasRadialIndicator=true
Spyable=no ; A spy can do something to this, works like captureable
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Primary=CloakWeapon
HasStupidGuardMode=false
EDIT: It works. I forgot to add Attack Friendlies on structure.
But I found another problem. I hear repeatedly cloak sounds each time weapon should be fired again, actually when units cloak/decloak. They become visible again, then get invisible etc etc...
What should I change/add so units will be all time invisible while in radius, and get rid of that annoying constant sound? _________________
Not working. I tried already, I put ROF=20 Speed=100 but same.
I cannot put effect to last longer because of another side effect: Cloak already lasts 100 frames. That means that affected unit can actually move outside of generator's radius and be invisible until 100 frames ends.
Radius is here only to get cloak applied, but that does not mean that unit wont be cloaked once it leaves radius of generator. So player or AI can actually abuse system, if I put 150 or 200 frames, and being attacked, he will apply cloak shield into units, and send them to attack, meaning, for long frames units will be invisible even when leaving radius of generator, or even if generator is disabled via power or got destroyed. In the middle of battle, this can actually be unfair.
But I do not care for that if generator will work actually. _________________
Yes I did and still no effect.
I figured out how to make it auto targeting and cloaking all time, I need to add IsBaseDefense=yes on building.
But however I still have problems with constant cloaking/decloaking of units. They simply cannot be cloaked all time _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Dec 03, 2014 4:45 pm Post subject:
Damage=0. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Well another one! Someone knows if it's possible to convert some Half-Life models to SHP... Both HL1 and HL2... Because I'm looking for creatures based on them to be part of the Tiberium fauna... Nihilant, Panter Eye, Tentacle, etc... There is some tutorial? o.O QUICK_EDIT
If you can get a HL 3d-model importer for 3ds max, the rest is pretty straight forward.
-get HL
-convert the HL models into a format that 3dsmax (or other 3d prog) understands
-set camera and lights
-set the animations (you probably have to do them again, as the imported ones might not fit to the game: e.g. too slow, too long, or no anims at all imported)
-render the frames
-convert the rendered frames into SHP
-do some minor SHP edits in SHP Builder (removing a few bad pixel)
-done _________________ SHP Artist of Twisted Insurrection: Nod buildings
Well another one! Someone knows if it's possible to convert some Half-Life models to SHP... Both HL1 and HL2... Because I'm looking for creatures based on them to be part of the Tiberium fauna... Nihilant, Panter Eye, Tentacle, etc... There is some tutorial? o.O
well, im just saying HL2 model exporting is little bit confusing rather than HL1 _________________
Quote:
Humans were born for two things: to pray and be productive.
If you can get a HL 3d-model importer for 3ds max, the rest is pretty straight forward.
-get HL
-convert the HL models into a format that 3dsmax (or other 3d prog) understands
-set camera and lights
-set the animations (you probably have to do them again, as the imported ones might not fit to the game: e.g. too slow, too long, or no anims at all imported)
-render the frames
-convert the rendered frames into SHP
-do some minor SHP edits in SHP Builder (removing a few bad pixel)
-done
I see LKO... I got gmax, so each frame will be a model setting camera and light need the right angle I really don't remember the number, then render the frames can be the difficult part... isn't it?
i know how to make a single laser, but my request is how to make a laser weapon that wont stop fire until the target is destroyed?
Did you see Boris' Laser Targeting? fires lasers until the target is destroyed, even its different laser (IsLine) rather than normal laser (IsLaser) _________________
Quote:
Humans were born for two things: to pray and be productive.
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