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Prank Unit - Pandora box
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smoke_th
Vehicle Drone


Joined: 27 Apr 2010
Location: Soviet Russia :D

PostPosted: Fri Apr 30, 2010 2:53 pm    Post subject:  Prank Unit - Pandora box Reply with quote  Mark this post and the followings unread

Well, hellyeah. This is kinda lulz stuff. It came for enemy player base, deploys, he sending someone to take it and BOOM!!! Very Happy Now crate-hunters will shit their pants more times.



pandorabox.png
 Description:
Cameo
 Filesize:  6.61 KB
 Viewed:  12144 Time(s)

pandorabox.png



ngpandorabox.rar
 Description:
Updated Voxel

Download
 Filename:  ngpandorabox.rar
 Filesize:  5.65 KB
 Downloaded:  314 Time(s)


ngbox.shp
 Description:
Remake of box in right position and right palette

Download
 Filename:  ngbox.shp
 Filesize:  3.16 KB
 Downloaded:  252 Time(s)


Last edited by smoke_th on Sat May 01, 2010 3:41 am; edited 1 time in total

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smoke_th
Vehicle Drone


Joined: 27 Apr 2010
Location: Soviet Russia :D

PostPosted: Fri Apr 30, 2010 4:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here is some code to fast ingame placing.
Embarassed
For rules.ini - add this two units, weapon and wh to its list sections.
Code:
[NGPANDORABOX]
UIName=Name:NGPANDORABOX
Name=RA2 Taxi
Strength=200
Armor=light
DeployTime=.025
TechLevel=3
Sight=8
PipScale=Passengers
Speed=8
CrateGoodie=yes
Owner=Russians,Confederation,Africans,Arabs,British,Germans,French,Alliance,Americans
AllowedToStartInMultiplayer=no
Cost=1000
Points=60
ROT=5
Crusher=no
Turret=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenCarSelect
VoiceMove=MCVMoveStart
VoiceAttack=
VoiceFeedback=
DieSound=GenVehicleDie
Maxdebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
Size=6
SizeLimit=2
Insignificant=yes
Trainable=no
Image=NGPANDORABOX
Prerequisite=FACTORY

Deployer=yes
DeploysInto=NGBOX

[NGBOX] ;building
UIName=Name:NGBOX
Name=Box'o'prank
BuildCat=Combat
Selectable=no
Strength=200
Armor=steel
TechLevel=-1
Adjacent=4
RadarInvisible=yes
ROT=10
Sight=7
DetectDisguise=yes
Sensors=yes
SensorsSight=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs
AIBasePlanningSide=0
Cost=1200
Unsellable=yes
LegalTarget=no
BaseNormal=no
Explodes=yes
Points=30
Power=0
PlaceAnywhere=no
Crewed=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
Primary=Prankbomb
DeathWeapon=Prankbomb
ThreatPosed=30
DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
HasStupidGuardMode=false
Image=NGBOX
Bombable=no
Crushable=no
Disableable=no


[Prankbomb]
Projectile=Invisible
Damage=225
Warhead=PrankboxWH
Anim=RING1
Range=4
ROF=10
Suicide=yes

[PrankboxWH]
Verses=150%,100%,100%,90%,70%,50%,200%,90%,50%,100%,100%
Sparky=no
Fire=yes
InfDeath=4
CellSpread=5
PercentAtMax=.8
Bright=yes
AnimList=MININUKE
ProneDamage=2.6




And this in art.ini

Code:

[NGPANDORABOX]
Voxel=yes
Remapable=no
Cameo=NGPANDORABOX
;PrimaryFireFLH=150,0,70
;ElitePrimaryFireFLH=55,0,20
Image=NGPANDORABOX
NewTheater=yes


[NGBOX]
Image=NGBOX
Remapable=no
Foundation=1x1
Height=2
Buildup=NGBOX
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
PrimaryFirePixelOffset=0,10
PrimaryFireFLH=90,0,40
Recoilless=yes


Last edited by smoke_th on Sat May 01, 2010 2:52 am; edited 1 time in total

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wardeathfun
Commander


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

PostPosted: Fri Apr 30, 2010 11:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Im so tempted to use this for Jihad faction, how does the voxel look ingame?(to lazy as usual)

Great and original concept by the way. Do not know how many people agree though.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat May 01, 2010 12:10 am    Post subject: Reply with quote  Mark this post and the followings unread

It's a nifty idea. Though your PrankboxWH code looks like its pasted on top of the NGbox code. It didnt confuse me but might confuse others.

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smoke_th
Vehicle Drone


Joined: 27 Apr 2010
Location: Soviet Russia :D

PostPosted: Sat May 01, 2010 2:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Oops =)))) I might mess something with my code. Damn it, it's stupid tibed bugs. =\

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sat May 01, 2010 2:49 am    Post subject: Reply with quote  Mark this post and the followings unread

I think if this was used as a trick crate that would run away a little bit everytime a unit tries to pick it up, that would be hilarious

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smoke_th
Vehicle Drone


Joined: 27 Apr 2010
Location: Soviet Russia :D

PostPosted: Sat May 01, 2010 2:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey nice idea too))) Anyway - code fixed. And you know - it's quite imposible - i don't think that vehicle can deploy into not building...doesn't it?
And here is ingame screenshot.



boxes.png
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boxes.png



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smoke_th
Vehicle Drone


Joined: 27 Apr 2010
Location: Soviet Russia :D

PostPosted: Sat May 01, 2010 3:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Damn it..need to fix some textures. Wait a sec.

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smoke_th
Vehicle Drone


Joined: 27 Apr 2010
Location: Soviet Russia :D

PostPosted: Sat May 01, 2010 3:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Ok here is new screenshot - fixes now in header.



ascreen.png
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ascreen.png



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wardeathfun
Commander


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

PostPosted: Sat May 01, 2010 4:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Only problem of the building thing is the fact if you place your mouse cursor on it, it would be obvious its not a crate Sad

The voxel looks alright though. It feels strange though, like its bright or cartoony or something, i dunno :p

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smoke_th
Vehicle Drone


Joined: 27 Apr 2010
Location: Soviet Russia :D

PostPosted: Sat May 01, 2010 6:56 am    Post subject: Reply with quote  Mark this post and the followings unread

it's don't need to be real until it's unpacked.

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Dragon Prime
Grenadier


Joined: 03 Feb 2010
Location: People's Republic of China

PostPosted: Sat May 01, 2010 7:18 am    Post subject: Reply with quote  Mark this post and the followings unread

does the man upstairs is real from soviet russia?i really dont know where does ppmbelongs,could anybody tell me?America?

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Sat May 01, 2010 7:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Dragon Prime wrote:
does the man upstairs is real from soviet russia?i really dont know where does ppmbelongs,could anybody tell me?America?


A bit off topic, but Banshee is from Brazil.

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Cantdrawbutmod
Rocket Cyborg


Joined: 19 Oct 2009

PostPosted: Sat May 01, 2010 9:30 am    Post subject: Reply with quote  Mark this post and the followings unread

smoke_th wrote:
it's don't need to be real until it's unpacked.
So it unpack into the crate we see in the middle of packed crates in boxes.png and at the top-right in ascreen.png?
Yeah i'm a bit lost,sorry.

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smoke_th
Vehicle Drone


Joined: 27 Apr 2010
Location: Soviet Russia :D

PostPosted: Sat May 01, 2010 12:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

yep.

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smoke_th
Vehicle Drone


Joined: 27 Apr 2010
Location: Soviet Russia :D

PostPosted: Sat May 01, 2010 12:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

But still bugs... in't unpack on 15-25 pixels up about vehicle. =( i dunno how fix it

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Sat May 01, 2010 9:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

cute little idea.

unfortunately it looks to easy to spot, due to it not really looking like the shp. graphic and especially moving around. unless you gave it a chrono locomotor to move about, minus the cloud effect. so it would look like a box spawning and have selection disabled, only thing would be name tag hrm.., but i believe that could be remedied..

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wardeathfun
Commander


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

PostPosted: Mon May 03, 2010 2:15 am    Post subject: Reply with quote  Mark this post and the followings unread

I GOT IT!!! Very Happy Very Happy Very Happy


Mirage effect! Make the unit turn into instead of tree's, a crate Very Happy

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Mon May 03, 2010 2:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Congrats wardeathfun! you have reinvented the wheel!! Laughing

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wardeathfun
Commander


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

PostPosted: Mon May 03, 2010 3:48 am    Post subject: Reply with quote  Mark this post and the followings unread

oh shut up xD i still think its clever Very Happy Very Happy Very Happy

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Symphonic
Tiberian Fiend


Joined: 06 Jan 2009

PostPosted: Mon May 03, 2010 3:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah but an attack cursor would still show up on the unit, right?

So they wouldn't be able to "claim" the crate.

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wardeathfun
Commander


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

PostPosted: Mon May 03, 2010 5:30 am    Post subject: Reply with quote  Mark this post and the followings unread

._. good point. lol this sucks. i guess we will have to wait for an exe hack to make this unit perfectly. until then, its just a good unit that can be like a truck that carries crates. destroy it and it gives a crate. in my opinion atleast.




edit~
Thought about it. I thought about ore. It wont look as great as originally planned but, here it goes. What if it has some sort of terrain making weapon and the building that deploys is invisible. A crate could be spawned and when the enemy gets near it, explosion. There is a blank crate somewhere if i recall.

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Dragon Prime
Grenadier


Joined: 03 Feb 2010
Location: People's Republic of China

PostPosted: Mon May 03, 2010 3:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can use npatch to drop this box into battlefield and named this superweapon in 'drop structure' ,then deploy this box into a structure such as a grandcannon or a sentry gun.

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Eldrei
Missile Trooper


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

PostPosted: Wed May 05, 2010 4:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Why not just deploy a vehicle into a crate? I've seen a tut elsewhere here.

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wardeathfun
Commander


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

PostPosted: Wed May 05, 2010 11:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can you control if its exploding crate or not?

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Eldrei
Missile Trooper


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

PostPosted: Thu May 06, 2010 1:03 am    Post subject: Reply with quote  Mark this post and the followings unread

wardeathfun wrote:
Can you control if its exploding crate or not?

wat?

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wardeathfun
Commander


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

PostPosted: Thu May 06, 2010 8:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Can you control what kind of crate it is, like if its the exploding crate or is it random like normal crates?

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Eldrei
Missile Trooper


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

PostPosted: Thu May 06, 2010 9:15 am    Post subject: Reply with quote  Mark this post and the followings unread

wardeathfun wrote:
Can you control what kind of crate it is, like if its the exploding crate or is it random like normal crates?

Err...random. You can only control money with CrateBeneathIsMoney=true tag. Unless if you have Ares you can control what kind of thing is inside in the crate. Also found the tut.

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Tacyarts
Vehicle Drone


Joined: 30 May 2010

PostPosted: Mon May 31, 2010 3:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Would it be possible to have a vehical eg Truck/Transport that can be directed to intentionally drop crates that resemble random crates but which are loaded with explosives so when someone tries to run over them they explode doing reasonable amounts of damage to any units in close proximity? Or even better, they can also be shot by say a sniper and explode ?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jun 01, 2010 1:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes...

Use infantry mutation logic to make the truck spawn infantry that look like a bonus crates. Then give the infantry a close proximity demo weapon.

Basically the old mine layer trick but using bonus crate image instead #Tongue

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wardeathfun
Commander


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

PostPosted: Tue Jun 01, 2010 1:50 am    Post subject: Reply with quote  Mark this post and the followings unread

thats great and all, but it shows a health bar, making it obvious :p it be kinda hard to drive to a crate when either an attack cursor shows or a giant "No" cursor.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jun 01, 2010 3:03 am    Post subject: Reply with quote  Mark this post and the followings unread

The health bar can be removed with PixelSelectionBracketDelta, the cursor would still be a problem tho. I guess if you offset the Gfx tho so it displays in the cell next to the infantry, then the player would automatically click next to it instead.

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Tue Jun 01, 2010 4:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry I really skimmed through this so please don't bash me if I am wrong here... But can't you make it deploy into a building that has a crate image (both are shp) and simply has an exploding weapon, selectable=no, and foundation= 0x0 or something, or is a bib?

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wardeathfun
Commander


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

PostPosted: Tue Jun 01, 2010 5:42 am    Post subject: Reply with quote  Mark this post and the followings unread

think bridge repair huts. they may not be selectable, but they have a health bar shown. so far, i think Mig eaters idea is best. its not perfect though. I guess we will have to wait until Ares makes a no health bar shown as an option.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Jun 01, 2010 6:46 am    Post subject: Reply with quote  Mark this post and the followings unread

@Morpher: Unselectable doesn't work properly in RA2 compared to TS #Tongue

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Thu Mar 21, 2013 4:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

I AM sorry for the bump

But I have a solution for this as well...

Make the exploding crate very unlikely of naturally ocurring.

Make the explosive crate very powerful...

With ARES, make it so the vehicle always deploy into an explosive crate. (at least, in the part up it says it is possible)

And ta-da, you have made it undistinguishable from the real thing because it IS the real thing.

Enjoy your enemies falling in the trap.

(¿Does AI normally claim the boxes? I know it's not very good at it, but at least accidentally, is it possible from them to pick them up?)

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Mar 21, 2013 5:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Only buildings can be made to spawn money crates, all others will be random.

The AI doesn't actively look for bonus crates, sometimes AI units will accidentally pick them up tho as they move across the map.

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Thu Mar 21, 2013 6:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Didn't realize anyone made something like this.

I just need to add a crate war mode to my mod and implement this with a crazy ivan/attack allies function... a friend of mine is obsessed with playing Crate War every time we play a LAN game. Fortunately Mental Omega's crate baddies make it hilarious when getting a shroud reveal shroud explosion chain of crates.

On a side note, I can't help myself but it should be Pandora's Box, as in a box that belonged to Pandora as per the origin of the term.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Thu Mar 21, 2013 7:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tony wrote:
Congrats wardeathfun! you have reinvented the wheel!! Laughing


Three years old and made me laugh. Good show!

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Scorched Earth
Commander


Joined: 14 Sep 2008
Location: California, USA

PostPosted: Fri Mar 22, 2013 3:27 am    Post subject: Reply with quote  Mark this post and the followings unread

...I remember this.

And yes, it is possible for the AI to pick up crates. Witnessed it more than a few times on low tech level matches when the AI picked up crates that gave them units my infantry couldn't touch.

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cirol
Civilian


Also Known As: ciro
Joined: 20 May 2025

PostPosted: Tue May 20, 2025 9:28 am    Post subject: Reply with quote  Mark this post and the followings unread

I appreciate the creativity behind the Pandora Box unit, but I find it concerning how easily it could be exploited as a hacker prank. If players start using it to disrupt gameplay unfairly, it might affect the balance and overall experience. Some adjustments might be needed to prevent it from becoming a tool for annoying or unfair tactics.

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