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some questions
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S3anyBoy
Vehicle Driver


Joined: 07 Jun 2007

PostPosted: Thu Jun 07, 2007 1:12 am    Post subject:  some questions Reply with quote  Mark this post and the followings unread

I've been messing around with triggers in Final Alert 2, and setup a nuke strike, after 60 seconds(non-repeating). I placed 2 waypoints at set them up so that the nuke would hit them. I load up the map, and no nuke strike (everything else works though). Any help?

Also is there a way to make it so paratroopers are veteran or elite status?

If the "short name" for infantry is "inf" as referenced in the paradrop, then what is the "short name" for vehicles?

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Godofgamers
Commander


Joined: 31 Mar 2005
Location: South Africa

PostPosted: Thu Jun 07, 2007 1:36 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm afraid I don't know the answer to your first question, but as for your second, if you click on Edit > Special Flags, then you'll see a drop down list regarding initial veteran status.

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S3anyBoy
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Joined: 07 Jun 2007

PostPosted: Thu Jun 07, 2007 1:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Godofgamers wrote:
I'm afraid I don't know the answer to your first question, but as for your second, if you click on Edit > Special Flags, then you'll see a drop down list regarding initial veteran status.

That will set the starting soldiers as veteran, I want paratroppers to be veteran, not the starting units.

Also, I'm trying to setup a second paradrop, which is also allowed when you capture the airport. This drop is on a much larger scale, and has a longer charge time, but it doesnt show up on the menu, and I don't know how to change the amount of units for that specific drop. I would like to know how to do this.

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Fallen_Skater
Medic


Joined: 04 Jun 2007

PostPosted: Thu Jun 07, 2007 1:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think your gonna have to make a all new paradrop with your desireed effects and make the Prerequisite=that airport.so it gets unlocked after you capture it. test this and c if it works.It should

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S3anyBoy
Vehicle Driver


Joined: 07 Jun 2007

PostPosted: Thu Jun 07, 2007 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Fallen_Skater wrote:
I think your gonna have to make a all new paradrop with your desireed effects and make the Prerequisite=that airport.so it gets unlocked after you capture it. test this and c if it works.It should

So it's not possible to link 2 superweapons to one structure? Does anyone have any help with the nuke.


EDIT: If someone can help me set it up so that it will work seperately from the first paradrop, I can set up that you gain it using triggers.

EDIT2: I can't get any triggers besides revealing the map after 5 seconds to work. Also, I changed the second weapon stuff now I have the second Paradrop "superweapon" setup like:
Code:
[ParaDropSpecial2]
UIName=Name:Para2
Name=Elite ParaDrop
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=10
Type=ParaDrop2
Action=ParaDrop2
SidebarImage=PARAICON
ShowTimer=yes
DisableableFromShell=yes ; gs this determines which superweapons are turned off by the checkbox

and the rules thing is setup like:
Code:
AllyParaDropInf=E1 ;Types of infantry for the planes to drop
AllyParaDropNum=20 ;How many of each of those infantry

AllyParaDropInf2=E1, Engineer ;Types of infantry for the planes to drop
AllyParaDropNum=50,25 ;How many of each of those infantry

I changed the number on the original paradrop, that didn't cause any problems, but the second one won't show up, and if it did, I dont know if it would drop the right squad. Any help?

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Fallen_Skater
Medic


Joined: 04 Jun 2007

PostPosted: Thu Jun 07, 2007 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok Looks good.I tried this 2. So what I did was I completly Cloned The AmericanParadrop kuz its a superweapon 2. then set the new codes for it. and also adding the new version in the American Paradrop Special Rules section around the top. so add this to it.

oh and your gonna need to make a clone of the unit you want to drop gi allied or conscript soviet.
and make its stats at elite


ParaDropSpecial2Inf=Your Elite Unit ;Type of infantry
ParaDropSpecial2num=8 ;How many of each

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S3anyBoy
Vehicle Driver


Joined: 07 Jun 2007

PostPosted: Thu Jun 07, 2007 11:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks, I'll try that, but I can't get 2 super weapons linked to one structure. I tried setting up a trigger to add the superweapon to the owner of the engineer that captured/entered the civilian airport.

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Fallen_Skater
Medic


Joined: 04 Jun 2007

PostPosted: Thu Jun 07, 2007 11:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh and btw
Code:
AllyParaDropInf=E1 ;Types of infantry for the planes to drop
AllyParaDropNum=20 ;How many of each of those infantry

AllyParaDropInf2=E1, Engineer ;Types of infantry for the planes to drop
AllyParaDropNum=50,25 ;How many of each of those infantry

Should be like this
AllyParaDropInf2=E1, ENGINEER ;Types of infantry for the planes to drop
AllyParaDropNum=50,25 ;How many of each of those infantry



Code:
; GI<--- not this one
[E1] <-- use this name when adding them to the list
UIName=Name:E1
Name=GI<--- not this one

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Fallen_Skater
Medic


Joined: 04 Jun 2007

PostPosted: Thu Jun 07, 2007 11:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

S3anyBoy wrote:
Thanks, I'll try that, but I can't get 2 super weapons linked to one structure. I tried setting up a trigger to add the superweapon to the owner of the engineer that captured/entered the civilian airport.


make the Prerequisite of the paradrop

Code:
Prerequisite=CAAIRP

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S3anyBoy
Vehicle Driver


Joined: 07 Jun 2007

PostPosted: Fri Jun 08, 2007 12:26 am    Post subject: Reply with quote  Mark this post and the followings unread

I tried the prerequisite thing, I copied and pasted exactly what you put, and it doesn't sow up on the menu, even after I capture the airfield. I also am trying to get the airfield to hold 2 fighter jets. It allows me to build 1, but I cannot cancel the build, and it just stops, about halfway through.

Airfield:
Code:
[CAAIRP]
UIName=Name:CAAIRP
Name=Tech Airport
TechLevel=-1
Strength=800
Insignificant=yes
Nominal=yes
Sight=6
UnitReload=yes
UnitReload=yes;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.)
Helipad=yes
Points=5
Armor=concrete
xplosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
Capturable=yes
CaptureEvaEvent= EVA_AirfieldCaptured  ;Eva (and therefore 3way split) voice to use when captured
NeedsEngineer=yes
Unsellable=yes
Ammo=5
SuperWeapon=ParaDropSpecial
NmberOfDocks=2
LeaveRubble=yes
RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building)


Paradrop2:
Code:
 [ParaDropSpecial2]
UIName=Name:Para2
Name=Elite ParaDrop
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=15
Type=ParaDrop
Action=ParaDrop
SidebarImage=PARAICON
ShowTimer=yes
DisableableFromShell=yes ; gs this determines which superweapons are turned off by the checkbox

Is there a specific order in which the stuff has to go, because if so, I'm thinking something isn't in the right place. Help would be greatly appreciated.

Last edited by S3anyBoy on Fri Jun 08, 2007 1:28 am; edited 1 time in total

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S3anyBoy
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Joined: 07 Jun 2007

PostPosted: Fri Jun 08, 2007 1:04 am    Post subject: Reply with quote  Mark this post and the followings unread

I swapped the superweapon that the Airfield gives, to test the second paradrop, it doesn't work, it charges all the way, I select it, and nothing happens when i choose a target, I'll check some stuff and see if I can fix it, and I fixed the Engineer thing.

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Fallen_Skater
Medic


Joined: 04 Jun 2007

PostPosted: Fri Jun 08, 2007 1:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Lol. dude look at the airfield its superweapon is ParaDropSpecial
and your new paradrop is ParaDropSpecial2
you forgot the 2
c if thats the problem .

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S3anyBoy
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Joined: 07 Jun 2007

PostPosted: Fri Jun 08, 2007 1:11 am    Post subject: Reply with quote  Mark this post and the followings unread

That's not the problem, I need the airfield to give you both, you said to set the prerequisite, and that didn't work. I changed that to 2 only to test, I need it to stay at 1.

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S3anyBoy
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Joined: 07 Jun 2007

PostPosted: Fri Jun 08, 2007 1:26 am    Post subject: Reply with quote  Mark this post and the followings unread

I swapped the superweapon that the Airfield gives, to test the second paradrop, it doesn't work, it charges all the way, I select it, and nothing happens when I choose a target.

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Fallen_Skater
Medic


Joined: 04 Jun 2007

PostPosted: Fri Jun 08, 2007 1:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Um what about the action of your paradrop superweapon. is the action setup?

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S3anyBoy
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Joined: 07 Jun 2007

PostPosted: Fri Jun 08, 2007 1:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Fallen_Skater wrote:
Um what about the action of your paradrop superweapon. is the action setup?

How would I go about setting up the action?

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Fallen_Skater
Medic


Joined: 04 Jun 2007

PostPosted: Fri Jun 08, 2007 2:21 am    Post subject: Reply with quote  Mark this post and the followings unread

look around in the rules and find all the paradrop informations then found out oh they all work. (This may take some time)

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S3anyBoy
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Joined: 07 Jun 2007

PostPosted: Fri Jun 08, 2007 2:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Fallen_Skater wrote:
look around in the rules and find all the paradrop informations then found out oh they all work. (This may take some time)

What?

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Fallen_Skater
Medic


Joined: 04 Jun 2007

PostPosted: Fri Jun 08, 2007 2:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Look around in the rules.ini file

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Fri Jun 08, 2007 6:06 am    Post subject: Reply with quote  Mark this post and the followings unread

God damnit. Stop spouting off that debilitating bullshit, Skater, before I verbally kill you.

Quote:
I've been messing around with triggers in Final Alert 2, and setup a nuke strike, after 60 seconds(non-repeating). I placed 2 waypoints at set them up so that the nuke would hit them. I load up the map, and no nuke strike (everything else works though). Any help?
Can't help unless you show us the map.

Quote:
Also is there a way to make it so paratroopers are veteran or elite status?
You can make them veteran, but not elite. Make a new infantry that will act as paratroopers, then make it unbuildable via normal means, and set it to be VeteranInfantry for every country in the game.
Quote:
If the "short name" for infantry is "inf" as referenced in the paradrop, then what is the "short name" for vehicles?

Also, I'm trying to setup a second paradrop, which is also allowed when you capture the airport. This drop is on a much larger scale, and has a longer charge time, but it doesnt show up on the menu, and I don't know how to change the amount of units for that specific drop. I would like to know how to do this.
Both of these problems are impossible in RA2. In YR, RockPatch can help, but I would recommend staying away from it for a while, due to the current situation.

Quote:
So it's not possible to link 2 superweapons to one structure?
In TS it was possible, via SuperWeapon2. It should work just as well in RA2/YR, but I haven't tested it and cannot guarantee it.

Quote:
make the Prerequisite of the paradrop
Superweapons don't follow Prerequisite= , to attach a superweapon to a structure you give that structure a line SuperWeapon=MySuperWeapon or SuperWeapon2=MySuperWeapon .

Quote:
Type=ParaDrop2
Action=ParaDrop2
You cannot make up new types and actions. In YR, RockPatch can help you, but again, see above.

And you cannot just go around making up new random ini code like AllyParaDropInf2, it doesn't work.

Skater, if you continue giving advice that doesn't work and cannot possibly work, I will start throwing posts with such crap in the crap forum. Or I will ask Banshee to ban you from giving "help" which is so useless. The law has spoken.

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S3anyBoy
Vehicle Driver


Joined: 07 Jun 2007

PostPosted: Fri Jun 08, 2007 3:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

The trigger for the nuke strike is setup like:
Code:
Trigger Options:
Name: Nuke Strike
House: Civilian
Type: 0-Standard
Attached Trigger: none
Disabled: no
Easy: yes
Medium: yes
Hard: yes

Code:
Events:
Current Event: Event 0
Event Type: 47 Elapsed Scenario Time
Parameter: Number: 30

Code:
Actions:
Current Action: Event 0
Action Type: 95 Nuke strike...
Parameter:Waypoint: 4


So wait, is it possible to setup a second drop with different infantry and different amount?

Also, which is the higher, veteran or elite?

Last edited by S3anyBoy on Fri Jun 08, 2007 4:19 pm; edited 1 time in total

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John Galt
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Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Fri Jun 08, 2007 4:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

There already are two different paradrops, the American one you get from America's Airpad and the Tech one you get from Tech Airport, which drops different units for different sides. In RA2/YR without RockPatch, you can't make new superweapons so the only way would be refitting the Tech one into what you need.

As for the nuke strike, I haven't actually tried it, but it is possible it doesn't work any longer. Or it could be FA2 generating bad code, it has happened before.

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S3anyBoy
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Joined: 07 Jun 2007

PostPosted: Fri Jun 08, 2007 4:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Also, which is the higher, veteran or elite?

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Dracaveli12
Medic


Joined: 05 Jun 2006

PostPosted: Fri Jun 08, 2007 5:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

DCoder wrote:
There already are two different paradrops, the American one you get from America's Airpad and the Tech one you get from Tech Airport, which drops different units for different sides. In RA2/YR without RockPatch, you can't make new superweapons so the only way would be refitting the Tech one into what you need.


It is possible to create a third paradrop without RP, I forgot how though, has something to do with using XX= on the superweapons list (it's buried on one of these fourms) & tibsunbug... most ppl used it to create a parabomb strike while still keeping the two other paradrops before RP allowed users to create new paradrops

also SuperWeapon2 does work in adding two sups to one structure

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S3anyBoy
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Joined: 07 Jun 2007

PostPosted: Fri Jun 08, 2007 6:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

When I tried setting the superweapon 2 it didn't work, even when I just used the nuke superweapon.

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Dracaveli12
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Joined: 05 Jun 2006

PostPosted: Fri Jun 08, 2007 8:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

SuperWeapon=

SuperWeapon2=

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S3anyBoy
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Joined: 07 Jun 2007

PostPosted: Fri Jun 08, 2007 8:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dracaveli12 wrote:
SuperWeapon=

SuperWeapon2=

I just said it didn't work Confused

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Dracaveli12
Medic


Joined: 05 Jun 2006

PostPosted: Fri Jun 08, 2007 11:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

just because your super weapon didnt work, doesnt mean the tag superweapon2= doesnt....savvy

to use a nuke as a superweapon2= the building has to have NukeSilo=yes

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Rattuskid
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Joined: 01 Sep 2003
Location: Jersey,new

PostPosted: Sat Jun 09, 2007 12:13 am    Post subject: Reply with quote  Mark this post and the followings unread

The flag works, I tested it like a month ago. The problem is using the right cloning actions to enable a 'new' superweapon, although random lightning storm strikes are easy!

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S3anyBoy
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Joined: 07 Jun 2007

PostPosted: Sat Jun 09, 2007 12:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Rattuskid wrote:
The flag works, I tested it like a month ago. The problem is using the right cloning actions to enable a 'new' superweapon, although random lightning storm strikes are easy!

Flag?
Is there an .ini editor with flags and checkboxes?

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Dupl3xxx
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Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Sat Jun 09, 2007 12:24 am    Post subject: Reply with quote  Mark this post and the followings unread

@ Dracaveli12
If that's true, Thank you! I didn't figure that ouy, thanks Wink

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Jun 09, 2007 9:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

S3anyBoy wrote:
Dracaveli12 wrote:
SuperWeapon=

SuperWeapon2=

I just said it didn't work Confused


wtf too much bullshit in this thread ....

SuperWeapon2= works fine as I use it for upgrade plugs to provide additional supers on soviet/yuri radar

Too much coding for a map in all honesty ..

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S3anyBoy
Vehicle Driver


Joined: 07 Jun 2007

PostPosted: Sat Jun 09, 2007 10:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

It didn't work when I tried for the nuke, but I'm going to try with the NukeSilo=yes later, if anyone can help me on AIM or something my SN is legomationer.

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tobiasboon46
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Joined: 09 Sep 2005
Location: Argentina

PostPosted: Sun Jun 10, 2007 2:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well NukeSilo= tag is for buildings and will tel the AI and the game that the building in question is a nuke silo,first check nuke code then post questions...

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