Posted: Sat Oct 08, 2011 2:55 pm Post subject:
Are these possible?
1) Can I put the attack power,animations & range of the Grand Cannon into a Unit?
2) Can I combine into a single unit the Beam of the Desolator, and when killed explodes violently similar to the Demo Truck.
3) Is it possible to create a Building that can promote itself. Then when destroyed depending on its Veterancy will net either:
1 - 1-2 Veterancy
3 - Elite
4) Is it possible to create an entire Side that doesn't use Power. then for their "Power Plant" Building to instead function similarly to a watered down Oil Derrick? QUICK_EDIT
On Number 3 I saw something similar implemented to Mental Omega, where the Defense Buildings can promote themselves. I was just curious about the units popping out of buildings when destroyed and thought thta maybe that can also be applied to the Smaller Defense Buildings.
And... I can' read chinese, despite being half-chinese. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Oct 09, 2011 12:14 am Post subject:
Ares is/will have a tag for percentage chance of survivors to spawn, if that's what you mean of. I don't remember if it's 0.1 or unreleased 0.2 code. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Oct 09, 2011 10:40 am Post subject:
Copy them into your RA2 folder.
And yes, what I said before.
And what I said even before... learn to mod. _________________ "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
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Oct 09, 2011 1:39 pm Post subject:
Edge, that's global. He wants to have building-specified survivors. _________________ "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
Ares is/will have a tag for percentage chance of survivors to spawn, if that's what you mean of. I don't remember if it's 0.1 or unreleased 0.2 code.
It's in 0.1, but I don't think it applies to structures for some reason. It very well could and the manual is incorrect. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
Destroying structures may spawn Engineers and Technicians, destroying tanks doesn't. Both logics are different, and Ares only changes one of them at the moment. That's the reason. _________________ QUICK_EDIT
...all he wants are veteran and elite crews. A pill box has crew, destroys some units and becomes elite, then gets destroyed. The crew infantry comes out at elite status (you know that honestly makes sense if you think of it as the actual control crew getting promoted for killing things and not the structure).
Destroying structures may spawn Engineers and Technicians, destroying tanks doesn't. Both logics are different, and Ares only changes one of them at the moment. That's the reason.
But those dead tanks do spawn Technicians when they're destroyed. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
Destroying structures may spawn Engineers and Technicians, destroying tanks doesn't. Both logics are different, and Ares only changes one of them at the moment. That's the reason.
But those dead tanks do spawn Technicians when they're destroyed.
Only if you set it to. _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
Bah, I'm guessing I'll just be scrapping that idea on the Defense Building.
My original idea was going to be somewhat similar to Mental Omega where Defense Buildings get promoted. Along with a mix of some the ejecting Crew.
Because the Unit in question is a "Tank". So when that building would get destroyed, if it had gained any veterancy it would have ejected some of those Tanks. But as far as I have noticed it seems only doable with infantry types.
So instead I guess I'm just going to use the Gatling Logic on it but have a graphical/damage alteration.
And about Units, Its possible to combine a single building as production facility right? as in both infantry or vehicles come out of the same building. Last edited by Atomic_Noodles on Tue Oct 11, 2011 2:26 pm; edited 2 times in total QUICK_EDIT
Just put Burst=2 on the basic weapon. Then Burst=4 on the second one. And Burst=6 on the last weapon.
Quote:
And about Units, Its possible to combine a single building as production facility right? as in both infantry or vehicles come out of the same building.
Nope. Not possible. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
Watch the Video in youtube on the Iron Fist Tank Preview. It basically uses Missiles with a fire trail.
In Weapon Damage I can use another weapon's sounds and animation if I code it correctly?
Say I just want it to sound and look similar to the GI's SMG Mode (Undeployed) I just add another entry and add the corresponding sections right?
Also... I noticed in Vanilla YR Rules, that the Terrorist is listed to be able to Disguise but he isn't able to.
But it's already in the entries:
;CanDisguise=yes; I appear differently on other people's computers
;PermaDisguise=yes; and I appear that way always (Mirage Tank will be Can but not Perma)
And as we all know in Vanilla... they can't disguise. QUICK_EDIT
Watch the Video in youtube on the Iron Fist Tank Preview. It basically uses Missiles with a fire trail.
Thought so. Just put Trailer=<animation> on the art entry of your projectile.
Quote:
In Weapon Damage I can use another weapon's sounds and animation if I code it correctly?
Say I just want it to sound and look similar to the GI's SMG Mode (Undeployed) I just add another entry and add the corresponding sections right?
Yup. Put Report=<sound> on your weapon.
Quote:
Also... I noticed in Vanilla YR Rules, that the Terrorist is listed to be able to Disguise but he isn't able to.
But it's already in the entries:
;CanDisguise=yes; I appear differently on other people's computers
;PermaDisguise=yes; and I appear that way always (Mirage Tank will be Can but not Perma)
And as we all know in Vanilla... they can't disguise.
Just remove the ; in front of the tag, then they can disguise. _________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!
I have a problem with the Terrorists now, They can disguise now... but they can't blow up unless they get killed. When I tried letting them have the ability to deploy they just started "dancing" in that spot and you can't stop them anymore.
Specifically I added/modified only these to his entry:
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Oct 14, 2011 6:44 pm Post subject:
No, there is a big difference. Marsh realized his typo.
_________________ "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
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Oct 16, 2011 4:09 pm Post subject:
Y'know... there were 2 days between his and your posts. _________________ "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
If he's anything like me, he doesn't bother re-reading a thread he was last to post in, he looks, goes "no, nobody replied" and doesn't even waste the mouse clicks. _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Oct 16, 2011 5:38 pm Post subject:
But I guess he rereads his own post once more before leaving the topic... I usually do. _________________ "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
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Oct 18, 2011 6:27 am Post subject:
What you ask for is Ares's KillDriver feature, targeted for 0.2.
I dunno, I never had issues with CSF editors. Tho I favor RA2StrEdit than XCC. _________________ "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
Going to bother with the name entries another time... Tried making a clone of the Cosmonaut since it wouldn't appear for Soviets.
Rulesmd.ini Entry:
Code:
; Soviet Cosmonaut
[COSMO]
UIName=Name:COSMO
Name=Soviet Cosmonaut
Image=COSMO
Category=Soldier
JumpJet=yes
Primary=CosmoLaser
Prerequisite=NAHAND,NARADAR
Crushable=yes
Strength=125
Fearless=yes
;OpportunityFire=yes ;gs Doesn't work because will fly backwards to point towards it and never shoot
Armor=none
TechLevel=3
;Sight=6
Sight=8
Pip=white
Speed=9
Owner=Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
Cost=600
Soylent=300
Points=15
IsSelectableCombatant=yes
VoiceSelect=RocketeerSelect
VoiceMove=RocketeerMove
VoiceAttack=RocketeerAttackCommand
VoiceFeedback=RocketeerFear
VoiceSpecialAttack=RocketeerMove
DieSound=
CrashingSound=RocketeerDie
ImpactLandSound=RocketeerCrash
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
PhysicalSize=1
MovementZone=Fly ; This needs to be None, like aircraft
ConsideredAircraft=yes
ThreatPosed=15 ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
JumpjetSpeed=30 ;params not defined use defaults (old globals way up top called Jumpjet controls)
JumpjetClimb=20 ;HY increase climb speed; used to be 10
JumpjetCrash=25 ; Climb, but down
JumpJetAccel=10
JumpJetTurnRate=10
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
JumpjetNoWobbles=yes ; the wobbling is in the Hover sequence of the art, instead of being programmer art/ sine wave
Size=1
SpeedType=Hover
HoverAttack=yes
Crashable=yes
BalloonHover=yes ; ie never land
MoveSound=RocketeerMoveLoop
ElitePrimary=CosmoLaserE
[Cosmolaser]
Damage=25
ROF=20
Range=7
Projectile=InvisibleAll
Speed=40
Report=LaserCosmoAttack
Warhead=LunarWH
Bright=yes
IsHouseColor=true
LaserOuterSpread= 0,0,0
LaserDuration = 15
IsLaser=true ; this flag tells the game to use the special laser draw effect
[CosmolaserE]
Damage=25
ROF=5
Range=7
Projectile=InvisibleAll
Speed=40
Report=LaserCosmoAttack
Warhead=LunarWH
Bright=yes
IsHouseColor=true
LaserOuterSpread= 0,0,0
LaserDuration = 15
IsLaser=true ; this flag tells the game to use the special laser draw effect
For the last god darn time, DO NOT DO
Primary=CosmoLaser & ElitePrimary=CosmoLaserE when you got
[Cosmolaser]
as it is case sensitive and your game will crash again when you build it... and NARADAR is wrong, is should be NARADR if going by default game.
The Ability to attack air is defined by the projectile type if you want it, default is no.
And why would you need the warhead to add since it already exists?
You just have to pay more attention to these things, like using case sensitive search for weapon name to check it finds both, within rules ini this has to be done to such accuracy while art references you only need to worry getting name right. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Oct 19, 2011 8:53 am Post subject:
Besides, Consmonaut is LUNR within rulesmd. _________________ "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
Maybe you should just spend some time reading the original Rules(md).ini and having a look at how it works. That's what i did before i had internet, and how i started modding RA1.
The next step is to just click "random Page" in ModEnc and read whatever you get.
Doing that you learn how the things work, and THEN you start making mods.
And if you want to know something about a mod, you can talk to the mods creator. He won't kill you if you ask him how something works. QUICK_EDIT
I've checked around ModEnc and PPM Tutorials about this specific topic and didn't find any results pertaining to it... so uhh here's a new problem I have...
1) I created 2 New Ivan Units (Chaos and Tesla)
I cloned the BomberWeapons. They can plant the bombs, and they do explode... but they still explode using the fire one.
I've made entries in the artmd and rulesmd now... it's still not appearing how I want them to appear.
I cloned the Gas and Tesla Explosion Animations and named them to their respective versions. Here's the ART & RULE Entries... :V
RULESMD...
Code:
[TivanBomber]
Damage=400 ; Damage is used only for death explosion
ROF=50
Range=6 ; you can't change the target, but you can change yourself for CellRangefinding, so target could still be far side infantry
CellRangefinding=yes
FireOnce=yes ; Only fire once; don't stay in attack mission
Projectile=Ballistic
Warhead=TivanBomb
FireInTransport=no;can't fire out of the BattleFortress
[TIVEXP] ; Tesla Ivan Explosion
Report=KirovEliteBomb
Crater=yes
Normalized=yes
Translucent=yes
UseNormalLight=yes
[CHIVEXP] - Chaos Ivan Explosion
Report=ChaosDroneAttack
Crater=no
Normalized=yes
Translucent=yes
2) And... I noticed that Terrorists can't suicide when disguised... Should I change it's Firing Sequence to the default one. or will they still be dancing instead? _________________ ~ Excelsior ~ QUICK_EDIT
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