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Two challenging problems
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CMB1988
Vehicle Driver


Joined: 02 Mar 2009

PostPosted: Sat Apr 17, 2010 10:25 am    Post subject:  Two challenging problems
Subject description: Tank Paradrops and Radiation Cellspread
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I have two problems with the current mod for ra2 i'm working on. Any help/advice anyone has to offer on the following two points would be brilliant.

Firstly, I want to add radiation to the apocalypses' elite weapon (120mmx). I know about the radiation and radlevel flags, the problem i'm having is with the cellspread. I need to increase the default cellspread for the weapon from 0.3 to about 4.0 or 5.0 to create a good area of radiation, however, when i do this the overall damage of the weapon is apllied to the greater area also, destroying huge swathes of the map each time the tank fires. What i need is the weapons damage to be applied to the targeted cell/tile/object only and the radiation produced to cover a larger area.

Secondly, I am trying to modify the paradrop superweapon to drop vehicles instead of infantry. Again i have experimented with apocalypse in this case and have had a kind of success. I changed the rulesmd flag 'SovParaDropInf=E2' to 'SovParaDropInf=APOC' and when the weapon was fired the plane came and dropped a load of parachutes with invisible apocs attached. Once the units landed, they could move, shoot and be destroyed but had no visible voxel or animations. I was wondering if there was a way to make the paradropped vehicles visible. I've tried looking at in game, scripted, vehicle paradrops which drop fully visible and functional vehicles but have not been able to figure out the problem.

Are either of the above possible and if so does anyone have any ideas how to achieve them?

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Apr 17, 2010 10:38 am    Post subject: Reply with quote  Mark this post and the followings unread

1) This can't be fixed unfortunately. How far the radiation spreads is bound to CellSpread.
2) To properly Paradrop vehicles, you need one of the community patches iirc.

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wardeathfun
Commander


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

PostPosted: Sat Apr 17, 2010 2:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

It sounds like your modding plain RA2, so if you are, couldnt you try using a dummy unit with the radiation weapon intact and make the spocalypse weapon like the prism tank? Only radiation instead? I am unsure how possible small things like that are.

If your not modding Ra2 but yuri's revenge, then its definitly possible... its just a pain to do imo. As for paradrop, you simply cant. However i do remember hearing something about a work around long time ago, unsure what the results are like. In yuri's revenge, you can get a patch but... :/

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sat Apr 17, 2010 5:39 pm    Post subject: Re: Two challenging problems Reply with quote  Mark this post and the followings unread

CMB1988 wrote:
I have two problems with the current mod for ra2 i'm working on. Any help/advice anyone has to offer on the following two points would be brilliant.

Secondly, I am trying to modify the paradrop superweapon to drop vehicles instead of infantry. Again i have experimented with apocalypse in this case and have had a kind of success. I changed the rulesmd flag 'SovParaDropInf=E2' to 'SovParaDropInf=APOC' and when the weapon was fired the plane came and dropped a load of parachutes with invisible apocs attached. Once the units landed, they could move, shoot and be destroyed but had no visible voxel or animations. I was wondering if there was a way to make the paradropped vehicles visible. I've tried looking at in game, scripted, vehicle paradrops which drop fully visible and functional vehicles but have not been able to figure out the problem.

Are either of the above possible and if so does anyone have any ideas how to achieve them?




Get the rock patch or npatch, and create a clone of the superweapon with the vehicles. I made a paradrop of tanks once and no problems. I would assume the reason you see no vxl when dropped is the game might be looking for shp files

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sat Apr 17, 2010 6:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually game expects InfantryType for generic game paradrop entrys so vehicletypes entry is of course not gonna work well.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sat Apr 17, 2010 8:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Since the tank drop has been discussed oh so many times, you might want to research Modenc or Deezire. It is do-able, but not a proper one.

For the Radiation Apoc, you just need to think a different way. Instead of the radiation on the warhead of the Apoc's weapon: Give the projectile a ShrapnelWeapon and ShrapnelCount=1, now create a dummy shrapnel weapon that does trivial damage, but has the RadLevel you want, with a warhead that has the CellSpread you want.
Now when your weapon hits, it should do the right damage with no cell spread, but still spread radiation.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Sun Apr 18, 2010 12:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Well then, the radiation would not be spread out evenly, and will only appear in certain places where there is an object to hit.

I suggest, since the Apoc warhead already has a low cellspread, give the Apoc a WIDER cellspread, but keep the PercentAtMax low. This way, it will look like the Apocalypse is doing it's normal attack, while spreading radiation evenly in a big radius.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sun Apr 18, 2010 3:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have to ask how you think it won't be spread evenly, considering the shrapnel hits in the same cell as the projectile therefore spreading into the same amount of cells.

But yes, PercentAtMax is a good way to do it too, though it will still be doing some good damage in connected cells depending on the cellspread.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sun Apr 18, 2010 5:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmmmm, I don't know much about shrapnel weapons, but could you also do the reverse of what you said 4stargeneral? Think about it, turning the main weapon into the radiation attack, then leave the animation and sounds for attack in game, and then use another source for damage, as if the projectiles hit, for instance use shrapnel as you said before on the single target cell. Hell This could be done with an invisible airburst, but might look funny......

I'm just thinking out loud, don't mind me.

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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Sun Apr 18, 2010 11:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Technically, you could make an IsMeteor animation, spawn an invisible debris, set the outward spread on the debris to 0, or as low as possible, then set the warhead to have some funky radiation outpour. However... that only works if the game reads warhead tags correctly from this type of animation...

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CMB1988
Vehicle Driver


Joined: 02 Mar 2009

PostPosted: Tue Apr 20, 2010 4:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

What if I just make the main weapon produce radiation and have a damage of 1 then apply the actual damage i want the weapon to do to the animation listed in the weapons warhead. And in answer to the above question, I am modding yuris revenge.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Apr 20, 2010 4:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

^^it would work, but since the damage is then done by the anim which isn't connected to the units weapon and in turn to the unit itself, the unit can't gain veterancy anymore.

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Eldrei
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Joined: 11 Mar 2010
Location: Fixin' in mah PPM.

PostPosted: Wed Apr 21, 2010 5:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Also if the damage is on the animation, the InfDeath will be set to the burning infantry.

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CMB1988
Vehicle Driver


Joined: 02 Mar 2009

PostPosted: Wed Apr 21, 2010 3:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

But what if the radiation that is attached to the units weapon destroys things, surely that would count toward veterancy.

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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Wed Apr 21, 2010 9:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Radiation is a separate entity, like a particle-based weapon. It's merely spawned and, as such, does not grant points and kills towards the owning unit.

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