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Yoshi
Hungry Hungry Lizard!


Joined: 30 Mar 2003
Location: Ontario, Canada

PostPosted: Thu May 08, 2003 4:20 pm    Post subject:  Code Line Reply with quote  Mark this post and the followings unread

What does "ICBMLauncher=yes" do?

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SMIFFGIG
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Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu May 08, 2003 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

exact same question i asked on these forums not that long ago

Banshee dont know, u dont know I dont know

anyone else

theres also tags like

TickTank=yes
Juggernaut=yes
Artillary=yes

which quite honestly i dont get, i mean what special values does a tick tank have that no other unit has ??

AFAI knew it was simply a unit that could deploy into a building with a weapon + turret (to put it simply)
whats the special rules there ?
and juggernaut (surely artillery=yes would be fine for this ?) once again im not sure why that tag does exsist or what it does but it does seem that every deploy to fire unit has some sort of related individual tag

SensorArray=yes is understandable though due to the cloak radius in cells thing (sensor array would define this as sensor range i would imagine)
IsMobileStealth=yes ; obviously needed but also why ?

as i said i really dont know why there is individual tags for each deployable unit you would think a simply
Deployer (which is obsolete in TS) would do

thinking about it now, that tag was made for TS AFAIK but maybe there was a serious prob with it and as an alternative they had to give specific tags to EVERY deployable unit
hence the TickTank=yes, ICBMLauncher=yes and so on

then for RA2 they fixed it as you may notice
Deployer=yes on such units as the GI
however it seems to have only been enabled/fixed for infantry
as i dont mod RA2 and dont really care to much for it as a game i wouldnt know if it works for vehicles also and vehicle to building logic

Anyway that may have answered the question why its there but the main question of what EXACTLY it does is a mystery for me at least

I would guess it gives it no special traits except for the small possibility of an identifyer for Single Player missions like the Harvester=yes tag

eg all units with ICBMLauncher=yes have value X

Another mystery to me is the tag
IsPlugin=yes

its for the Upgrade center but is not necessary in the sense that if you disable it nothing seems to change (u can still upgrade the buildings get the superweaps etc etc)

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TerroR
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Joined: 25 Aug 2002
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PostPosted: Thu May 08, 2003 9:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

'TickTank=yes
Juggernaut=yes
Artillary=yes'

They can all be deployed into buildings (.shp) Thats what they all have in common.

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SMIFFGIG
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Joined: 03 Mar 2003
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PostPosted: Thu May 08, 2003 9:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

every tag i posted above have that in common Wink

EDIT:ok except IsPlugin before anyone else says it but that is of a different subject Smile

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Tratos
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Joined: 01 Jan 2003

PostPosted: Thu May 08, 2003 10:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, there are tags such as IsBaseNormal=yes and such in RA2 so it would make sense that they are an identifier of some sort, either related to actions they perform (harvester=yes) or something to do with single player, perhaps WW wanted to include unit specific EMP or weapon effects, and they are in effect some sort of extra armour category, making them immune to certain weapons (e.g in a harvester truce, all units with Harvester-yes will not be auto-fired on), either way they're most likely non-functioning anymore.

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SMIFFGIG
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Joined: 03 Mar 2003
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PostPosted: Thu May 08, 2003 10:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

bah i just typed out a whole message and accidently pressed back and lost the lot (backspace atually) Mad

but anyway keep it short yes I agree Tratos and yes the exact distingushes these tags may or may not have had are likely to be unused or never implemented now :S

Take the tumbling effect (as a bad example) of the jumpjet, everything seems to be there but it dont work
then in RA2 we see the fix the Crashable= tag
thats what happens with rushed games (excluding all other probs TS had during development)

i bet that fix was a tiny adjustment in the TS Code for RA2.

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Banshee
Supreme Banshee


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

PostPosted: Thu May 08, 2003 10:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Banshee dont know, u dont know I dont know

anyone else

theres also tags like

TickTank=yes
Juggernaut=yes
Artillary=yes


The three codes above are related to behaviour of the turret (position, etc) when deployed, I think... maybe the ICBM line is also related to this

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SMIFFGIG
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Joined: 03 Mar 2003
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PostPosted: Thu May 08, 2003 11:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

u sure banshee i thought that was all specified in the art.ini with such lines as

PBarrelLength=224
PrimaryFireFLH=-0,0,64
TurretNotExportedOnGround=yes

etc etc

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Banshee
Supreme Banshee


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

PostPosted: Thu May 08, 2003 11:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

BarrelLength determines the length of the barrel, not the position. PrimaryFireLH shows the position of where the projectile appears when the unit using its image fires and TurretNotExportedOnGround is something else I have no idea, but it's sorta related to the turret.

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Fri May 09, 2003 12:23 am    Post subject: Reply with quote  Mark this post and the followings unread

So Banshee, you're saying that, for instance, the Artillery=yes tag tells the unit to have its turret pointed way up like an artillery, when it deploys?

it's a good guess... but there's an easy way to find out. Remove the special tag from each of the 4 units, test them without their special tags, note the differences, then interchange their tags, and note the differences. Then use your notes to deduct the effect of each of the tags.

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kopaka649
Energy Commando


Joined: 02 Jan 2003
Location: Earth...

PostPosted: Fri May 09, 2003 12:43 am    Post subject: Reply with quote  Mark this post and the followings unread

I think the ICBM line is probably hardcoded for the missions.

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Yoshi
Hungry Hungry Lizard!


Joined: 30 Mar 2003
Location: Ontario, Canada

PostPosted: Fri May 09, 2003 3:00 am    Post subject: Reply with quote  Mark this post and the followings unread

No, Fireangle=42 handles the angle of the barrel

my guess is ICBMLauncher=yes was for the ICBM's old function. You'll notice that the missile of the deployed ICBM is actually an animation, and the deployed building has ";SuperWeapon=MultiSpecial" this obviously means somthing

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Fri May 09, 2003 9:41 am    Post subject: Reply with quote  Mark this post and the followings unread

if you enable ;superweapon=multispecial, make [ICBM] buildable then deploy it ingame, it'll act like your standard missile silo... but the missiles will be fired from the map border like the one-shot multimissile you sometimes get when you pick up a crate

And al these tags surely don't have anything to do with the barrel position. That's specified in the turret= and turretAnimIsvoxel=yes stuff

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Fri May 09, 2003 9:43 am    Post subject: Reply with quote  Mark this post and the followings unread

oh and remember the last Nod mission where you had to deploy the icbm launchers... i guess it has something to do with that.

The other tags like artillery=yes and mobilestealth=yes may be some AI identifiers.

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Fri May 09, 2003 11:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
TickTank=
Should be used only on BuildingTypes. Can be set to 'yes' or 'no' and represents a special case for structures into which a unit has deployed. This tag ensures that the unit turns to face North-West and remains in its current cell before deploying into this structure.

IsPlug=
Can be set to 'true' or 'false' and specifies whether or not this BuildingType is a 'plug' (upgradeable structure) and thus is considered by the AI when choosing a target for the Weather Storm or Nuke. Residual from Tiberian Sun although the game does perform a check to see if a structure is named GAPLUG - if it is, it is then hard coded to have its Foundation= over-ridden so that it is set to Foundation=2x3 (see the ART.INI Guide) which may invoke some additional function although this has yet to be established.
Can be set to 'true' or 'false' and specifies whether or not this BuildingType is a 'plug' (upgradeable structure) and thus is considered by the AI when choosing a target for the Weather Storm or Nuke. Residual from Tiberian Sun although the game does perform a check to see if a structure is named GAPLUG - if it is, it is then hard coded to have its Foundation= over-ridden so that it is set to Foundation=2x3 (see the ART.INI Guide) which may invoke some additional function although this has yet to be established.

ICBMLauncher=
Should be used only on BuildingTypes. Can be set to 'yes' or 'no' and represents a special case for structures into which a unit has deployed. This tag ensures that the unit turns to face South-East and remains in its current cell before deploying into this structure.

SensorArray=
Should be used only on BuildingTypes. Can be set to 'yes' or 'no' and represents a special case for structures into which a unit has deployed. This tag ensures that the unit turns to face South-East and remains in its current cell before deploying into this structure. This also gives the structure the ability to detect cloaked (submarine) and Subterranean units - this detection triggers a radar event.

Artillary=
Should be used only on BuildingTypes. Can be set to 'yes' or 'no' and represents a special case for structures into which a unit has deployed. This tag ensures that the unit turns to face North-East and remains in its current cell before deploying into this structure.

BaseNormal=
Is used on BuildingTypes and can be set to 'yes' or 'no'. This serves two purposes - first, it defines whether or not this structure is considered for building adjacency checks (in other words can you build further structures off of it), and second it specifies whether or not this structure is announced to its owner when attacked.

Harvester=
Can be set to 'yes' or 'no' and determines whether or not this VehicleType should obey the rules for an Ore Miner. This is used for AI targeting/unit protection purposes and also indicates that this unit gains the Immune=yes ability if HarvesterImmune=yes is set in a map file. This case also applies if the 'Harvester Truce' option is enabled in a multiplayer game or HarvesterTruce=yes is set in the [MultiplayerDialogSettings] section although the Harvester Truce logic appears to be disabled in Red Alert 2. This tag also gives the unit a special 'weapon' which can be 'fired' at Ore to instantiate the mining process.

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Fri May 09, 2003 12:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
the game does perform a check to see if a structure is named GAPLUG - if it is, it is then hard coded to have its Foundation= over-ridden so that it is set to Foundation=2x3 (see the ART.INI Guide) which may invoke some additional function although this has yet to be established.


Firstly why is this, why would it check for its .ini name surely the IsPlugin=yes is enough
and secondly why on earth would it want to overwrite its foundations

These arent things required for it to be a upgrade center, so why ? Question

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Fri May 09, 2003 7:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

The overwriting foundations bit probably has to do with placing the one-celled upgrades on the structure... And it checks for the INI name because that's how you control things in the AI.ini, with the INI names of all the structures and units. Like, you'd tell the AI that attacking with 3 "SMECH"s is a good idea. In the case of the upgrade center, it's simply doublly referenced because of its special value.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Sat May 10, 2003 3:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

so, we have the answer to these tags. it has to do witht he unit facing (south-west). Were did you get this info, Seaman? in a RA2 file?

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Tratos
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Joined: 01 Jan 2003

PostPosted: Sat May 10, 2003 3:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Deezire's RA2 editing encyclopedia from the look of it. But i very much doubt they are the only reasons the tags exist, why have 3 tags for making a unit face a direction when it deploys? They must have had another use somewhere.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
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PostPosted: Sat May 10, 2003 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why not? if the four tags (6 in firestorm) use the same logic, the tags can have different names but all refer to the same logic.

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Sat May 10, 2003 4:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

SMIFFGIG wrote:
Quote:
the game does perform a check to see if a structure is named GAPLUG - if it is, it is then hard coded to have its Foundation= over-ridden so that it is set to Foundation=2x3 (see the ART.INI Guide) which may invoke some additional function although this has yet to be established.


Firstly why is this, why would it check for its .ini name surely the IsPlugin=yes is enough
and secondly why on earth would it want to overwrite its foundations

These arent things required for it to be a upgrade center, so why ? Question


It is used for AI targeting. See AIIonCannonPlugValue= in rules ini.

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Sat May 10, 2003 6:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tratos wrote:
Deezire's RA2 editing encyclopedia from the look of it. But i very much doubt they are the only reasons the tags exist, why have 3 tags for making a unit face a direction when it deploys? They must have had another use somewhere.


If you look carefully they all serve a different purpose.

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Tratos
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Joined: 01 Jan 2003

PostPosted: Sat May 10, 2003 6:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

thedvd wrote:
Why not? if the four tags (6 in firestorm) use the same logic, the tags can have different names but all refer to the same logic.


But whats the point when you could just have one tag to do it, for example if you had a speed= tag and a moverate= tag that did EXACTLY the same thing you'd think it was a bit stupid. They must have had some other purpose at one point.

On a side note, after thinking about it, Smiffgig you gave the undeployed tick tank its turret back didn't you? Have you tried this without the ticktank= line to see if there are any problems? Its just a guess, but as the ticktank is the only deployer with a turret before and after deployment maybe this was something to do with that but then WW removed its turret?

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SMIFFGIG
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Joined: 03 Mar 2003
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PostPosted: Sat May 10, 2003 8:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

like the latest WW TS betas (as shown in screenshots and a video, which have some more advanced than the release which i wont go into unless anyone asks) i have given it a fixed turret as part of the voxel piece itself (no seperate turret or barrel)
simply makes it look good (looks dumb without) and acts fine when deploying, actually looks better

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yuri78945_68
Cyborg Engineer


Joined: 23 Jan 2005

PostPosted: Tue Apr 12, 2005 4:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Just for laughs, heres a joke: How many PPM Members does it take to figure out what the 3 Tags mean???


Answer: Apparently it takes all the PPM Members to figure it out lol

Its a joke k, dont take it wrong.

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Tue Apr 12, 2005 7:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Sat May 10, 2003

For God's sake, PLEASE look at the topic dates before posting. The fact that the topic was at the bottom of the page didn't faze you at all?
Also, the post was pure spam, while it wouldn't have been minded two years ago, you revived the topic for no reason. Do NOT do it again, understand?

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Banshee
Supreme Banshee


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

PostPosted: Tue Apr 12, 2005 2:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

If the topic is here and he has an information to add, let him add. The problem is that he hadn't posted a relevant information.

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Tue Apr 12, 2005 6:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Clazzy wrote:
...you revived the topic for no reason...


I did kinda say that, just in a more subtle way.

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Clarkson
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PostPosted: Tue Apr 12, 2005 6:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I would like to add something about the ICBM launcher. when i enabled it,and the Superweap for its deployed state,and the missile was ready,and i told it to fire,no missile. what the hell is with this?

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

PostPosted: Wed Apr 13, 2005 1:29 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't think that the purpose of the ICBM Launcher tag has anything to do with superweapons. At least, according to DeeZire (see above), it doesn't.

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