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making a Mine Layer
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s0p4
Vehicle Driver


Joined: 11 Dec 2007

PostPosted: Sat Dec 22, 2007 7:35 pm    Post subject:  making a Mine Layer
Subject description: i've tried to make one but it seems to be impossible so here i am to check ^_^
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Well i've been spending a long time trying to make this unit: a vehicle called Mine Layer (just like in RA1), that sets mines in the ground, so that if an enemy gets close, the mine blows up just like the barrel does.
My idea is to make the Mine Layer [MINLAY] to spawn the mine at the ground. The mine layer should be a vehicle, and the spawned mine shoul be a unselectable aircraft, that doesn't move around, doens't fire back when hit (CanRetaliate=no) and that can look for its own targets (CanPassiveAquire=yes) but as the mine doesn't move, of course, it shall attack just if someone gets close...
•The Mine Layer should have a primary weapon that is a spawner of the mine and an AG weapon, with Range=1.
•The Mine should have a primary weapon that does nothing, and that just fires once (FireOnce=yes), because with we put a suicide weapon like BarrelExplosion in the mine as its primary weapon it would blow up as soon as the mine layer spawns it at the ground. So, the primary weapon should cancel the mine's attack to the ground. And the secondary would be the suicide weapon, exactly like the BarrelExplosion, but with the added tags Suicide=yes and Range=1.
Also, the mine should have the code CloakStop=yes, because that way, when its just stopped the mine's lifebar can be seen by other players when their cursors are above them, what happens just with the owner of the mine. And the mine should have the tags DeathWeapon=BarrelExplosion, Explodes=yes, Explosion=BRRLEXP2, and LegalTarget=yes, so it can be destroyed by the owner, and if attacked by an unit that is far from the mine's range, it should be destroyed too.

I really don't know what's happening because the mine is attacked by the AI, and also: it doesn't blown up if there's an enemy close to it... Exclamation

so, if someone knows what's happening or wants to try doing this unit following my idea, i would be very thankful. Razz
i will keep trying doing it, and if i finally do it, i will tell it here, but if its an impossible thing to be done without a program like NPatch or RockPatch, (because i never used these programs) please let me know!! Rolling Eyes

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sat Dec 22, 2007 7:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Certainly a different way to think. I like it. It most certainly can be done without the RP, but it might work weird, and the AI wouldn't understand it. Just put Insignificant=yes and it shouldn't be attacked...though i can't quite remember if that will do it exactly right...

Anyway, it wouldn't be hard to make at all, entirely possible.

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s0p4
Vehicle Driver


Joined: 11 Dec 2007

PostPosted: Sat Dec 22, 2007 8:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

After lots of tests i think that the problem is that the spawned mine doesn't lay off trying to attack the ground. When that possibility came to my mind i wanted to check, so i switched that attack to any other, just to be sure. So, the mine's primary weapon was now the Crazy Ivan's "IvanBomber", because it has the tag FireOnce=yes, and when we attack the ground with one of them, he fastly lays off its attack mission. And that definetely doesn't happen with the mine. To be sure of that, i've putten the tag Selectable=yes in the Mine (MINED). Always when i clicked in the Mine during the game, it showed that red line that indicates that its in attack mission.
So... i want to know if you guys know how to make the spawned objetc to act is if it were build normally by the player, as an example, if i wanted to make the Aircraft Carrier to spawn Hornets that i can control normally, ordering them to attack different bases manually... Because it seems that the spawned object stays always in the same attack mission of its spawner, and that nothing can stop them from doing this... Am I right?

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!!!!
Medic


Joined: 11 Dec 2007
Location: !!!!

PostPosted: Fri Dec 28, 2007 6:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

seeing that you make the mine an aircraft, because thats the only way it can be spawned why not make that aircraft deploy like the seige chopper does so it doesnt move (kinda of like this)
*1st it should be spawned as an invisible aircraft
*then it should have a stuiped weapon that attacks any unit and does no damage to the unit, this is just to make it deploy give it a tag like deploytofire wit stuiped weapon, and make sure to give weapon minium range of 2 and range(long) of -2
*when deployed give deployed unit image of mine
*ok if this works give mine(deployed) weapon of a suicide bomb
wit minium range of 1.1 or whatever you want and range=1.2

dont know if this will work sound like it should sorry i couldnt give you the coding dont have rulesmd.ini on this pc

and i just made it up right now but it sounds logical!!! Confused
im back at explaining thing hope you got the drift of it!
and i hope this helps.

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Fri Dec 28, 2007 8:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you could perhaps explain the idea behind the floating mine, I could perhaps help a bit more. This idea seems rather complex for something simple as a deploy vehicle that spawns an unselectable free unit with a suicide weapon similar to the Terrorist.

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!!!!
Medic


Joined: 11 Dec 2007
Location: !!!!

PostPosted: Sat Dec 29, 2007 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

That was just an idea! and now that i think of it it probebly doesnt work, but because its a mine and then if it was to deploy, it still be in the same attack mission as its spawner but this time it couldnt move, but it should still attack if anything comes close, so it kinda works like a mine now, am i right, i dont know really!!

Its just an idea!!! Embarassed

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Sat Dec 29, 2007 4:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you go to YR Argentina's mod section, there is a mod by the title of Supernova. Try that mod out, it has that system in it last time I checked.

The mine would deploy, have a range of something small (0.75 or something), would passive acquire, and attack using a suicide weapon once something got near it.

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!!!!
Medic


Joined: 11 Dec 2007
Location: !!!!

PostPosted: Sat Dec 29, 2007 7:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

@m666, naaaaaaaaa... i way to busy on my mod to be playing something else and i dont have broadband(or cable) so it would take forever Smile

and hey we shoudnt be talking like this, its like we started a new topic here and this kinda looks like spam, i dont want to be the new darknessvolt Laughing

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Sat Dec 29, 2007 8:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm still on topic to the mine layer. And it's a 7 MB mod at max, potentially smaller. If you're trying to solve this issue, yet can't be arsed to do anything other than play your own mod, why bother?

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!!!!
Medic


Joined: 11 Dec 2007
Location: !!!!

PostPosted: Sun Dec 30, 2007 1:38 am    Post subject: Reply with quote  Mark this post and the followings unread

@m666. first of all, i dont think if i was to download that mod i would get the info i was looking for, as a matter of fact i didnt start this topic so it wouldnt benefit me, might benefit s0p4 but not me.

all i did was just give an idea. is it that you want me to download that mod just to see it work, well if you know so much about it why dont you tell us all on how its done it would save me hours of waiting for download.

look dont get me wrong but im not going to download a mod just to see how a mine layer works, now that would be arseing around. when i could just look up a tutorial about making a mine layer.

look i didnt commit myself to solving this problem, no one does. all we do is just say what we know or what we think and so on. and i just gave an idea.

And look screw the idea i thought that if the unit deploy it might have changed orders from its spawner, seeing that it would change from unit to building.

Now let cool down Cool cuz fighting an't gonna solve this issue!

EDIT: looking back at this! What was i thinking!

Last edited by !!!! on Wed Jan 02, 2008 9:23 pm; edited 1 time in total

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Sun Dec 30, 2007 5:59 am    Post subject: Reply with quote  Mark this post and the followings unread

ummm... you be the one that needs to chill mate... for we thought you where telling us this problem exsist for you want us to help you fix that problem for you. which is why he wanted you to download the mod, it shows you how to fix it. and most people here are bigger then to start a fight so do not bother telling us to not fight.

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Mon Dec 31, 2007 5:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Er...Brotherhood of Mods, you seem to be the one to be picking a fight. Take yer own advice.

You came in here spitting out some random dumbass idea, then bitched when I told you that it wasn't possible with the info you provided and that it was a rather inefficient method altogether.

I'm not gonna come help someone who doesn't care. And, like I told you, you're not going to sit at your PC for hours to download Supernova, it'll take an hour max if you're on some pathetic dialup. I know for a fact due to my 2 years worth of dialup experience. I've also downloaded completely larger things before, so no complaining about speed. >.>

Also; why bother replying in a help thread if you're not going to 100% help? I gave my 100% help by recommending to a mod that had this done correctly and more efficiently.

@wardeathfun: I doubt the people at PPM are more mature than to pick fights. Some people here would enjoy nothing more than to take shots at each other. Very Happy

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Elerium-155
Commander


Joined: 07 Mar 2005

PostPosted: Mon Dec 31, 2007 6:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

If flames continue this gets the lock.

I strongly suggest you friendly debate making Mine Layers than arguing.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Mon Dec 31, 2007 6:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

I could of sworn a certain mod had minelayers...Mooman or Deezire...Meh.

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YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Mon Dec 31, 2007 7:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Seeing as Modder666 can't take the time to explain it, and the Brotherhood cannot take the time to explore into this matter, it's obviously up to me.

Now, I can't remember exactly how it was done in Supernova, because, well, I've played most every mod for RA2/YR. But, the easiest way to do this would be to make the mine a building with a suicide weapon and the vehicle deploy into it. That way you can easily make it stealth and wouldn't have the spawning issues. Secondly, the building would have FreeUnit=MLYR (or whatever you called it.)

The only bug with this system is the vehicles health and ammo would be restored since it would be a new unit. The ammo can be changed, but it would involve creating multiple mine layers and mine buildings.

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Mon Dec 31, 2007 8:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

@4star: Thanks for writing it out, I had received a PM and was gonna get the code and do a simple tutorial. Unless we don't need it, I'll still do it.

@Elerium: Problem is solved, no need to worry about flames.

@EVA-251: I wouldn't remember. #Tongue

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Mon Dec 31, 2007 11:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

moo mans rules do not have one i do not believe..... all i remember is everything changed like a new oil derrick... parabombs...... and some tanks with a little tough AI... the mod was good but nothing special i remember.

one mod i downloaded once though had mine layer.... the mine was part of the terrian i believe though.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Tue Jan 01, 2008 5:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

there was a mine paradrop in moomans rules but the mines were just civvy inf with a mine death weapon I think, or they attacked anything that came near them with it and killed themselves in the process, like the texan civ guy with a pistol.

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Rattuskid
Sergeant


Joined: 01 Sep 2003
Location: Jersey,new

PostPosted: Wed Jan 02, 2008 3:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Now, I can't remember exactly how it was done in Supernova, because, well, I've played most every mod for RA2/YR. But, the easiest way to do this would be to make the mine a building with a suicide weapon and the vehicle deploy into it. That way you can easily make it stealth and wouldn't have the spawning issues. Secondly, the building would have FreeUnit=MLYR (or whatever you called it.)


In Supernova the mines were slaverminer'd enslaved units. The deploying vehicles were destroyed, and the mines ventured out until a delayed kill rendered them free of the old player (thus neutral) and scattered.

The other method, with a building deploy cannot have an easy stealth, since cloaking doesn't work on buildings, cloakgen logic is buggy and whatnot. Also, it means the 'minelayer' gains back all it's health whenever one deploys it.

I think Napalm's method works much easier, and is better for preventing mine spam.

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