Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Tue Apr 23, 2024 7:24 pm
All times are UTC + 0
Laser Fencing
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 2 [53 Posts] Mark the topic unread ::  View previous topic :: View next topic
Goto page: 1, 2 Next
Author Message
AprilWar
Rocket Infantry


Joined: 05 Sep 2007
Location: Somewhere in rulesmd.ini

PostPosted: Sat Jan 24, 2009 8:42 am    Post subject:  Laser Fencing
Subject description: A way to emulate them
Reply with quote  Mark this post and the followings unread

I will try to explain my method:

As you know the problem in YR with the laser fences is that they will always appear as powered down even when you have power and the units can happily cross over them.

I think there is a way to have laser fences having an active anim that kills the units who travels across it, but units wont try to avoid this and dont talk about the AI. So this is useless.

Then i had and idea. I thought that replacing the non-powered frames with the powered frames in the SHP and making the laser fance section impassable so the units can't move across it would solve the problem. But it failed, the units kept crossing it.

Then I, crazily & without a clue, tried experimenting with combining the wall=yes and the laser fence logic.
I mean, LaserFencePost=yes to the Laser Fence Post and adding Wall=yes and LaserFence=yes to the Fence Section.
Adding a new overlay type.
It appeared to work.

There are too much disadvantages in the process:
    -It will work powered or not
    -If the laser fence post gets destroyed it will not erase the laser fence section. In order to erase it a DeathWeapon that *cleans* the fence must be attached to the Fence Post.
    -Basing it in the last point, the laser fence post will have to be unsellable.
    -The DeathWeapon of the post will erase every laser section in a range of 8-9 (since 8-9 is the lenght of the whole section)
    -Immune And LegalTarget doesn't work in Walls AFAIK, not even adding a new armor wich is unattackable for the fence section will prevent the units from destroying it
    -So... you will have to make the laser fence section ultra strong.
    -The DeathWeapon i developed for the Fence Post is supposed to erase everything with Armor=FENCE (im using npatch) and all other verses are set to 0. But when the Post is destroyed it wont erase them!. So i had to give it Wall=yes and WallAbsoluteDestroyer=yes to the Warhead in order to make it work. And as you guessed, nearby normal concrete walls (regardless of their=armor) will be erased too.


I have come to several conclusions and propositions:

    * LegalTarget & Immune doesn't work with Wall, and i guess that it's because the building with wall=yes automatically becomes a overlay type.
    * Armor= doesn't work with Walls. I've modifyed every single warhead in my rulesmd so the FENCE armor can always have 0% (except to the deathweapon of the post) and units still attack it & destroy it.
    * LaserFencePost=/LaserFence= & Wall= DO get along.
    * It seems that the default Lenght of the Laser Fencing is 9 (including both posts) Because ive tried to modify that by adding different GuardRange= to the Laser Fence Section and nothing changes.
    * Is needless to sat that immunitytypes doesnt work either.


So people, being possitive i can tell you that this will be the only bugs you'll find ingame:

-Sometimes when a Laser Fence Post is destroyed it will wipe out more than its own section and even concrete walls in a certain radius.
-After shooting A LOT the laser fence it may get destroyed with any antiwall weapon.

Want to give it a try?

Comparition:

TS Laser Fences
    -They work powered
    -They are attached to a post that controls their foundation.
    -The post is vulnerable to attack.
    -The Laser section can be attacked but not destroyed.
    -When the post is destroyed the laser section is erased.
    -The post has animations when there are enough power.
    -The post is sellable
    -Unit's cant cross the laser fence sections when powered
    -The laser fence wasn't selectable but the post was


This method

    -They work, powered or not.
    -They are attached to a post that controls their foundation.
    -The post is vulnerable to attack.
    -The Laser section can be attacked but will take years to get destroyed.
    -When the post is destroyed the laser section is erased.
    -The post has animations when there are enough power.
    -The post is unsellable. It can be sellable but i prefered to no lol
    -Unit's cant cross the laser fence sections
    -The laser fence wasn't selectable but the post was


Beware, this is not the full code so it won't work if you only use this:
Code:

[NAPOST]
UIName=Name:NAPOST
Name=Laser Post
BuildCat=Combat
Strength=500
Armor=concrete
TechLevel=1
Prerequisite=NANWEAP
Adjacent=6
Sight=2
Owner=British,French,Germans,Americans,Arabs,Alliance,Russians,Confederation,Africans,OldNod,OldGDI,NewGDI,Scrin,Mutants,Civilians
AIBasePlanningSide=2
Cost=150
BaseNormal=no
Points=5
Power=-60
Crewed=no
Capturable=false
Explodes=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
LaserFencePost=yes
MaxDebris=2
ThreatPosed=0
GuardRange=8
ImmuneToPsionics=yes
ClickRepairable=no
IsBaseDefense=true
Powered=true
Unsellable=yes
DeathWeapon=FenceEraser
;GuardRange=3
Warpable=no          ;prevendra lo mismo

[NAFNCE]
UIName=Name:NAFNCE
Name=Laser Fence Section
Strength=900000
Armor=FENCE       ;0% para todos
TechLevel=1
Adjacent=5
Wall=yes
Sight=1
Selectable=no
Insignificant=yes
Nominal=yes
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil, 3 for yuri
Cost=100 ; part of TSHACK, feel free to change, I'm just taking out of code gs
Points=0
Repairable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ThreatPosed=0   ; This value MUST be 0 for all building addons
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
GuardRange=3 ;no funciona
Unsellable=yes
LaserFence=yes
LegalTarget=no
;RadarColor=64,64,64
Land=Rock                          ;fase experimental
IsARock=true                      ;fase experimental
RadarInvisible=no
Immune=yes                     ;doesnt work


Results Cool

The animations in the posts stopped because i went low on power, not because they don't work.
Research finished

Last edited by AprilWar on Tue Jan 27, 2009 7:05 am; edited 5 times in total

Back to top
View user's profile Send private message Visit poster's website
Sir Modsalot
Commander


Joined: 28 Sep 2005
Location: Mixing psilocybin in your drinks.

PostPosted: Sun Jan 25, 2009 8:45 am    Post subject: Reply with quote  Mark this post and the followings unread

That's not laser fencing. That's glorified wall logic. This was crapped for a reason.

Edit; given that DCoder has..... coding to do, I'll fill in a little for him in this response;

AprilWar wrote:
-It will work powered or not
-If the laser fence post gets destroyed it will not erase the laser fence section. In order to erase it a DeathWeapon that *cleans* the fence must be attached to the Fence Post.
-Basing it in the last point, the laser fence post will have to be unsellable.
-The DeathWeapon of the post will erase every laser section in a range of 8-9 (since 8-9 is the lenght of the whole section)


These are natural aspects associated with walls. Nothing to do with what you're trying.

AprilWar wrote:
-Immune And LegalTarget doesn't work in Walls AFAIK, not even adding a new armor wich is unattackable for the fence section will prevent the units from destroying it


This is something to do with the AI, not necessarily walls or laser fencing themselves.

AprilWar wrote:
-So... you will have to make the laser fence section ultra strong.
-The DeathWeapon i developed for the Fence Post is supposed to erase everything with Armor=FENCE (im using npatch) and all other verses are set to 0. But when the Post is destroyed it wont erase them!. So i had to give it Wall=yes and WallAbsoluteDestroyer=yes to the Warhead in order to make it work. And as you guessed, nearby normal concrete walls (regardless of their=armor) will be erased too.


That all should have been obvious from the beginning.

I appreciate your ambition but to be blunt you really have no idea what you're doing. Please remember that actual laser fence logic DOES NOT WORK after you patch YR, thus as I said it's just glorified wall logic which anyone with passing rulesmd.ini/artmd.ini knowledge can accomplish with 15 minutes of their spare time. Stock 1.000 it will, but not with 1.001 and especially not nPatch/Rockpatch (I can't recall any versions of said patches that allowed laser fencing). This could have gone somewhere but you appear to have no knowledge of what logic applies to what functions.

_________________


[quote="DCoder"]There is no sanity left in this thread.[/quote]

Back to top
View user's profile Send private message Skype Account AIM Address
Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Sun Jan 25, 2009 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Guh, is it this hard to grasp?

WW fuckked up the logic in YR. It's dead. It isn't coming back.

You'll need to change the .exe to bring the feature back.

Ask Javier if he can do it in his hack. I would say his .exe hack is on the same level as your laser fence.

Back to top
View user's profile Send private message
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Jan 25, 2009 1:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

If someone says no, I guess you have to agree with them. Afterall, no means no.

Or you can try things, work-arounds... anything to try and get things to work. Its better to try and fail than not to try at all. If nobody tried to work around problems the modding scene wouldnt be where it is now.

Back to top
View user's profile Send private message Send e-mail
Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Sun Jan 25, 2009 8:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Iron Cathedral wrote:
If someone says no, I guess you have to agree with them. Afterall, no means no.

Or you can try things, work-arounds... anything to try and get things to work. Its better to try and fail than not to try at all. If nobody tried to work around problems the modding scene wouldnt be where it is now.


How can you work around something that needs logic?

It's not that WW/EA fucked up rules(md).ini... WW/EA fucked up RA2.exe.

Back to top
View user's profile Send private message
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Jan 25, 2009 8:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thats why its called a work around. Its where people try and emulate a broken or removed logic. Its not simply entering the same logic over and over, hoping it magically works.

Back to top
View user's profile Send private message Send e-mail
DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Sun Jan 25, 2009 11:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

@AprilWar:

Dude, he knows how to mod. I mean his name is Sir Modsalot. I'm not sure if somebody actually knighted him, but he knows how to mod, and he's right; it is just a glorified wall, with graphics displaying that it looks like a laser fence, but code wise its just a fancy wall. That's what he's saying. He's not bashing you, hes just saying that its NOT A REAL LASERFENCE, unfortunately.

What you've done is pretty cool. Its not groundbreaking, but that's because EA/WW killed the logic. If you managed to bring said logic back from the dead, then someone might praise you.

_________________
Destroy to create. All for the hunt to dominate!

IN-GAME NAME: MAKINTOKE

Back to top
View user's profile Send private message
Sir Modsalot
Commander


Joined: 28 Sep 2005
Location: Mixing psilocybin in your drinks.

PostPosted: Mon Jan 26, 2009 5:24 am    Post subject: Reply with quote  Mark this post and the followings unread

DoMiNaNt_HuNtEr wrote:
I'm not sure if somebody actually knighted him


Nyaaha... I wish.

AprilWar wrote:
I guess you didn't understand the concept of "New Way of Laser Fencing".
I don't think you read the explanation very well. Otherwise you should've already realized that it's not only the Wall logic involved.


I guess you don't understand the concept of glorified walls not equating to laser fencing, since with broken logic post-1.000 it's NOT laser fencing.

AprilWar wrote:
Sorry to say but I tried and it worked.


It doesn't matter if it worked. It's not the same thing and it's unrelated.

AprilWar wrote:
As for Walls, you can even make a unit force-fire into the "glorified wall" and it will keep being destroyed.
LegalTarget means that if an attack cursor should be displayed when targeting some object. And immune refers to ignore normal combat damage. Nothing to do with the AI.


I should have clarified; immune not working is due to wall logic itself. Walls with wall logic applied don't work that way, since, well, they're walls. They're made to be broken at some point. LegalTarget DOES have to do with the AI because that's just how it's made. AI units ignore that crap, especially if they're assigned a neutral or civilian house as the owner. They just blow apart what's in their way, and if it's walls, then they go after that first unless a higher threat-level target is behind them. Then they'll simply target that.

AprilWar wrote:
I do, and i did it pretty well. Im satisfied with my found. I assure that you didn't know this way. And i'm pretty sure you still don't understand it.


I do understand it because I did a good number of private experiments in TS/FS and RA2/YR before I even came here to explore the limits of the engine. Naturally I've forgotten quite a bit of what I learned, but I'm not stupid. I knew from the start and still do that what you're trying is pointless without an EXE hack to make the logic work again.

AprilWar wrote:
This is one of the reasons of why most of the people, the modifications and the leaders are always using the old tricks and methods... Instead of feedbacking they prefer to say "it won't work" and await a magical patch that solves all their wishes.


Workarounds and applied functional logic are 2 completely different features with which a project can present itself. Naturally you want something that works from the start, that doesn't require Plan B. This is why Rockpatch and nPatch were made, and currently Ares.

AprilWar wrote:
And yeah, this could have going somewhere but unfornutanely ppl who don't like new ideas messed the whole thing.


This is getting repetitive. You have an unwelcome superiority complex and you need to realize that not every workaround is something we're interested in. We do like that people are trying, but unless you've uncovered something really magical and special, then stuff like that just won't get off the ground.

_________________


[quote="DCoder"]There is no sanity left in this thread.[/quote]

Back to top
View user's profile Send private message Skype Account AIM Address
Sir Modsalot
Commander


Joined: 28 Sep 2005
Location: Mixing psilocybin in your drinks.

PostPosted: Mon Jan 26, 2009 7:39 am    Post subject: Reply with quote  Mark this post and the followings unread

What animations? It's a static image; make a GIF out of your creation or I'm calling shenanigans. I'm going to say this as simply as I possibly can; walls that look like laser fencing with a death weapon to replicate the effect of a destroyed laser fence "hub" DOES NOT make it a laser fence unless you have working true laser fence logic. An emulation is NOTHING like the original, just like with console game emulators for personal computers. A similar result is not a complete result, and as I said it's almost always preferred to use a method that already works instead of using Plan B; it's just plain better that way.

The one thing that you CANNOT replicate with your cheap workaround, and what essentially makes up the laser fence logic in the first place, is if the fence loses power then it becomes passable by ground units without being destroyed or even damaged.

Having said that, if this were a tutorial it would be one-star, two at most, and the result is a glorified wall no matter how you try to twist it. Workarounds are fun and all, but you try a little too hard to compare it to how YR would handle an actual laser fence.

Edit; I also further realize now the possible simplicity behind the method; making any building of that sort and attaching Wall=yes will do what you want and allow animations, in fact you could even edit the artmd.ini of the wall images and redo the whole thing in just that section to make it look like a laser fence. LaserFencePost=yes does not do ANYTHING after you patch the game, I guarantee it. What's the point in making laser fencing in the first place? Because you can? Laser fences were never that useful in TS/FS, and would be even less so in RA2/YR. Simple as that.

_________________


[quote="DCoder"]There is no sanity left in this thread.[/quote]

Back to top
View user's profile Send private message Skype Account AIM Address
Azkhare
Grenadier


Joined: 24 Jan 2008

PostPosted: Mon Jan 26, 2009 9:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey, looks like a good imitation there, April. Nice workaround. Pity it doesn't animate with the wall built, but overall, very good one there. Felicidades, amigo!

_________________
Oh god how did this get here I am not good with computer.

Last edited by Azkhare on Mon Jan 26, 2009 9:27 am; edited 1 time in total

Back to top
View user's profile Send private message
Javier
My Rank Will Never Change


Joined: 24 Oct 2008
Location: Wars World!!! Posts: -99999999

PostPosted: Mon Jan 26, 2009 9:18 am    Post subject: Reply with quote  Mark this post and the followings unread

The building animation was stucked after you build the other one. Anyway needs download. Smile

_________________
Awesome banner made by m-.. I mean AltomareXD!

MY MOOOOOOOOD!!!!!!11!!1!!1111!!!11!!!1

Back to top
View user's profile Send private message
CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Jan 26, 2009 11:29 am    Post subject: Reply with quote  Mark this post and the followings unread

AprilWar, its all cool posting rock'n'roll gifs, but you gotta share the code matey, otherwise this is spiraling downwards...

Back to top
View user's profile Send private message
Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Jan 26, 2009 11:35 am    Post subject: Reply with quote  Mark this post and the followings unread

The animation wont work because he used overlay (which can't have animations).

_________________


Back to top
View user's profile Send private message
Azkhare
Grenadier


Joined: 24 Jan 2008

PostPosted: Mon Jan 26, 2009 11:59 am    Post subject: Reply with quote  Mark this post and the followings unread

I know it is overlay work. After all, it is a workaround using walls, so it has to be overlays. Well, at least, I think it has to be.

_________________
Oh god how did this get here I am not good with computer.

Back to top
View user's profile Send private message
MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Mon Jan 26, 2009 6:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow, this really seems it could be useful...
Animations are just minor bug IMO Very Happy (normal walls don't have anims either)

Back to top
View user's profile Send private message
Sir Modsalot
Commander


Joined: 28 Sep 2005
Location: Mixing psilocybin in your drinks.

PostPosted: Mon Jan 26, 2009 8:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

This isn't research. It's garbage. If you can't handle people telling you you're wrong and they explain exactly how and why you're wrong (which you are, and you failed to prove how I'm wrong), then you won't make it around here. Go ahead and keep thinking that tag actually did something because, thanks to your using NPatch, it DOESN'T.

If you had bothered to post your INI work in full from the very beginning, I wouldn't have had to remove facial hair with my bare hands out of frustration. You WERE asked once or twice to post the code and you didn't. Without the code, as I said, this is garbage.

_________________


[quote="DCoder"]There is no sanity left in this thread.[/quote]

Back to top
View user's profile Send private message Skype Account AIM Address
Beowulf
Laser Commando


Joined: 12 May 2003
Location: Furry Heaven

PostPosted: Mon Jan 26, 2009 9:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

lolwall. LaserFence and LaserFencePost don't work in 1.001.

_________________

Back to top
View user's profile Send private message Visit poster's website Skype Account AIM Address
Sir Modsalot
Commander


Joined: 28 Sep 2005
Location: Mixing psilocybin in your drinks.

PostPosted: Mon Jan 26, 2009 9:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

AprilWar wrote:
So you're saying that NPatch fixed the tag and that's why it worked for me?


You didn't read any of my posts, did you? Laser fence logic, and thus that tag, does not function unless you use YR 1.000 and ONLY 1.000, NO patches, no nothing. NPatch requires 1.001 to function, thus it's broken from the start. As Beowulf said, you fail.

_________________


[quote="DCoder"]There is no sanity left in this thread.[/quote]

Back to top
View user's profile Send private message Skype Account AIM Address
DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Mon Jan 26, 2009 10:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

so like, would it be mossible for him to make a mod tha adds the changes of 1.01 and apply it to 1.00 and then add his mod ontop of that?

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message
Beowulf
Laser Commando


Joined: 12 May 2003
Location: Furry Heaven

PostPosted: Mon Jan 26, 2009 10:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

If he uses NPatch, yes. Impossible.
Besides, no one is going to have the 1.000 main EXE for ztyping laser fences.

_________________

Back to top
View user's profile Send private message Visit poster's website Skype Account AIM Address
Beowulf
Laser Commando


Joined: 12 May 2003
Location: Furry Heaven

PostPosted: Mon Jan 26, 2009 11:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is no research. All you did was add a death weapon to shit we already knew about. You brought nothing new to the table.

_________________

Back to top
View user's profile Send private message Visit poster's website Skype Account AIM Address
Sir Modsalot
Commander


Joined: 28 Sep 2005
Location: Mixing psilocybin in your drinks.

PostPosted: Tue Jan 27, 2009 12:11 am    Post subject: Reply with quote  Mark this post and the followings unread

AprilWar wrote:
The logic is not fully broken... as other ppl have said it before it was CUT, just like the Firestorm walls.
I'm amazed that you didn't know that.

IMO LaserFencePost= works correctly.


This is completely incorrect since you are not listening to anybody that tells you WW broke the logic with the 1.001 patch. You refuse to believe that Wall=yes is what's doing all the work, and LaserFencePost=yes does absolutely nothing. To fire your own words back at you, I'm amazed you didn't know that. I'm going to repeat this until you get it. True laser fence logic does not work, that tag is required for the logic to work, but the logic was broken, therefore that tag has no function whatsoever. NONE. I'm not trying to make you see that real fence logic is what you should be trying because unlike you, I know that the tags associated with the logic don't serve any purpose. All I'm trying to do is make you realize that how you THINK you've done it is a lot more special than it really is, and that's why this belongs back in the crap forum. I refuse to believe you've done as much "research" as you claim, since if you HAD done a drop of research on laser fencing, you'd know those tags are worthless.

AprilWar wrote:
In YR 1.001 the building with LaserFencePost still looks around any other building with LaserFence=yes so you can succesfully construct a combinated barrier.


Wrong again. That is wall logic. Is it possible for you to understand? The problem here is NOT what you've done, it's that you continue to believe that your stupid little laser fence tags actually have some use. Guess what? They don't.

_________________


[quote="DCoder"]There is no sanity left in this thread.[/quote]

Back to top
View user's profile Send private message Skype Account AIM Address
DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Tue Jan 27, 2009 1:16 am    Post subject: Reply with quote  Mark this post and the followings unread

do this for me, remove the laser tags from the entry and tell me if the thing still works.

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message
AprilWar
Rocket Infantry


Joined: 05 Sep 2007
Location: Somewhere in rulesmd.ini

PostPosted: Tue Jan 27, 2009 1:29 am    Post subject: Reply with quote  Mark this post and the followings unread

I just did it and now the laser post will not build the "laser section" between the other post. So the link is broken.



Linkless.PNG
 Description:
Laser Sections won't show
 Filesize:  935.92 KB
 Viewed:  10546 Time(s)

Linkless.PNG



_________________


My Art

Back to top
View user's profile Send private message Visit poster's website
Sir Modsalot
Commander


Joined: 28 Sep 2005
Location: Mixing psilocybin in your drinks.

PostPosted: Tue Jan 27, 2009 1:43 am    Post subject: Reply with quote  Mark this post and the followings unread

AprilWar wrote:
You are stubborn and ignorant. I have clearly stated that I KNOW THAT TRUE LASER FENCE DOESN'T WORK, you seem very confused for repeating the same once again, thus im trying a different way to EMULATE. why so hard to understand, you're the only one that believes that what i'm trying to do is bring the old ts logic back when all I am doing is a emulation of common a Laser Fence.


You didn't understand the meaning of what I said. Again. You just stop reading at a certain point and bash a segment when it's connected to something else entirely and gives it different meaning. I suppose I'm asking for a little too much these days when I expect people to be as thorough with reading my responses as I was when I constructed them.

That said, I never once said it was better to invoke true laser fence logic in YR because, as I said before, laser fences in general are worthless.

AprilWar wrote:
Those results may look pointless for some people or they may look interesting for another people.

So I will be glad if someone removes all of this spam.

All what you will achieve is that modders won't share their work because they will get flamed by people like you.


I avoided flaming in the first couple of responses for that reason, and still avoid harsh insults, and I only start like this when people like you just can't learn from your own words that you don't have a clue what separates usefulness from creativeness. But you're really pushing it because you just won't listen, and you're REALLY pushing it when you call informative criticism spam (which is different from constructive and thus somehow unacceptable in your narrow vision).

AprilWar wrote:
All i will say is "Go ahead, get ingame and give it a try."
Show that those tags won't do anything, that they're completely without a function. There is still a link for each other.
Let's say that it will work in 40%-50%


You're asking me to perform common knowledge with very predictable results. Is there a point anymore?

AprilWar wrote:
And i repeat. it's only a workaround, just like a lot of emulations/work arounds tricks in YR that exist. Im not saying that i discovered the holy grial of laser fencing because I DID NOT.
Leave that to the l33t coders like Hyper and DCoder they DO know bout that kind of stuff.


I know that. But you're overhyping something that any of us could do if we wanted since we could figure out how ourselves quite quickly.

AprilWar wrote:
Like the MAD Tank. OMG the logic is broken! but someone made an emulation
Like the Minelayer. OMG the logic is broken! but someone made an emulation
Like the Mechanic. OMG the logic is broken but Deezire made a geniously work around.

Will you classify those work arounds as crap? I think yes because "Oh my jeeZ! the logiC is br0k3n and they MUST BE EXACTLY as the original or it's garbage."


It's garbage because it isn't anything special and laser fencing in general is simply useless.

AprilWar wrote:
I just did it and now the laser post will not build the "laser section" between the other post. So the link is broken.


Now that's just sad.

_________________


[quote="DCoder"]There is no sanity left in this thread.[/quote]

Back to top
View user's profile Send private message Skype Account AIM Address
Beowulf
Laser Commando


Joined: 12 May 2003
Location: Furry Heaven

PostPosted: Tue Jan 27, 2009 3:00 am    Post subject: Reply with quote  Mark this post and the followings unread

AprilWar wrote:
Beowulf, the MAD tank will not drop the HP of all buldings and units to the half properly and it has to be deployed into a building.
The minelayer can deploy infinity of times recovering itself at full HP.
Not everything can be perfect.

No kidding, not everything is perfect. But that's a hell of a lot closer than static laser fences that is nothing more than a glorified wall. Even still, the hacks are a lot closer than your half assed 'research'.

You're only partially right for Yuri's Revenge. Chaos Drone logic keeps the MAD Tank from being forced to deploy. Even still, it's a lot closer than your piddly 'research'.

_________________

Back to top
View user's profile Send private message Visit poster's website Skype Account AIM Address
Sir Modsalot
Commander


Joined: 28 Sep 2005
Location: Mixing psilocybin in your drinks.

PostPosted: Tue Jan 27, 2009 4:49 am    Post subject: Reply with quote  Mark this post and the followings unread

AprilWar wrote:
But why do people keep asking them back in the wishlist of the patches?


Because they're a bunch of idiots? I dunno.

AprilWar wrote:
You can say my work is crap as long as you have real and true statements.


I do, thanks.

AprilWar wrote:
Saying that both tags are fully broken is even worse, because they still have a function. (wich more people and I already proved)
So if people just post a reply with derrogations without knowledge of course im gonna get pissed off.


The tags ARE broken. You just screwed something else up, like, perhaps, the artmd.ini blocks assigned to it; specifically the overlay, most likely. I know this because you needn't have wall or laser fence tags present to deploy the building in the first place, but you do need Wall=yes and an assigned overlay to get the result you want. The fence image itself can be anything you want, it won't change the function. Therefore, you royally screwed up somewhere else and think that your laser fence tags are some kind of magical remedy that solves an irrelevant problem. By the way, who in HELL proved that the laser fence tags still have a function? That's a completely serious question and you need to put names on those people, because that's the biggest load I've ever heard.

AprilWar wrote:
That was an attempt of informative criticism, because the tags still works. Not as TS! but they still work.


No, they don't. Why? Because for the thousandth time, they trigger laser fence logic which, duh, is broken. That's ALL the tag is for. Enough with your bullcrap already.

AprilWar wrote:
Consider it an invitation to see by yourself how wrong you are.


Common knowledge isn't wrong. You are.

AprilWar wrote:
I don't doubt that someone WITH KNOWLEDGE can do the same thing i did.


That's fun.

AprilWar wrote:
I agree that some people may find it useless. But this is not garbage.


No, it's useless to those that can do a decent job at playing the game and not just modding it. Therefore, yes, garbage.

AprilWar wrote:
Yeh, it's sad for you because this confirms that you are totally wrong. As you read, the Wall logic isn't doing the whole job and the laser tags still got a function and without them, the trick won't work. Epic fail.
Good job.


Your artmd.ini code fails at some point; it's unrelated to those tags because (sigh) they do NOT have a true function. Explain to me EXACTLY how I'm wrong again instead of just quoting me and claiming self-contradiction, because that makes you a presumptuous little fart who's a little too proud of his 15 minute work to realize the truth behind what myself and Beowulf are trying to hammer into your skull.

_________________


[quote="DCoder"]There is no sanity left in this thread.[/quote]

Back to top
View user's profile Send private message Skype Account AIM Address
AprilWar
Rocket Infantry


Joined: 05 Sep 2007
Location: Somewhere in rulesmd.ini

PostPosted: Tue Jan 27, 2009 6:34 am    Post subject: Reply with quote  Mark this post and the followings unread

If this 15 minutes job is so crappy why even bother to post more crap?
You're still wrong. I already said how you were and already prove it.
Im not proud of what i did, im just satisfied.

AprilWar wrote:


_________________


My Art

Last edited by AprilWar on Tue Jan 27, 2009 6:53 am; edited 2 times in total

Back to top
View user's profile Send private message Visit poster's website
MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Tue Jan 27, 2009 11:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

All that was done is make the sections invincible (nothing new there), and allowed the towers to clear these.
This isn't really new or research, but just slightly changing old knowledge, with very buggy results (buggy enough not to be useful IMO).

And, as well as all that, he won't give full code.

So even if, for some reason, the logic is useful for someone, its still can't be used!

See:
Quote:
Research finished

Quote:
Beware, this is not the full code so it won't work if you only use this:

So apparently, its finished, but without even the possibility for others to test it Rolling Eyes

There you go Banshee, not insulting, but its clear this isn't worth a research topic IMO...

Back to top
View user's profile Send private message
AprilWar
Rocket Infantry


Joined: 05 Sep 2007
Location: Somewhere in rulesmd.ini

PostPosted: Wed Jan 28, 2009 1:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Mmmmh ? Question

Well, sorry i thought that the remaining would be predictable.
In the art of the NAFNCE, you must specify ToOverlay=NAFNCE
And in the rules add the NAFNCE to 3 lists: to the buildingtypes, to the overlaytypes and specially to the ConcreteWall= (otherwise it won't show)

The DeathWepon of the Post can be anything that you want but the warhead must have WallAbsoluteDestroyer.

_________________


My Art

Back to top
View user's profile Send private message Visit poster's website
Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Wed Jan 28, 2009 12:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good job. This is useable.

And you two - you acted like full-blown pricks. I remember the days when Sir Modsalot was making a pathetic mod and I know of the days when Fenring stole mods. Now you're acting all high and mighty on this guy. Great job guys, let's see your research. Smile

Back to top
View user's profile Send private message Send e-mail
- geno -
Energy Commando


Joined: 29 May 2003
Location: Manila

PostPosted: Wed Jan 28, 2009 4:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

im interested with teh laser fence... but has coding limitations...

_________________

Fight for the freedom side, March with the Imperial War Machine or Conquest for World Domination
https://www.facebook.com/YRZH.Mod/
https://www.moddb.com/mods/yr-zero-hour

Back to top
View user's profile Send private message Send e-mail Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL Skype Account Yahoo Messenger Account
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Jan 28, 2009 4:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oshog wrote:
Good job. This is useable.

And you two - you acted like full-blown pricks. I remember the days when Sir Modsalot was making a pathetic mod and I know of the days when Fenring stole mods. Now you're acting all high and mighty on this guy. Great job guys, let's see your research. Smile



Back to top
View user's profile Send private message
Beowulf
Laser Commando


Joined: 12 May 2003
Location: Furry Heaven

PostPosted: Wed Jan 28, 2009 8:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oshog wrote:
Good job. This is useable.

And you two - you acted like full-blown pricks. I remember the days when Sir Modsalot was making a pathetic mod and I know of the days when Fenring stole mods. Now you're acting all high and mighty on this guy. Great job guys, let's see your research. Smile

He why don't you go away or at least be useful. You've not added anything at least remotely helpful to the community and you have the nerve to get on my case? Oh god, the hypocrisy here is astounding, Mister Project Alpha Lover. People like you make me rage over the sheer stupidity.

I may not have any new research to show per se but I'm not useless like you are. Perhaps instead of jumping on your soapbox, you should at least have the decency to be useful instead of just an idiot.

I also snicker at the mod comment since the one you're making is no better and I've since come a long way from being a dumb n00b.

_________________

Back to top
View user's profile Send private message Visit poster's website Skype Account AIM Address
AprilWar
Rocket Infantry


Joined: 05 Sep 2007
Location: Somewhere in rulesmd.ini

PostPosted: Wed Jan 28, 2009 8:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

God, the flaming part already past, just avoid any other PLEASE.

_________________


My Art

Back to top
View user's profile Send private message Visit poster's website
Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Wed Jan 28, 2009 8:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Where is a ban hammer when we need it?

_________________
Gangster is a Project Perfect Wuj (c)Aro

Back to top
View user's profile Send private message
Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Wed Jan 28, 2009 9:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't go around flaming other people's work for no good reason at all, that's the difference, Beowulf. And, when you're 13 a mod like Project Alpha sure as ztype sounds amazing.

As for me not adding anything useful - I've worked on private mods and I've inspired a lot of mods around here or just given criticism. Real life has just taken a much bigger part these last few years. </offtopic>

Back to top
View user's profile Send private message Send e-mail
Beowulf
Laser Commando


Joined: 12 May 2003
Location: Furry Heaven

PostPosted: Wed Jan 28, 2009 10:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oshog wrote:
I don't go around flaming other people's work for no good reason at all, that's the difference, Beowulf.

It wasn't for no good reason. I had very good reason to be extremely critical. There was no research, no code was posted until he got called out on it and the idea isn't even that solid. Anyone with half a brain with any coding knowledge behind RA2 could have easily done this. Not only is it entirely half-assed, it's not even that impressive or really even that usable for anything since it doesn't animate or work right. It's just a glorified wall. That was my point the entire time. Deezire's workarounds come with faults of course but those are closer and emulate a hell of a lot better than this...

_________________

Back to top
View user's profile Send private message Visit poster's website Skype Account AIM Address
Banshee
Supreme Banshee


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

PostPosted: Wed Jan 28, 2009 11:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Meh... we have no place for another Carnotaurus or Brian Prime here. I like you Fen, but I'm hating your attitude on this and many other topics. And yea, you were warned about it before. So, you are banned for some time.

Back to top
View user's profile Send private message Visit poster's website Skype Account
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Jan 29, 2009 1:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

ROFL really not feeling the love here... #Tongue

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Jan 29, 2009 4:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

*ignores all posts above which contain stupid rants and/or flames*
So, what is the end result of this: do we have a working laser fence like in TS, or does it has its flaws...

Back to top
View user's profile Send private message Send e-mail Skype Account
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Jan 29, 2009 5:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
This method


-They work, powered or not.
-They are attached to a post that controls their foundation.
-The post is vulnerable to attack.
-The Laser section can be attacked but will take years to get destroyed.
-When the post is destroyed the laser section is erased.
-The post has animations when there are enough power.
-The post is unsellable. It can be sellable but i prefered to no lol
-Unit's cant cross the laser fence sections
-The laser fence wasn't selectable but the post was


Back to top
View user's profile Send private message
Apex
General


Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Thu Jan 29, 2009 6:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

I honestly cant see this be used in realtime gameplay, as players might place them too close and they destroy each other's walls when the posts are killed.

_________________
Comcast: Yo dawg we herd yo were downloading, so we put fail in yo modem so yo cant download while yo failin!

Back to top
View user's profile Send private message Send e-mail Skype Account Yahoo Messenger Account
- geno -
Energy Commando


Joined: 29 May 2003
Location: Manila

PostPosted: Thu Jan 29, 2009 7:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

for me... im thinking not to use this... hahaha lol...
i still like the real ts fence logic... having lasers destroy vehicles when stepped into it... and the one is sellable... lol #Tongue

someone should restore the fence in YR ^__^

i kinda try once adding and only the laser doesn't show up...same for the others like firestorm walls etc...

_________________

Fight for the freedom side, March with the Imperial War Machine or Conquest for World Domination
https://www.facebook.com/YRZH.Mod/
https://www.moddb.com/mods/yr-zero-hour

Back to top
View user's profile Send private message Send e-mail Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL Skype Account Yahoo Messenger Account
Dark Templar
Medic


Joined: 29 Jan 2009

PostPosted: Fri Jan 30, 2009 2:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
*ignores all posts above which contain stupid rants and/or flames*
So, what is the end result of this: do we have a working laser fence like in TS, or does it has its flaws...

Numerous flaws. It would have been a better emulation if it animated. You can do without powering down but animation is vital to the essence of laser fencing. Overall, a few too many flaws prevents this from being more usable. I even tried to devise animating overlay sections but no dice with the way RA2 is...

Back to top
View user's profile Send private message
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Jan 30, 2009 11:35 am    Post subject: Reply with quote  Mark this post and the followings unread

I dont see too many flaws if you look at the comparisons...

Back to top
View user's profile Send private message Send e-mail
Apex
General


Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Fri Jan 30, 2009 2:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

I see afew flaws:
-Can't have a power down state: Almost ruins the whole concept of the fence
-Can't be animated when part of wall: Nothing thats exactly horrible
-Destroys all walls near it: This is the only thing that will keep me from using it.
(Might be afew more, but its been ages since I have done anything beyond unit editing with RA2 .ini's)

If you could find another way for the posts to delete themselves, it would be much more useful imo.

_________________
Comcast: Yo dawg we herd yo were downloading, so we put fail in yo modem so yo cant download while yo failin!

Back to top
View user's profile Send private message Send e-mail Skype Account Yahoo Messenger Account
AprilWar
Rocket Infantry


Joined: 05 Sep 2007
Location: Somewhere in rulesmd.ini

PostPosted: Fri Jan 30, 2009 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Apex wrote:

-Can't be animated when part of wall: Nothing thats exactly horrible
-Destroys all walls near it: This is the only thing that will keep me from using it.
(Might be afew more, but its been ages since I have done anything beyond unit editing with RA2 .ini's)


Well, the post can always be animated. In the image the animations stopped because i went low on power, not because there's a bug when you place a laser section. But you fix it so your animation is always showing regardless of the power state.

And for the last one, i haven't really tried this, but maybe there's some sort of connection between the wall tags and the weapon/warhead. So maybe with more time this can be solved. But for now i think you're right, this could be the major bug.

_________________


My Art

Back to top
View user's profile Send private message Visit poster's website
DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Fri Jan 30, 2009 8:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

!!!!

Instead of spawning the actual fence, could you have it spawn a building? That way you can make a gate that looks like a laser fence, and when units go near it, it will power down for safe passage. Then you could make the little gates unselectable, untargetable, whatever.

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message
Dark Templar
Medic


Joined: 29 Jan 2009

PostPosted: Fri Jan 30, 2009 10:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

AprilWar wrote:
Well, the post can always be animated. In the image the animations stopped because i went low on power, not because there's a bug when you place a laser section. But you fix it so your animation is always showing regardless of the power state.

So did you forget Powered=yes in art or did it not work?

Quote:
And for the last one, i haven't really tried this, but maybe there's some sort of connection between the wall tags and the weapon/warhead. So maybe with more time this can be solved. But for now i think you're right, this could be the major bug.

There's Wall and WallAbsoluteDestroyer for wall destruction properties on warhead. Since this is using you'd want the latter tag to drop the 'fence' between the posts. Now if posts stayed as buildings, this wouldn't be so bad except for powering down an overlay. Power down an overlay wut.

Quote:
Instead of spawning the actual fence, could you have it spawn a building? That way you can make a gate that looks like a laser fence, and when units go near it, it will power down for safe passage. Then you could make the little gates unselectable, untargetable, whatever.

The sections are part of the wall and become an overlay, and then lose the properties of the host structure should there be any. The only way around it would be to create an animated gate that phased out when units passed through. Though it makes the fence useless.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 2 [53 Posts] Goto page: 1, 2 Next
Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.2753s ][ Queries: 14 (0.0142s) ][ Debug on ]