Posted: Mon May 23, 2011 10:38 am Post subject:
My topic for questions
First question. Kennel hack. Lemme quote what Machine said.
Machine wrote:
The AI won't use it properly.
So the question is, what's the problem with the AI using the kennel hack?
Machine only said that the AI have problems with it, but can anyone elaborate on it? _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon May 23, 2011 11:49 am Post subject:
If I understand correctly, AI houses can only use objects they are owining (through Owner=), while the Kennel Hack is about the opposite, how to abuse it.
But IIRC, I've had AI scripts which accidentally forced the AI to build units it can't own, so I'm not sure.
Speaking about Kennel Hacks... I share the secret how can they be enabled in Ares. Search for the hook of 4444E2, BuildingClass_KickOutUnit, 6 in the inj and comment it out with a ;. _________________ "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
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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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... QUICK_EDIT
Nice info Graion. That helps a lot.
Btw, which file should I edit and what should I use to edit it? Bare with me, I know nothing about assembly. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon May 23, 2011 12:27 pm Post subject:
Notepad. The INJ is a plain text file, which lists the hooks of the DLL to Syringe.
If you comment out a hook in the inj, you disable all code attached to that hook to be inserted. This sounds great at first... but I am sure it will ask for trouble if Ares evolves more and people try to mess it up, since hooks can be shared in features, and some features might need more hooks.
I know that after I finish Bounty, I plan to have Vampires and self-enhancing weapons... might be coded into Ares 0.3, both using one of the Bounty hooks.
However the death of my GPU will surely drop back the progression. _________________ "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... QUICK_EDIT
Bump.
Can anyone confirm what Graion said? Can the AI build units that they don't own if it uses the right kind of script? I don't know how to code the AI for now. Still learning. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
Summary
1. Triggers (events/conditions needed as a prerequisite) for a
2. Team which consists of a
3. Taskforce (a predetermined list of units to build) and a
4. Script which the Taskforce will follow e.g. kill all enemy structures or kill all enemy infantry
Making a AI is like making a sandwich, you just need the basic components to all exist. _________________ QUICK_EDIT
Posted: Mon May 30, 2011 1:56 am Post subject:
Unnatural=yes
Next question. What does Unnatural=yes do? Modenc says that it has something to do with the squid parasite logic. While I was testing HM's mod, an infantry had Unnatural=yes set and a baloon hover unit using the gattling logic couldn't target the infantry. After commenting out the tag, the unit was able to fire again on the infantry. So, what are the effects of Unnatural=yes? _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
I might be wrong, but I've noticed it has to do with some death effects. I have it set on my Volkov and when he dies, he just explodes and doesn't use the electro or flame deaths. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
Check out the No Unlit Color Scheme in SHP Builder. It should fix those for you.
To answer your question, colors 240-255 cause those speckles. I'd also like to say colors 0-15 do too, but some of those shades have special properties. QUICK_EDIT
what theater is that for? From personal experience the white pixels can be from a color the palette does not recognize. When I rendered an image the image should different shades of grey and brown. But when I imported the image some pixels showed up white.
IMO...those have some promise _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Posted: Thu Jun 02, 2011 6:33 am Post subject:
???
The only suggestion I would say is to color them by hand. click on the dropper tool, then click on the spot. then replace that color. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
0-15 do not cause any issues with map lighting. They do not have any special properties either apart from the indices 0 & 1 with SHP graphics. Only color indices 240-255 are not adjusted according to map lighting. This is not restricted to structures that use unit*.pal, also applies to any custom paletted ones. _________________ Last edited by Starkku on Thu Jun 02, 2011 7:02 am; edited 1 time in total QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Jun 02, 2011 5:03 pm Post subject:
On the other hand, Kill Colors doesn't work in all cases. I haven't looked at the cscheme file yet but I had similar results with the prerelease Battle Lab, it had these pixels on it even after a killing and I had to fix them by hand. QUICK_EDIT
New question. I was looking at the exe and found a few tags. Stealthable, StealthGenerator and StealthSound. I've tested it and doesn't seem to have any effect or I might be doing it wrong. So does it work? _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
Stealthable, StealthGenerator and StealthSound. I've tested it and doesn't seem to have any effect or I might be doing it wrong. So does it work?
Yeah, it works. It's called Cloakable=, CloakGenerator, and CloakSound= _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
I know about the Cloak tags but this one is Stealth*. Do they work? If they are usable, we could at least use it to differentiate between subs and land cloaking. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
What .exe did you look in? Theres no mention of "Stealth" other than something to do with Networking in gamemd.exe _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Damn you VK.
Next, warhead tags. Wood=yes and Tiberium=yes . What do they do ? I'm quite sure the comment about Tiberium=yes isn't true. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
Pretty sure that wood entry is wrong. As far as I know Wood=yes allows warheads to destroy bridges, Wall=yes allows warheads to destroy walls. QUICK_EDIT
If warhead has Tiberium=yes it destroys ore/tiberium type overlay from the cell (and only from the cell that takes the direct hit, CellSpread does not factor in) it hits. _________________ QUICK_EDIT
Thanks OB. Starkku, I've tested Tiberium=yes before but I don't remember the results. Could you test it like this? Use a simple warhead with Tiberium=yes and comment out the AnimList tag. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
Thanks OB. Starkku, I've tested Tiberium=yes before but I don't remember the results. Could you test it like this? Use a simple warhead with Tiberium=yes and comment out the AnimList tag.
Aww crap, now it struck to me. I don't think I need to test. Ignore what I said above about Tiberium=yes, it's probably the crater/burn smudge spawning mechanics of the animation attached clearing the ore, not Tiberium=yes . That said, it probably does not do anything after all. _________________ QUICK_EDIT
I knew it! So I was right after all.
I'm guessing animations need either Crater=yes or Scorch=yes to destroy ore.
@Augusto: Please don't hijack my thread. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
Which is the difference between Voxeloffset and HVA position?
Notable differences are:
1: HVA positioning is applied per frame (for animated voxels) unlike actual offsets (which are kept same for every animation frame).
2: HVA positioning does not change voxel's offsets in relation to the axes. It only shifts the position of the voxel but how the particular voxel rotates both in-game and using the HVA rotation tool is still influenced by actual offsets. (Set in HVA builder using voxel offset tool or manually from voxel bounds menu)
Krow wrote:
I'm guessing animations need either Crater=yes or Scorch=yes to destroy ore.
Correct. However this might not apply if the terrain tile the ore resides on does not allow spawning of craters/smudges on it. _________________ QUICK_EDIT
Posted: Mon Jun 13, 2011 6:25 am Post subject:
sorry.......
Ok.....I am hijacking this thread....if no one talks we will all be happy in Switzerland....Sorry Krow.....I had too.... _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
If warhead has Tiberium=yes it destroys ore/tiberium type overlay from the cell (and only from the cell that takes the direct hit, CellSpread does not factor in) it hits.
If you set ChainReaction=yes on all ore types then CellSpread= will work. _________________ Fusion Reactor upgrade is complete.
Refer to Tib Sun. I believe it was set on blue Tiberium since it can explode violently and set off an entire field of it through a chain reaction. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
Posted: Tue Jun 14, 2011 2:27 am Post subject:
top
On topic......look at the rules of TI. They had that action in there. It is pretty cool and at the same time it sucks, does offer a challenge. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
I traced gamemd.exe just now and didn't find any usage of it - Explodes=yes tibs/gems will use [General]\BarrelExplode= as their explosion anim. _________________ Fusion Reactor upgrade is complete.
While you're at it Mouse, what's the function of the tag in art, TiberiumChainReaction=yes?
This key tells the game to completely remove the patch of tiberium and play randomly one or none of the art.ini debris set in rules.ini under the tiberium Debris key. However this key works only if it's used on an explosion of the C4warhead that is used for exploding tiberium. At least it's this way working in TS. Don't know about Ra2.
Thank you LKO, I think I have found the code. It is at EIP:00424D81 in YR 1.001.
This happens when an animation instance is created: If the cell where the animation is created contains tiberium, those debris you've mentioned will be spawned. This has nothing to do with the warhead, at least in YR1.001. _________________ Fusion Reactor upgrade is complete.
Both ChainReaction=yes and TiberiumChainReaction=yes doesn't work like you described Mouse. Then again, I might be doing it wrong so maybe someone else could test them. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
They are from TS but as a guy who doesn't know assembly at all, I have no idea whether they still work or not. That is why we have Mouse to help us out.
No, they are not public. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
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