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Branch/Research/Perk Tutorial
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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Aug 24, 2010 7:17 pm    Post subject:  Branch/Research/Perk Tutorial Reply with quote  Mark this post and the followings unread

As implemented in AGSA - http://forums.revora.net/index.php?showtopic=59794 and other modifications

Effect: A 0x0 structure which provides a permanent benefit for a player. The effect is similiar to performing "research" in other games. The
catch is that you must "place" the branch/research/perk whatever on the map but since its a 0x0 structure it technically does not "exist" and thus is not subject
to targeting and pathfinding by the player (AI is slightly different in regards to targeting)

Usage: Access to new build options (permanently) or a structure effect for example - ore purifier bonus, auto healing, oil derrick logic

Coding:

RULES/MD.ini

This is basically a placeholder building. The 0x0 may perform any function of a structure but do not add weapons or things like refinery logic obviously. I would advise using this as sample code and adjusting things like cost and effects.

[EXAMPLE]
UIName=Name:EXAMPLE
Name=Example
BuildCat=Combat
TechLevel=9
Insignificant=yes important for short game purposes
Strength=1
Powered=false
Adjacent=255
Armor=wood
Unsellable=yes
LegalTarget=no
Sight=0
Nominal=yes
Immune=yes important so structure cannot be destroyed by splash damage
Selectable=no
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=100
Points=1
Power=0
Capturable=false
ThreatPosed=0
AIBuildThis=no
BuildLimit=-1 important so build option will disappear i.e. once you have "research" you shouldn't build again
Prerequisite=NATECH,NACNST

ART/MD.ini

[EXAMPLE]
Cameo=exampleicon
Foundation=0x0 important this works
CanBeHidden=yes
CanHideThings=no

In regards to the art, you may consider adding a invisible active anim which plays a report sound when the "structure" is first built.

Notes:

Do not let AI build 0x0, it cannot handle them and will forever be stuck trying to build

Do not add Primary/Secondary to a 0x0, the AI will attempt to attack and destroy a object which does not exist

Use additional code such Negative Prerequisite present in Ares/NPatch to restrict build options, etc.

Upgrade system from ts system is limited. Ares solves the prerequisite issue but not the functionality or "permanent" effect of a 0x0 structure - more information on upgrade logic here -
http://modenc.renegadeprojects.com/Upgrades


Key Words: #Tutorials #Modding #RedAlert2 #YurisRevenge #Rules.INI #Art.INI 

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Last edited by Allied General on Tue Aug 24, 2010 9:41 pm; edited 6 times in total

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Aug 24, 2010 7:28 pm    Post subject: Re: Branch/Research/Perk Tutorial Reply with quote  Mark this post and the followings unread

Allied General wrote:
since its a 0x0 structure it technically does not "exist"
That's not quite right.

From my experience 0x0 structures, unless Immune, can be destroyed like any other buildings. It seems they do exist in the cell theyre deployed (for example, light posts can be 0x0 and still emit light from the cell they're preplaced on), only they are completely unselectable etc. I expect they sort of exist on the top-left edge of the placed cell, as thats where the selection box would be generated from if you get my meaning.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Tue Aug 24, 2010 7:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

There's also the small fact and shortcoming that the CSF string associated with the structure in question will be displayed if you hover your cursor over the spot where you deployed the structure on, but that's acceptable I guess as long as you don't have access to actual upgrades working as prerequisites.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Aug 24, 2010 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Amended information in regards to immune tag being necessary.

In sense of not "exisiting" I mean

- life bars since tied to foundation
- being subject to foundation size and their pathfinding. (i.e. u can place a building where a 0x0 structure was deployed)

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Tue Aug 24, 2010 8:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

sorry if my knowledge is a bit rusty, but couldn't the same be done with upgrade/component tower logic?

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Aug 24, 2010 9:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Upgrades support limited logics and cannot act as prerequisites in original game. Also build limit doesn't work on upgrade.

http://modenc.renegadeprojects.com/Upgrades

Ares expands this logic (i.e. accept prerequisites/aux building) but if the upgrade is destroyed i.e. building you lose the ability and it lacks the functionality aspects mentioned.

0x0 buildings don't have this issue (immune=yes, other tags) and support more functionality without exe hack/enhancement.

This is a method of emulating "permanent" research/perks without sacrificing build space, etc.

Added a section regarding ts upgrade system.

The system is quite flexible and can be used for example -

- research paths (choosing research in one branch disabling build options from another branch for example which is possible with negative prerequisite)
- mimicking global benefits/perks e.g. improved supply lines (oil derrick logic), enhanced production protocols (factory plant)/access to support powers.
- adding a extra component for a powerful SW e.g. launch codes for a super weapon. (AuxBuilding)

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