Posted: Fri May 16, 2008 6:22 am Post subject:
Firestorm in RA2?
K i need to know if it's at all possible to put the firestorm defense back into ra2. i see no reason why not but other people might know more so anyone up to helpin me out? QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Fri May 16, 2008 9:57 am Post subject:
No logic is broken buy the idiots at Westwood. Same with Hunter Seekers. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Sat May 17, 2008 11:04 am Post subject:
and NPatch is a crappy, buggy piece of shit.
Yay, a stupid and useless superweapon in exchange for more bugs. Great idea. _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
NPatch is about as stable as vanilla, probably more so.
Only if you cover it in caesium then put it in boiling water!
I used:
AAcombat
Isnormalplane
and 1 custom action, and I get IEs, then I turn of isnormalplane and it's ok, I mean WTF?
Npatch can be stable if you use it right, but it's a lot of work... So my mod's progress is being slowed by the fact VK mostly sorts a piece of code then goes "Meh, it works mostly, it'll do..." _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Only if you cover it in caesium then put it in boiling water!
I used:
AAcombat
Isnormalplane
and 1 custom action, and I get IEs, then I turn of isnormalplane and it's ok, I mean WTF?
well I admnit that Isnormalplane logic is crap. But thats the only one. NPatch is very stable. I use tons of feature from NPach and they work right. I never get any IEs and no reconnectino errors. Why dont everyone just stop with the bullshit. QUICK_EDIT
Some stuff is crapped up, some stuff is better than WW original code (although according to Dcoder that isn't too hard ) The point is the bad stuff and unwillingness of the creator to hold back on adding new features drags the whole thing down, some of it is great. But some of it is also sh*t, and until that gets fixed people will only remember the negative. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Well you did something wrong because I have used IsNormalPlane before and it worked fine...
It works ok, but there is a problem where sometimes the plane descends right down to the ground then bobs up and down slowly going forward. And use it in conjunction with AAcombat. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
I.e. blame yourself for your stupidity with coding then automatically npatch
If something goes wrong, I look to what I did. Not what the EXE supposedly did. I look at the except and check it on modenc, but I don't go and bitch about it.
Npatch is good, but has it's issues, just like YR, at least AFAIK the code has less PHAIL in it than RA2MD/GameMD.exe
And were you anywhere near that group of guys who beat up that cop? Thse guys deserve to be locked up. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
On the issue of the original topic, it is possible to make an emulated FDS in RA2 if you're willing to do alot of work (though I think it may need RP) _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
NPatch is wonderfull, if you only use the safe features. End of topic.
First bit: You fail so badly I'm not even going to lol.
Second bit: That's what I've been saying, RAmen. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
hey 4star let me in on the info...im down for a lot of work if it will let me use the firestorm. I got the bulidings in and when i did activate it it played the animations i told it to so it cant b taht impossible right. and btw i have rp 1.10.
o and all u other people...this is turning into a ps3 vs 360 type of discussion. i just wanted to know if firestorm in ra2 was possible at all and thatnx to 4star i might have a lead. i honestly dont care what one is better because ive been using RP since i knew it existed havnt heard of NPatch till after RP. As far as im concerned its just a clone someone tried to do. Last edited by Chaotix000 on Sat May 17, 2008 9:02 pm; edited 1 time in total QUICK_EDIT
now u g2 set damage 2 the anims, but it wont stop shots by weaps i dont think. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Righty right, making an emulated Firestorm, let's see...
If you make a wall with a weapon as such:
[FirestormWall]
ROF=1
Range=.85
Damage=10000
Projectile=InvisibleAll
Warhead=FSWH (lets say its a copy of HE with a firestorm anim)
Speed=100
Then make the wall Powered=yes, and add NumberImpassableRows=0 and if you want, change the ThreatPosed= to anything above 0 to make the opponent attack the wall as in TS:FS.
Now that that's settled, the rest is where NPatch comes in. Make a FireAt Superweapon (not sure of the lowest version containing it) and attach it to the Firestorm Wall with Autofire=yes. Lastly, add UseChargeDrain=true. The only problem with this section is I do not know if the FireAt superweapon has been reconfigured to include the range of the buildings weapon.
It is possible to make it with the first section only, but it will always be on.
Anyways, thats how I would make it, and though I'm not able to test it, I am 99% sure this will work. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
It didnt work but then again i might have done something wrong.
[NAFIRES]
UIName=Name:NAFIRES
Name=Soviet Wall
BuildCat=Combat
Primary=FirestormWall
Strength=10000
Prerequisite=NATESLAB
Armor=concrete
TechLevel=-1
Adjacent=15
Wall=yes
Image=NGFIRES
Sight=1
Selectable=no
Insignificant=yes
Nominal=yes
SuperWeapon=FireAtSpecial
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=100 ; part of TSHACK, feel free to change, I'm just taking out of code gs
Points=5
Repairable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ThreatPosed=1 ; This value MUST be 0 for all building addons
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
GuardRange=15
Powered=yes
NumberImpassableRows=0
[FireAtSpecial]
UIName=Name:FireAtSpecial
Name=Fire at Target
RechargeTime=3
Type=Fire ;Fire is the type for the Firing SW
Action=FireAtAction ;check out the Adding custom Actions page to find out more about this
SidebarImage=FIREATICON
ShowTimer=no
DisableableFromShell=no
AutoFire=yes
UseChargeDrain=true
[FirestormWall]
ROF=1
Range=.85
Damage=10000
Projectile=InvisibleAll
Warhead=FSWH; (lets say its a copy of HE with a firestorm anim)
Speed=100
;Then make the wall Powered=yes, and add NumberImpassableRows=0 and if you want, change the ThreatPosed= to anything above 0 to make the opponent attack the wall as in TS:FS.
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Sun May 18, 2008 1:51 am Post subject:
It won't work because a Range of 0.85 wont allow for target acquisition, especially for aircraft.
When dealing with aircraft, height from the ground is a factor as important as range.
(and that probably isn't all of it, its just that I dont know ANYTHING about N/Rock Patch _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) Last edited by EVA-251 on Sun May 18, 2008 1:54 am; edited 1 time in total QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Sun May 18, 2008 1:56 am Post subject:
you'd want a range of around 3 for RA2 aircraft, I am not sure.
I'd also check up on the super weapon coding, and perhaps explain to us in more detail what is going on when it doesn't work. _________________ YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead DeveloperStar Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007) QUICK_EDIT
well for the super weapon code i just copied it from the ModEnc website and when i try to set the wall in a place it will show the range circle and the square where im going to put it down then when i try to put it down the game crashes. QUICK_EDIT
First of all, I don't see how you can even have the ability to build it with the TechLevel like that, secondly, it may crash because of the Autofire on the superweapon (though I was pretty sure it wouldn't check for that until the weapon was ready...)
As for the range, it should be able to hit aircraft directly above it, but if not then it might be 3 as you say, EVA, but then it'd need a ground and an air weapon separetly to deal with each. Only problem with that is... FireAt superweapon can only deal with the primary.
I wish I had my notes from the mod I was doing awhile back when I had the Firestorm, veinhole, etc. working...it would've really helped...
[EDIT] Silly me, I forgot to tell you to add the tag for the FireAt special, the err...IsEMPulse I think? _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
fuckin seriously i know how to code alright...copy paste is fine. theres nothing wrong with it. I copied from something that did work and modified it a little. wtf is wrong with u anyways? there is no reason that u need to come down on me like that. woo fuckin hoo u have more experience in this but again yr just assuming im a noob based on number of posts or something. ztype off and let people that actually wanna help, try and help me. what u do is not help. out of all the posts i started almost all of yr responses have just been flames and trying to bring me down. so do the world a favor and shut the ztype up. QUICK_EDIT
no... i was talkin 2 u but nt about u... U fail at getting implied stuff... _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon May 19, 2008 12:30 am Post subject:
Allied General wrote:
seriously learn how to code Chaotix000 before you copy and paste like a retard
Man, I think it is possible to be much more helpful without being too rude with people. Chaotix000 is new to modding, try to be a bit more comprehensive. In short: please, tone down your wording. QUICK_EDIT
Though you may dislike AG, he is telling the truth. You NEED to edit your Custom Actions.
Just search for Actions in the MDK Help File, you will hopefully find answers to your questions in the help file, VK did do a pretty good job putting it together.
Otherwise, this thread is going nowhere, fast. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
[FirestormWall]
ROF=1
Range=.85
Damage=10000
Projectile=InvisibleAll
Warhead=FSWH (lets say its a copy of HE with a firestorm anim)
Speed=100
Then make the wall Powered=yes, and add NumberImpassableRows=0 and if you want, change the ThreatPosed= to anything above 0 to make the opponent attack the wall as in TS:FS.
If it is wall(like GAWALL) I try to add weapon on it but fail.
You should make new normal building(not wall type) like above but "NumberImpassableRows=1"
Quote:
It won't work because a Range of 0.85 wont allow for target acquisition, especially for aircraft.
When dealing with aircraft, height from the ground is a factor as important as range.
Try this add "Secondary=FirestormWallAG" and "Primary=FirestormWallAA" to that building.
[FirestormWallAG]
ROF=1
Range=.85
Damage=10000
Projectile=InvisibleHigh ; This weapon only destroy unit on ground
Warhead=FSWH
Speed=100
[FirestormWallAA]
ROF=1
Range=5 ; Range to make this weapon to attack aircraft exactly above the wall I'm not test range yet.
Damage=10000
Projectile=InvisibleAA ; Clone from "InvisibleAll" and change AG=no to make this attack only air.
Warhead=FSWH
Speed=100
[FSWH]
CellSpread=.5
PercentAtMax=.5
;Wall=yes
;Wood=yes ; FS shuold not destroy this
Verses=100%,100%,100%,70%,70%,35%,0%,0%,0%,80%,100% ; steel,wood and concrete to 0% to make sure that won't harm building
Conventional=yes
Rocker=no
InfDeath=5 ; sparky die
AnimList=FSAIR,FSGRND ; extract from tibsun.mix --> conquer.mix
;Deform=10%
;DeformThreshhold=300 ; uneffect in RA2/YR
Tiberium=yes
Sparky=yes
Bright=yes
ProneDamage=70%
Next add "LandTargeting=2" to make wall attack ground by secondary(FirestormWallAG) and attack by Primary(FirestormWallAA) but this will make FS can use only in YR.
Bug:
1.Always active while you have power.
2.It not like wall any more. It will like building with 1x1 foundations.
3.Your unit can pass through wall while it active.
4.Any infantry can's walk through wall don't care it active or not.
5.Can't block any weapon.
In this case it may be used for some thing like "aurora shield"(named by myself) like barrier to defense aircraft. QUICK_EDIT
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