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Help with drop pod and Ore Regenerator.
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wcho035
Light Infantry


Joined: 15 Aug 2010

PostPosted: Sat Dec 25, 2010 11:23 pm    Post subject:  Help with drop pod and Ore Regenerator. Reply with quote  Mark this post and the followings unread

Hi, I am trying to create a superweapon which drop infantry pod into the enemy territory,

I would like to ask if there is anyone who has the coding expertise who can help me?

And I also need a building which can regenerate Ores.

I can code a generic building but what is the extra coding which can make it happen?

Thanks

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Dec 26, 2010 1:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Are you using Vanilla RA2/YR or Ares?

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wcho035
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Joined: 15 Aug 2010

PostPosted: Sun Dec 26, 2010 2:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Just the normal Yuri Revenge with the 1.0001 patch..


no crack .exe or the upgrade something.. which you get special features or add ons.

I know the Ore regenerator is a easy to do and can be done as other people had done it in their mod.

It is the drop pod one I am unsure of.. I can code it as a Paradrop..or similar. But instead of paradrop it will be a rain of drop pods with terrorist in it.

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Cranium
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PostPosted: Sun Dec 26, 2010 2:23 am    Post subject: Reply with quote  Mark this post and the followings unread

drop pods arent possible without a exe hack/patch via Rulesmd.ini. However they are possible thru map triggers.

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wcho035
Light Infantry


Joined: 15 Aug 2010

PostPosted: Sun Dec 26, 2010 2:34 am    Post subject: Reply with quote  Mark this post and the followings unread

I see.. what about the Ore regenerator?

;Ore Regenerator
[GASPECIAL]
Name= Special Building one
UIName=Name: Special Building
Image=NAINDP
BuildCat=Resource
Prerequisite=GABRCK,GACNST
TechLevel=10
Strength=1000
Adjacent=2
Points=1
Power=-200
Sight=4
Armor=wood
Cost=1250
Soylent=1000
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=15
MinDebris=1
HalfDamageSmokeLocation1=0,0,0
DamageSmokeOffset=410, 100, 165
ThreatPosed=0 ; This value MUST be 0 for all building addons
Capturable=false
Crewed=yes
AIBuildThis=yes
TogglePower=no
Powered=true
BuildLimit=1

What are the extra lines required?

Lastly I am also trying to turn the Spyplane into a suicide weapon. I know the code is to do with the spy plane.

; Soviet Spy Plane
[SPYP]
UIName=Name:SpyP
Name=Soviet Spy Plane
;Image=PDPLANE
Strength=100
Category=AirPower
Armor=special_2
TechLevel=-1
Primary=SpyCameraWeapon
Spawned=yes ; Created by another object and therefore not player controllable
LeadershipRating=10
Selectable=no
RadarInvisible=no
Sight=0
Landable=no
MoveToShroud=yes
PitchAngle=0 ; default is 20 degrees
Speed=15
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=2
ROT=2
Crewed=yes
Ammo=1
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8}
MovementZone=Fly
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToPsionics=yes
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
MoveSound=SpyPlaneMoveLoop
DieSound=
CrashingSound=SpyPlaneDie
ImpactLandSound=GenAircraftCrash
Explodes=yes
DeathWeapon=BlimpBomb
DeathWeaponDamageModifier=.1;gs needs a death weapon or it will do nothing when it crashes since its weapon is a camera
;FlyBy=true ;GEF Don't slow down over your target
Crashable=yes


So what part of the code I need to change to make it a suicidal death plane?

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Sun Dec 26, 2010 2:45 am    Post subject: Reply with quote  Mark this post and the followings unread

you talking about an Ore Purifier? Like the Allied Ore Purifier? or something that actually spews ore onto the ground? If it's a purifier your after just add OrePurifier=yes

For the Suicide Plane, please use the tutorial section for your needs first. If what your looking for isnt in there, then ask away.

http://www.ppmsite.com/forum/viewtopic.php?t=23313

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wcho035
Light Infantry


Joined: 15 Aug 2010

PostPosted: Sun Dec 26, 2010 7:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey thank you cranium that tutorial is just exactly what I am looking for.

I had actually done this 4 years ago but my old mod is corrupted,now I am making a new one and it is hard to remember things done so long ago

The Ore regenerator is not the Ore Purifier, that is easy enough, basically it is Ore Mine from the depth of the earth and brought to the surface.

In the maps there is a screw like structure in the middle of every ore field, I wish to have a building which can create its own Ore field.. that is the code I am looking for help on.

If the drop pod is not possible on YR, is it possible to create an Earth Quake super weapon?

I am going to replace the Genetic Mutator with it.

CellSpread=50
ShakeXlo=4
ShakeXhi=4
ShakeYlo=20
ShakeYhi=20

I know these are the code required to make it work, are there any tutorial or help out there I can find to make it work?

Thanks again for the link Cranium

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Sun Dec 26, 2010 4:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

TIBTRE is what your looking for and it is a [TerrainType]

An EarthQuake type superWeapon is possible using ShakeScreen, but you would have to use the NukeSpecial to do it. Just simply remove the projectiles and anims that nuke uses.
There were only 3 supers that could perform this and 2 of them "IonCannonSpecial and ChemicalSpecial" are disabled in the exe. So that only leaves the NukeSpecial and by doing that you would make the NukeSpecial unusable anymore.

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wcho035
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Joined: 15 Aug 2010

PostPosted: Sun Dec 26, 2010 8:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Damn.. I was hoping I can used that as idea as a Superweapon without replacing the Nuke.

Is it possible to clone the Nuke or the Spyplane as a Superweapon? I remember I had tried that years ago and it does not work out so well. I need confirmation that this can be or can't be done.

Thank you again cranium for the help. About the Ore or Tiberium Regenerator. Would the coding be in the like of this?


;Ore Regenerator
[GASPECIAL]
***** Normal Generic Building code.
SpawnsTiberium =yes

IF that is the case, then my worries is over.. but does this work?

I am also trying to use Tiberium instead of the Ore in Yuri Revenge, I had extracted all the arts .shp from Tiberian Sun some how copy and paste all the art file into Yuri revenge alone is insufficient. Is there somewhere in the rulemd I have to code to make it work?

Thanks

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Cranium
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PostPosted: Sun Dec 26, 2010 10:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

There's really not a whole hell of alot you can do with the super weapons in vanilla RA2/YR. Yes, you can clone the Nuke, but Type=MultiMissile must be used on the clone as well, which means what ever configuration you have "Weapon/Animations" they both will use them. In short, whatever the NukeSpecial does so to will the clone.

SpawnsTiberium=yes is the tag, but I'm not so sure it can be used on player owned structures. If this is a civ building than yes it should work, but might need to add it to the [TerrainType] list and not [BuildingType] list.

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wcho035
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Joined: 15 Aug 2010

PostPosted: Mon Dec 27, 2010 1:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Well that help eliminate a few things.

What about the Spyplane? Can that be clone with out any problems?

And the Ore replace with Tiberium question?

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Cranium
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PostPosted: Mon Dec 27, 2010 1:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Tiberium/ore are overlays. Theres only room to add 2 or 3 more to the exisiting list as it max's out at 256. or you could use up some of the unused overlay slots. But just out of curiosity, if your going to add new stuff and change things, why arent you using Ares? Everything your trying to accomplish is doable with Ares, so why not just use it?

I've never tried to clone the SpyPlane special in Vanilla YR, you'll just have to try it for yourself. Just always remember to make back up copies of your rules and stuff. That way if you incounter troubles you have something to revert back to.

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m7
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PostPosted: Mon Dec 27, 2010 2:57 am    Post subject: Reply with quote  Mark this post and the followings unread


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FurryQueen
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PostPosted: Mon Dec 27, 2010 4:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
I've never tried to clone the SpyPlane special in Vanilla YR, you'll just have to try it for yourself. Just always remember to make back up copies of your rules and stuff. That way if you incounter troubles you have something to revert back to.

It would be possible using an empty Action, but you can't do anything with it. The only thing you can do just a Spyplane overfly. It can never attack without NonsensePatch or Ares.

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kenosis
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PostPosted: Mon Dec 27, 2010 12:02 pm    Post subject: Reply with quote  Mark this post and the followings unread


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wcho035
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Joined: 15 Aug 2010

PostPosted: Mon Dec 27, 2010 10:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium,m7,FurryQueen,kenosis

I wish to thank you very much for the help and input you guys had given me so far.

I now have something to start on and experiment with.

That ore regenerator seems like it is a resource intensive feature in the game.

I am trying to make the game run as smooth as possible with up to 7 A.I players in the game.. so I shall see if the feature is economical.

I will also experiment with a second spyplane.. what I plan to do is to convert that to a Cruise missile strike, for two sides, one is nuke the other is a plasma warhead.

That is all I need, the reason I don't use Ares and stick to Vanilla as you guys had put it because of time and effort. I just want a mod I can spend my time and have fun with. Ares maybe a new learning curve, not something I have a lot of time on.

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Untrue
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Joined: 16 Sep 2010

PostPosted: Tue Dec 28, 2010 2:00 am    Post subject: Reply with quote  Mark this post and the followings unread

wcho035 wrote:
That is all I need, the reason I don't use Ares and stick to Vanilla as you guys had put it because of time and effort. I just want a mod I can spend my time and have fun with. Ares maybe a new learning curve, not something I have a lot of time on.

Everyone starts at somewhere. Don't worry you'll need it soon. #Tongue

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m7
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Joined: 17 Apr 2009

PostPosted: Tue Dec 28, 2010 5:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
That ore regenerator seems like it is a resource intensive feature in the game.


It's not really that intensive, considering the old artmd.ini tutorial that was replaced was worse. I know many mods use this method of ore generation and experience little lag from it.

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wcho035
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Joined: 15 Aug 2010

PostPosted: Tue Dec 28, 2010 8:42 am    Post subject: Reply with quote  Mark this post and the followings unread

I had a looked at Ares just now, it seems like a work in progress.

It has some nice features like multiple IFV.

I was thinking of using that feature for my Omnimechs (I am doing a Mechwarrior mod) but the snag is IFV is hardcoded.

Maybe when Ares is ready I may give it a try.

Hi m7 thanks for the suggestion, I will give it a try and see.

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wcho035
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PostPosted: Fri Dec 31, 2010 1:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Hi, just got more questions if some one can help.

I am attempting to have two war factory per side, one for general vehicles and another for specialized vehicles, is this possible? I had tried to make the A.I do this but it can't separate the differences between general vehicles and specialized vehicles. I had coded the hierarchy/ requirement correctly for the vehicles of which war factory is supposed to build. I was wondering if this game engine does actually able to support this, that is the vanilla version.

Also this may be a little beyond the blue.

Is it possible to code a War factory which works like the C.H.O.H.A.M Spaceport in Dune? :O) That will be sweet!!

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FurryQueen
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PostPosted: Fri Dec 31, 2010 1:12 am    Post subject: Reply with quote  Mark this post and the followings unread

If you can find the "Kennel hack," the idea is very doable.

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wcho035
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Joined: 15 Aug 2010

PostPosted: Fri Dec 31, 2010 5:19 am    Post subject: Reply with quote  Mark this post and the followings unread

"If you can find the "Kennel hack," the idea is very doable. "

Not too sure of what you mean by that.. but I have a feeling I need to bring out the pipe and smoke it so I start dreaming..

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EricAnimeFreak
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Joined: 14 Sep 2009
Location: USA New England

PostPosted: Fri Dec 31, 2010 6:26 am    Post subject: Reply with quote  Mark this post and the followings unread

wcho035 wrote:
"If you can find the "Kennel hack," the idea is very doable. "

Not too sure of what you mean by that.. but I have a feeling I need to bring out the pipe and smoke it so I start dreaming..


Well information is out there if you look. But dreams are good too.

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wcho035
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Joined: 15 Aug 2010

PostPosted: Fri Dec 31, 2010 9:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh I see now, kind of confused at first. Very interesting, I will do some experimentation and have a look see.

Ahh at last.. that Space port is a pipe dream. Thanks for the pointers Furryqueen and EricAnimeFreak, much appreciated.

heyy.. hang on.. is this for Vanilla or Ares? It is from an Ares forum.

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wcho035
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PostPosted: Fri Dec 31, 2010 11:06 am    Post subject: Reply with quote  Mark this post and the followings unread

I am trying to code a Refinery which deploy slaves and have no vehicles which dock with it. The slaves are the only one which does the mining and the refinery does not turn into a vehicle or deploy. It is a building, Refinery and send out slaves to do the mining. However, this said, after I had done some experimentation, as soon as the building is build it automatically sold itself.

This is my code for the building in Rules.


; Ore Refinery
[NAREFN]
UIName=Name:Ore Factory
Name=Allied Ore Refinery
Image=GAREFN
BuildCat=Resource
;DockUnload=yes
;Refinery=yes
;NumberOfDocks=1
Bib=yes
Prerequisite=NABRCK,NACNST
Strength=1000
Adjacent=2
Armor=wood
TechLevel=1
;FreeUnit=HARV
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=1000
Soylent=300
Points=1
Power=-50
Storage=200
Capturable=true
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
HalfDamageSmokeLocation1=0,0,0
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=10
MinDebris=5
PipScale=Tiberium
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageSmokeOffset=410, 100, 165
AIBuildThis=yes
TogglePower=no
RefinerySmokeOffsetOne=-92, -208, 312
RefinerySmokeOffsetTwo=-92, 208, 312
RefinerySmokeFrames=50
RefinerySmokeParticleSystem=SmallGreySSys;
Spyable=yes
NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and RadioContact/Enter means I can drive on you assumption. It counts from game west
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
ResourceDestination=yes;gs for the AI to handle the slave miner, it has to understand what makes money
Drainable=yes
Enslaves=SLAV;gs The SMIN does not get an Enslaves listing because the Slave object will get passed from unit to building upon deploy
SlavesNumber=3
SlaveRegenRate=500 ;225
SlaveReloadRate=25
ResourceGatherer=yes;gs for the AI to handle the slave miner, it has to understand what makes money
ResourceDestination=yes
Unsellable=yes

Anyone can help? Or is it just another limitation and it can't be done?

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kenosis
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PostPosted: Fri Dec 31, 2010 5:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

there are some general settings for slave miners.like searching range for ore.if there is no ore within range the refinery will pack up to a vehicle.if that vehicle doesn't exist it sells itself.

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EricAnimeFreak
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Joined: 14 Sep 2009
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PostPosted: Fri Dec 31, 2010 10:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

[General]


TiberiumShortScan=6;//gs revert 3; sgc was 6 ; cell radius to scan when harvesting a single patch of Tiberium
TiberiumLongScan=48 ; cells radius to scan when looking for a new Tiberium patch to harvest
SlaveMinerShortScan=8;gs the Slave Miner looks this far to decide if it needs to move closer, but the new spot needs to be SlaveMinerScanCorrection cells better to warrent moving
SlaveMinerSlaveScan=14;gs slaves scan longer than the miner since they trust if things could get better, the miner would move
SlaveMinerLongScan=48;gs the Slave Miner looks the far when Searching for Ore
SlaveMinerScanCorrection=3;gs when a deployed slave miner decides it needs to scoot forward to get closer to the ore, there needs to be a spot that is this much better in cells to bother getting up
SlaveMinerKickFrameDelay=150;gs If the SlaveMiner is in Guard for this long, he'll try to look for ore again at SlaveMinerShortScan range to find ore and wake up

Information is always out there, so are dreams. By the way, I just borrowed the link from an ares forum to point out to you what the kennel hack is.

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wcho035
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Joined: 15 Aug 2010

PostPosted: Fri Dec 31, 2010 11:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

I got the problem fixed now, thanks Kenosis.

The refinery deploy slaves to do the mining instead of using harvester.. kind of fun.. but is it stable though? If someone had done this before.

I gave the

SlaveMinerSlaveScan=1500
SlaveMinerScanCorrection=1500

Does anyone know what is the maximum possible values allowed?


The advantage of this set up is, it free up two vehicle slots as well as slaves are expendable..

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EricAnimeFreak
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PostPosted: Sat Jan 01, 2011 4:37 am    Post subject: Reply with quote  Mark this post and the followings unread

I've done this before, and I'm sure I wasn't the first or even in the top 100, to first do so. "aka make slave building that doesn't move."

As for max values just set 99999, and I know it can go higher but no map will ever be bigger then this anyways. Yes it's stable, "to my knowledge you won't get an IE", unless your referring to balance. Which of course is another discussion.

Also you still have hard coded issues, since slaves are still hardcoded to to yuri's refinery, and thus your still limited to 1 side having this new refinery as it hardcocded issue "unless you choose to live with side effects". Which means it doesn't really free up that much unit spaces. And instead of vanilla yuri, go to ares if you don't want to be limited by 100 unit bug....

That all said, I think this method works fine, but I've never really tested that much using a non yuri refinery.

As for the difficulty of modding using ARES vs. Vanilla, ARES is actually much easier and offers much more, and doesn't really mess with your original game. If you want some general help with your mod, send me a pm and I'll send you my msn or skype username so we can chat live about any of your issues.

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wcho035
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PostPosted: Sat Jan 01, 2011 8:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Hi EricAnimeFreak, thanks for the offer but at the moment I am surviving. I have done some testing and this works for 3 sides. But you can only used SLAV as the mining infantry, not that I will have it any other way.

What I had also done is I made the SLAV countries available for all.

So now I have two extra vehicle slots and lots of slaves to turn into mercenaries using the Genetic mutator coding..

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wcho035
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PostPosted: Tue Jan 11, 2011 12:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Hi again, I need some help or advice to determine if this is possible.

I am trying to make the American Paradrop purchasable. Is this possible?

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LH_Mouse
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PostPosted: Tue Jan 11, 2011 8:28 am    Post subject: Reply with quote  Mark this post and the followings unread

100 unit bug, hmm.

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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Tue Jan 11, 2011 9:55 am    Post subject: Reply with quote  Mark this post and the followings unread

wcho035 wrote:

I am trying to make the American Paradrop purchasable. Is this possible?


With Ares, it is possible. Ares adds cost values to all superweapons. (Money.Amount=)

However note that the AI has more money than you, also note that in 0.1 if you don't have enough money, you can till call the SW.

AFAIK, 0.2 fixed this, but gonna do a test.

EDIT: Yep, 0.2 doesn't allow the player to fire an SW if the player can't afford it.

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wcho035
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PostPosted: Tue Jan 11, 2011 1:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hi thanks for the input. I am no sure what does the 100 unit bug has to do with it. If I am to stick to the vanilla version, is there any trade off I can do.. say I build a building, it had one used after the use, the building sell itself off or self destruct, or can a vehicle call a paradrop and after it loses health and self destruct like the Mastermind. It is a long shot. So I appreciate if there is a way otherwise I just say it is a nice try.

Thanks for all the help.

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wcho035
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PostPosted: Fri Jan 14, 2011 3:22 am    Post subject: Reply with quote  Mark this post and the followings unread

There is still the final question about having 2 different weapon factories, one solely for vehicles and another for Mechs. I had tried the suggestion above, I can get the A.I to build two weapon factory but it keeps using one factory for its whole production no matter how I assign which factory is to produce which.

I am using the Vanilla version of the game.. so can it be done? Or is it hard coded?

Finally, I was able to make the Spy plane crash-able, but its death weapon is forever the same.. is there away to make its deathweapon different? Forexample DeathWeapon=demobomb do not work if I assign to it.

This is my code for the crash-able spy plane.

; Soviet Spy Plane
[SPYP]
UIName=Name:SpyP
Name=Soviet Spy Plane
Strength=100
Category=AirPower
Armor=special_2
TechLevel=-1
Primary=SpyCameraWeapon
Spawned=yes ; Created by another object and therefore not player controllable
LeadershipRating=10
Selectable=no
RadarInvisible=no
Sight=0
Landable=no
MoveToShroud=yes
PitchAngle=0 ; default is 20 degrees
Speed=15
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=2
ROT=2
Crewed=yes
Ammo=4
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8}
MovementZone=Fly
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToPsionics=yes
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
MoveSound=SpyPlaneMoveLoop
DieSound=
CrashingSound=SpyPlaneDie
ImpactLandSound=GenAircraftCrash
Explodes=yes
DeathWeapon=demobomb
DeathWeaponDamageModifier=.1
Crashable=yes

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri Jan 14, 2011 2:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

DeathWeapon=Demobomb
DeathWeapon=demobomb
I think this makes the difference

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wcho035
Light Infantry


Joined: 15 Aug 2010

PostPosted: Sat Jan 15, 2011 1:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Kenosis it does not work. Tried it with Nuke and as well as other weapon death. I wish there is other ways.

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Jan 15, 2011 2:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

You know you're using DeathWeaponDamageModifier, don't you?

Try adding the Deathweapon into the secondary slot as well.

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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wcho035
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Joined: 15 Aug 2010

PostPosted: Sun Jan 16, 2011 12:11 am    Post subject: Reply with quote  Mark this post and the followings unread

I have tried, game had crashed, and I had removed the DeathWeaponDamageModifier and test it, does not work. It is a nice try Graion Dilach but... I come to think this is hard coded.

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Cranium
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Location: USA

PostPosted: Sun Jan 16, 2011 2:29 am    Post subject: Reply with quote  Mark this post and the followings unread

SPYP is precoded to use DeathWeapon= and DeathWeaponDamageModifier= because it's weapon isnt really a weapon therefore is needed when it crashes. It's not hardcoded at all, but you should change the Armor=Special_2 back to it's original setting of =Light.

Can you update your code above with what you have now?

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wcho035
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Joined: 15 Aug 2010

PostPosted: Sun Jan 16, 2011 8:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Hi Cranium, I have done what you had suggested, but I don't see how that could change or solve the problem.

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Cranium
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PostPosted: Sun Jan 16, 2011 2:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

I need to see an updated code. DeathWeapon=Demobomb works fine. I tested it myself using Vanilla YR.

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wcho035
Light Infantry


Joined: 15 Aug 2010

PostPosted: Sun Jan 16, 2011 4:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here is the code

; Soviet Spy Plane
[SPYP]
UIName=Name:SpyP
Name=Soviet Spy Plane
Strength=100
Category=AirPower
Armor=special_2
TechLevel=-1
Primary=SpyCameraWeapon
;Secondary=demobomb
Spawned=yes ; Created by another object and therefore not player controllable
LeadershipRating=10
Selectable=no
RadarInvisible=no
Sight=0
Landable=no
MoveToShroud=yes
PitchAngle=0 ; default is 20 degrees
Speed=15
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=2
ROT=2
Crewed=yes
Ammo=4
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8}
MovementZone=Fly
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToPsionics=yes
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
MoveSound=SpyPlaneMoveLoop
DieSound=
CrashingSound=SpyPlaneDie
ImpactLandSound=GenAircraftCrash
Explodes=yes
DeathWeapon=Demobomb
DeathWeaponDamageModifier=.1;gs needs a death weapon or it will do nothing when it crashes since its weapon is a camera
Crashable=yes


[Demobomb]
Damage=300 ;was 400, changed 11/30
ROF=80
Range=1
Projectile=InvisibleLow
Speed=35
RadLevel=100
Warhead=DemobombWH
Report=DemoTruckDie
Suicide=yes


[DemobombWH]
CellSpread=8
PercentAtMax=.1 ;was .25
Verses=100%,100%,80%,100%,90%,50%,80%,150%,10%,100%,100%
InfDeath=4
Sparky=no
Tiberium=yes
AnimList=MININUKE



Note no change on the SpyCameraWeapon weapon. It is default. For my code when it crash to the ground I did not see a mushroom cloud effect or any radiation after adding RadLevel=500 on to the Demobomb code. The explosion is always default to the "oil explosion". I am most interested at knowing what your code is if you can see either the mushroom cloud or the radiation effect, if you add some mod like what I had done to the Warhead and the [Demobomb] in mine.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Jan 16, 2011 4:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well if I had to guess, I'd say it's because your using the MissileSpawn Locomotor instead of the Fly locomotor.

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wcho035
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Joined: 15 Aug 2010

PostPosted: Mon Jan 17, 2011 1:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Hi Cranium what you had suggested works.. but the plane won't crash without the misslespawn locomotor.

Is there a way to have the best of both world? Some missing coding to make the spyplane crash and cause a nuclear meltdown?

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Mon Jan 17, 2011 6:39 am    Post subject: Reply with quote  Mark this post and the followings unread

plane won't crash without the misslespawn locomotor?

This is strange.At least using Vanilla YR you cannot see any aircraft explode in the air.
If you are using NPExt,deleting explodes=yes might work

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Mon Jan 17, 2011 6:48 am    Post subject: Reply with quote  Mark this post and the followings unread

What????Such code works fine on NPAE.And I am sure on Vanilla YR will be fine too


[SPYP]
UIName=Name:SpyP
Name=Soviet Spy Plane
Strength=1
Category=AirLift
Armor=light
TechLevel=-1
Primary=SpyCameraWeapon
LeadershipRating=10
Selectable=no
RadarInvisible=no
Sight=0
Landable=no
MoveToShroud=yes
PitchAngle=0 ; default is 20 degrees
Speed=15
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=30
ROT=2
Crewed=yes
Ammo=100
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToPsionics=yes
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
MoveSound=SpyPlaneMoveLoop
DieSound=
CrashingSound=SpyPlaneDie
ImpactLandSound=GenAircraftCrash
DeathWeapon=Demobomb
DeathWeaponDamageModifier=.1;gs needs a death weapon or it will do nothing when it crashes since its weapon is a camera

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wcho035
Light Infantry


Joined: 15 Aug 2010

PostPosted: Mon Jan 17, 2011 8:02 am    Post subject: Reply with quote  Mark this post and the followings unread

kenosis, I appreciate your effort but it is not working

I would like to make the Spyplane crash into a target when I select where it will spy, say for example if I click at a warfactory, the spyplane will not just flew by, it crash into it. But with the fly locomotor, it just flyby, with the missle locomotor, is impacts at the warfactory, trouble is, no matter what weapon or death weapon I assign to it, the plane will still default itself with the same death weapon assign to a V3 missile.

I had done some additional research, because I used the cruise missile locomotor, and I check at the V3 missile coding, there was no warhead assign to it, but there is a V3WH, after some checking and Ctrl F, the V3WH is hard assigned to it at the top half of the rulemd.ini

I am going to modified the V3WH and see if there is any result.

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wcho035
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Joined: 15 Aug 2010

PostPosted: Mon Jan 17, 2011 8:43 am    Post subject: Reply with quote  Mark this post and the followings unread

I SOLVE IT!!

Try this in your rulemd

; high explosive (shrapnel) -- DredMissile warhead
[DMISLWH]
CellSpread=10
PercentAtMax=.25
Wall=yes
Wood=yes
Verses=200%,200%,200%,200%,200%,200%,200%,200%,200%,200%,200%
Conventional=yes
Rocker=no
InfDeath=2
AnimList=MININUKE
Deform=10%
DeformThreshhold=300
Tiberium=yes
Sparky=no
Bright=yes
ProneDamage=70%

; Soviet Spy Plane
[SPYP]
UIName=Name:SpyP
Name=Soviet Spy Plane
Strength=100
Category=AirPower
Armor=special_2
TechLevel=-1
Primary=SpyCameraWeapon
Spawned=yes ; Created by another object and therefore not player controllable
LeadershipRating=10
Selectable=no
RadarInvisible=no
Sight=0
Landable=no
MoveToShroud=yes
PitchAngle=0 ; default is 20 degrees
Speed=15
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=2
ROT=2
Crewed=yes
Ammo=4
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8}
MovementZone=Fly
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToPsionics=yes
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
MoveSound=SpyPlaneMoveLoop
DieSound=
CrashingSound=SpyPlaneDie
ImpactLandSound=GenAircraftCrash
Explodes=yes
DeathWeapon=demobomb
DeathWeaponDamageModifier=.1
Crashable=yes

You will find that like I have, I had just turn the spyplane into a
cruise missile which wipe out half a base...

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Jan 17, 2011 8:46 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm using a spy plane with a limbo launcher weapon to make it into a cruise missile. Look at the dog/terror drone to see how limbo launchers work.

This will only work with NP or Ares tho.

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