It looks more fitting indeed, although it'd be easier to judge if you'd have used a different remap color
I'm also wondering if the gate would look better if it'd be a bit brighter (might be fine this way also, I'm unsure). _________________ QUICK_EDIT
Much better ReFlex the door looks a bit dark that's about it honestly. Have you animated the door at all? _________________ Red Alert Reloaded QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Wed Jul 14, 2010 3:05 pm Post subject:
Lin Kuei Ominae wrote:
radar jammer: yep, impossible
Really? I heard that there was a way to do this, with a weapon that did 0 damage but EMP to an armour type only used for the radar buildings. The disadvantage was sacrificing an entire armour type for it. _________________ QUICK_EDIT
Yeah, jammers can be done that way. God knows where the tutorial is, but I could've sworn it was something with one armor type. God knows, check the tutorials here or on TibWeb.
It IS possible though. _________________ Victory! QUICK_EDIT
There's no "sacrificing" an armor type in DTA/RAR however; since TD and RA don't use the concrete armor (well, other than by some stuff I don't even know about ), the concrete armor remains unused anyhow
So yeah, this could indeed work, although a small issue would be that the radar jammer won't (automatically) start jamming without stopping first (so there'd be no drive-by-jamming). In addition to that it wouldn't automatically be able to jam more than 1 radar at the same time (so if there's more than one radar nearby, only one would get jammed).
The way to get this done is pretty straight forward, so a tutorial isn't really needed by the way _________________ QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Wed Jul 14, 2010 6:20 pm Post subject:
0% on a Verses= value doesn't prevent the unit from attacking/acquiring something in TS. _________________ 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
in addition you would need clear view of the enemy radar so you can select it as the jammers target, because the MRJ won't pick the radar automatically as its target. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Thu Jul 15, 2010 8:32 pm Post subject:
Assuming the radar will always target the Radar Jammer, instead of the closest object/highest threat value. _________________ 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
There's no need for the radar to actually hit the MRJ; the purpose of giving it a weapon is just to make the MRJ consider it a threat and thus automatically attack it (and additionally giving it a high threat value might also be beneficial). _________________ QUICK_EDIT
This could just be written off as a small side-effect however, since it wouldn't really cause any problems gameplay-wise; especially considering none of RAR's units have a really far firing range (such as TS' artillery). _________________ QUICK_EDIT
0% on a Verses= value doesn't prevent the unit from attacking/acquiring something in TS.
Until I read this,I thought maybe just give the emp weapon to the radar itself,with TypeImmune=no and the weapon selfdestructing on the radar so it disables only it,and the special armor to the Jammer.
The jammer wasn't really attacking in RA anyway.
Well proposing solutions that don't work yet won't harm,since if it's logical and simple enough,it can be turned into features asked for the Hyperpatch at least. QUICK_EDIT
Giving the EMP weapon to the radar jammer instead actually indeed sounds like a better idea. The self-jamming weapon's warhead should then simply have Verses=0%,0%,0%0%,100% and in order to prevent the weapon from firing when units other than the MRJ get near, it should be given a secondary weapon with the same range, but without EMP.
Unfortunately this still won't really work near perfectly, however... Even if the MRJ has a high threat value, if the radar finds a different target first, it'll keep firing at that until it's destroyed or moves out of range; even if the MRJ gets within range in the meantime...
If the EMP weapon remains the MRJ's however (along with a secondary weapon to be fired instead when something other than a radar is in range), it'd chose a new target every time it stops moving, meaning it'd automatically target the radar if it's in range when it stops moving. Unfortunately this still means that it stops jamming again the moment you give it a move order (unless you Q+click, but you can't always know whether it already targeted a radar or not)...
It seems this is a dead end at the moment, but it was worth a thought _________________ QUICK_EDIT
Also Known As: evanb90 Joined: 20 Feb 2005 Location: o kawaii koto
Posted: Fri Jul 16, 2010 2:11 pm Post subject:
Frankly the idea of sacrificing an entire armor type for a unit that went almost ENTIRELY unused is foolish. _________________ 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
Like I said before, the concrete armor type isn't used in DTA or RAR at all anyhow, since it wasn't used in TD/RA either.
I agree implementing the MRJ is more trouble than it's worth however and the leftover concrete armor might be able to serve a better purpose as well... _________________ QUICK_EDIT
Joined: 08 Feb 2009 Location: The United States of America
Posted: Sat Jul 17, 2010 6:18 am Post subject:
Honestly, everyone who wants this on the YR engine, if you can convert the TD/RA1 terrain over to YR, you'll have just solved the problem. Of course, there's the fact that about 3% of the PPM community knows how to do terrain at all. Of course, if Ares were able to resize the terrain size (which is, theoretically, quite easy, though it would be a simple graphical effect; that is, to really resize it, you'd have to rewrite the underlying movement code... and that's the very tip of the iceberg...) then we could use the TD terrain and the shiny Ares engine.
To summarize:
If you want this in YR, make a TD/RA1 faithful port of the terrain over the YR, or pester Ares to pretty much rewrite most of the game so the tiles are sized at TS size (or non-isometric, but that would require even more work). Honestly, it doesn't seem to likely.
But we have Hyper who essentially Ares in a can for TS. Speaking of which, hi Hyper. Long time, no see. QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Tue Aug 03, 2010 9:28 am Post subject:
Bittah Commander wrote:
Giving the EMP weapon to the radar jammer instead actually indeed sounds like a better idea. The self-jamming weapon's warhead should then simply have Verses=0%,0%,0%0%,100% and in order to prevent the weapon from firing when units other than the MRJ get near, it should be given a secondary weapon with the same range, but without EMP.
Unfortunately this still won't really work near perfectly, however... Even if the MRJ has a high threat value, if the radar finds a different target first, it'll keep firing at that until it's destroyed or moves out of range; even if the MRJ gets within range in the meantime...
If the EMP weapon remains the MRJ's however (along with a secondary weapon to be fired instead when something other than a radar is in range), it'd chose a new target every time it stops moving, meaning it'd automatically target the radar if it's in range when it stops moving. Unfortunately this still means that it stops jamming again the moment you give it a move order (unless you Q+click, but you can't always know whether it already targeted a radar or not)...
It seems this is a dead end at the moment, but it was worth a thought
I don't really get the thing about the self-disabling weapon on the radar structure, but if that works, then how about giving the MRJ the special armour type, so the MRJ is the only thing the radar CAN target? Then the MRJ doesn't need any weapon at all. You'll just have the radar targeting it and disabling itself from the moment any MRJs are near.
Heck, make everything besides the radar immune to EMP and give the radar weapon's EMP blast enough range to disable itself, and it works that way anyway, even without any special logics. Just make it shoot at the MRJ, and then the MRJ is even the center of the EMP blast, as it should be
Then again, you;'ll have a constantly disabling and enabling radar, since it'll always be "EMP for one second", "enable again", "fire again", "EMP for one second", etc
In fact the other way around should work fine too, if it's possible to give the MRJ an EMP blast originating from itself when firing, it won't matter which radar it's targeting to jam all nearby radars. All you need to do is make everything else EMP immune. _________________ QUICK_EDIT
And whats about adding a particlesystem/whatsoever to the Anim, which deals EMP Damage - like 2, so, 2 Secs and RoF 1 -> Radar wont dis and enable at al. Additional, you can set th Spread to 1, or maybe it even works with less, thus, only the radar is affected by it.
Dont know though, how to attach the EMP to the radar 'fire Animiation' or smth similar... _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
I don't think EMP via particle system is possible..
Ordosherrscher wrote:
2 Secs and RoF 1 -> Radar wont dis and enable at al
Then how is the radar going to be able to fire its weapon while it's still disabled?
@Nyerguds:
Using a special armor type for the MRJ was the idea to begin with; that's what I meant when I said "The self-jamming weapon's warhead should then simply have Verses=0%,0%,0%0%,100%" (that 100% is the concrete armor, which isn't used by any units/buildings in RAR at the moment). Also, giving the EMP a really large radius isn't necessary, because by messing with the projectile you can make it hit the ground right when it gets fired, which results in the radar hitting itself.
Still, as EVA pointed out, using 0% for an armor type on Verses= doesn't prevent a unit from automatically firing at it, which pretty much ruins the whole thing. _________________ QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Tue Aug 03, 2010 4:20 pm Post subject:
So the armour trick itself doesn't even work then, to make the MRJ only target the Radar, or vice versa?
There's always the other solution I said... give the MRJ a weapon that has the same range as the jamming radius you want, with a projectile that lands right away and fires EMP, give the EMP the same radius as the weapon range, and make the Radar building the only thing not immune to EMP.
So literally make the MRJ constantly (well, from the momnet it targets something) send out its "jamming signal", just like a real MRJ would do. This way it doesn't matter what the MRJ targets; it will EMP all radars close to it.
The only drawback of this is that if you got a MRJ in your base, close to your radar, and an enemy unit passes it, the MRJ might attack it and EMP your own radar Last edited by Nyerguds on Tue Aug 03, 2010 4:50 pm; edited 1 time in total QUICK_EDIT
There's no key to make an object EMPimmune, except the IsCoreDefender key for vehicletypes. Last edited by Lin Kuei Ominae on Tue Aug 03, 2010 4:50 pm; edited 1 time in total QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Tue Aug 03, 2010 4:50 pm Post subject:
...there isn't? Then how does the Core Defender do it? And how does it make a difference between EMPing jumpjets and cyborgs and not EMPing other infantry? _________________ QUICK_EDIT
damn you're too fast. I was just editing my post to include the one exception.
though i just remember that visceroids and jellyfishs are EMPimmune too, though this is because of their special keys, which also don't work on buildings.
To make buildings empimmune you can afaik only give them all Powered=no.
Cyborg=yes makes cyborgs emp-vulnerable. all other infantry (including jumpjet) are empimmune by default. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Tue Aug 03, 2010 5:09 pm Post subject:
Oh, I thought jumpjets weren't.
Bah, typically WW... they prefer building exceptions into their code everywhere rather than make something one straightforward type option. _________________ QUICK_EDIT
Could this be done via map scripts? When MRJ is built, player XXX loses radar? And potentially added to all the playable maps? _________________ Please, read the signature rules of the forum. QUICK_EDIT
I think the best way to do this would be by giving the radar itself the concrete armor and giving the MRJ 2 weapons; the first being the EMP weapon, which has a warhead with Verses=0%,0%,0%,0%,100% and the second being a dummy weapon which has 100%,100%,100%,100%,0%.
It wouldn't work perfectly (considering it doesn't start jamming until it stops moving), but I think it's the closest you can get. Still, I personally don't think it'd be worth the trouble; best case scenario would be that if you'd keep harassing an enemy player with MRJs often enough, it'd annoy him up 'till the point he'd build a second radar. _________________ QUICK_EDIT
Joined: 24 May 2004 Location: Flanders (Be) Posts:300000001
Posted: Wed Aug 04, 2010 2:21 pm Post subject:
no. The MRJ was modded in one (Soviet) CS mission to be the Tesla Tank. In AM, they actually added a new unit for it, but the originals weren't touched.
[edit]
btw, I'm fairly certain that in RA1, your radar got jammed from the moment a MRJ got close to any radar owned by you, no matter how many other radar buildings you had. _________________ Last edited by Nyerguds on Wed Aug 04, 2010 3:05 pm; edited 1 time in total QUICK_EDIT
no. The MRJ was modded in one (Soviet) CS mission to be the Tesla Tank. In AM, they actually added a new unit for it, but the originals weren't touched.
[edit]
btw, I'm fairly certain that in RA1, your radar got jammed from the moment a MRJ got close a radar owned by you, no matter how many other radar buildings you had.
However in aftermath the Soviet tesla tank did have the same radar jamming ability as the MRJ (something to do with Tesla interferance or something it explained)
And yes as soon as an MRJ was in range of an enemy Radar it would jam there radar regardless of how many they owned
In regards to adding it. Unless Hyper fixes it in his patch all other work arounds are poor and not viable imo. Unless you don't mind bugs and other stupidities. _________________ QUICK_EDIT
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