Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Jul 21, 2012 12:10 pm Post subject:
Well, you have essentially already made it. _________________ "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
; Temperate Version
[TREE01GUY]
UIName=NOSTR:Suspicious Tree
Image=TREE01GUY
NotHuman=yes
Category=Civilian
Strength=5
AlternateTheaterArt=yes
Armor=NewNone
TechLevel=-1
Crushable=no
Insignificant=yes
Sight=4
Speed=0
Selectable=no
Owner=Trees
Prerequisuite=GAPILE
AllowedToStartInMultiplayer=no
Cost=1
Soylent=1
Fearless=yes
Pip=White
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
VoiceSpecialAttack=
DieSound=
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=2
IFVMode=0
Unnatural=yes
; Snow Version
[TREE01GUYA]
UIName=NOSTR:Suspicious Tree
NotHuman=yes
Category=Civilian
Strength=5
Armor=NewNone
TechLevel=-1
Crushable=no
Insignificant=yes
Sight=4
Speed=0
Selectable=no
Owner=Trees
Prerequisuite=GAPILE
AllowedToStartInMultiplayer=no
Cost=1
Soylent=1
Fearless=yes
Pip=White
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
VoiceSpecialAttack=
DieSound=
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=2
IFVMode=0
Unnatural=yes
; Desert Version
[TREE01GUYD]
UIName=NOSTR:Suspicious Cactus
NotHuman=yes
Category=Civilian
Strength=5
Armor=NewNone
TechLevel=-1
Crushable=no
Insignificant=yes
Sight=4
Speed=0
Selectable=no
Owner=Trees
Prerequisuite=GAPILE
AllowedToStartInMultiplayer=no
Cost=1
Soylent=1
Fearless=yes
Pip=White
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
VoiceSpecialAttack=
DieSound=
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=2
IFVMode=0
Unnatural=yes
; Temperate Version
[TREE02GUY]
UIName=NOSTR:Suspicious Tree
Image=TREE02GUY
NotHuman=yes
Category=Civilian
Strength=5
AlternateTheaterArt=yes
Armor=NewNone
TechLevel=-1
Crushable=no
Insignificant=yes
Sight=4
Speed=0
Selectable=no
Owner=Trees
Prerequisuite=GAPILE
AllowedToStartInMultiplayer=no
Cost=1
Soylent=1
Fearless=yes
Pip=White
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
VoiceSpecialAttack=
DieSound=
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=2
IFVMode=0
Unnatural=yes
; Snow Version
[TREE02GUYA]
UIName=NOSTR:Suspicious Tree
NotHuman=yes
Category=Civilian
Strength=5
Armor=NewNone
TechLevel=-1
Crushable=no
Insignificant=yes
Sight=4
Speed=0
Selectable=no
Owner=Trees
Prerequisuite=GAPILE
AllowedToStartInMultiplayer=no
Cost=1
Soylent=1
Fearless=yes
Pip=White
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
VoiceSpecialAttack=
DieSound=
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=2
IFVMode=0
Unnatural=yes
; Desert Version
[TREE02GUYD]
UIName=NOSTR:Suspicious Cactus
NotHuman=yes
Category=Civilian
Strength=5
Armor=NewNone
TechLevel=-1
Crushable=no
Insignificant=yes
Sight=4
Speed=0
Selectable=no
Owner=Trees
Prerequisuite=GAPILE
AllowedToStartInMultiplayer=no
Cost=1
Soylent=1
Fearless=yes
Pip=White
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
VoiceSpecialAttack=
DieSound=
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=2
IFVMode=0
Unnatural=yes
; Temperate Version
[TREE03GUY]
UIName=NOSTR:Suspicious Tree
NotHuman=yes
Category=Civilian
AlternateTheaterArt=yes
Image=TREE03GUY
Strength=5
Armor=NewNone
TechLevel=-1
Crushable=no
Insignificant=yes
Sight=4
Speed=0
Selectable=no
Owner=Trees
Prerequisuite=GAPILE
AllowedToStartInMultiplayer=no
Cost=1
Soylent=1
Fearless=yes
Pip=White
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
VoiceSpecialAttack=
DieSound=
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=2
IFVMode=0
Unnatural=yes
; Snow Version
[TREE03GUYA]
UIName=NOSTR:Suspicious Tree
NotHuman=yes
Category=Civilian
Strength=5
Armor=NewNone
TechLevel=-1
Crushable=no
Insignificant=yes
Sight=4
Speed=0
Selectable=no
Owner=Trees
Prerequisuite=GAPILE
AllowedToStartInMultiplayer=no
Cost=1
Soylent=1
Fearless=yes
Pip=White
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
VoiceSpecialAttack=
DieSound=
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=2
IFVMode=0
Unnatural=yes
; Desert Version
[TREE03GUYD]
UIName=NOSTR:Suspicious Cactus
NotHuman=yes
Category=Civilian
Strength=5
Armor=NewNone
TechLevel=-1
Crushable=no
Insignificant=yes
Sight=4
Speed=0
Selectable=no
Owner=Trees
Prerequisuite=GAPILE
AllowedToStartInMultiplayer=no
Cost=1
Soylent=1
Fearless=yes
Pip=White
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
VoiceSpecialAttack=
DieSound=
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
Size=2
IFVMode=0
Unnatural=yes
[MIRAGEDUDE]
UIName=NOSTR:Mirage Legionnaire
Category=Soldier
Primary=MirageGun
ElitePrimary=MirageGunE
Parachute.Anim=GAPARACH
OpenTransportWeapon=1;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress
Prerequisite=GAPILE
CrushSound=InfantrySquish
CanDisguise=yes
PermaDisguise=yes
Strength=125
Pip=white
Armor=flak
TechLevel=3
Sight=6
Speed=4
Owner=Trees
AllowedToStartInMultiplayer=no
Cost=200
Soylent=200
Points=10
IsSelectableCombatant=yes
VoiceSelect=MirageTankSelect
VoiceMove=MirageTankMove
VoiceAttack=MirageTankAttackCommand
VoiceFeedback=
DieSound=SealDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
ImmuneToPsionics=no
Bombable=yes
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
Crushable=no
IFVMode=0
And one last thing... how do i code the Customized Ivan Bomb. The Seal one I make keeps crashing saying it has no Warhead. And how do you write up the code for the cursor flicker rate. (I'm using Graion's RA1 C4)
The cursor flicker rate is calculated from the delay and the length of the Bomb itself. If it's slow just simply extend it via copypasting the last two frames. _________________ "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
Not 100% sure, but I believe that only allows One entry. Thus why its reverting back to the AlliedDisguise=E1 _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Try PermaDisguise=yes. _________________ "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
Cranium is right. DefaultDisguise= takes a single InfantryType. Worse, it adds the invalid value as a new infantry type, so don't do that. _________________ QUICK_EDIT
Hmm... well either way, Dude still won't pop out as using the Dummy Infantry. Still pops out as GI with his Disguise. _________________ ~ Excelsior ~ QUICK_EDIT
Hold on, can't you do this whole thing with it being a vehicle type with built at?, just the problem of it having to take a whole cell, and it having to use mech art entries, meaning .shp frames must go clockwise instead. _________________ Modelling an infantry unit for TS/Ra2/Yr with 3dsmax (Tutorial):
http://www.ppmsite.com/forum/viewtopic.php?p=458275#458275
=======================
Donut Arnold's great templates for TS and Ra2
http://www.ppmsite.com/forum/download.php?id=43817 QUICK_EDIT
Whole concept is flawed to be fair. Even if there were no technical limitations preventing you from creating infantry that disguises just like Mirage Tank, following facts would hinder the usability of such infantry to a major degree.
1. More than one infantry can reside on a particular cell at one time.
2. Said infantry do not need to reside at the very center of the cell, unlike vehicles.
Basically you could have like two or three tree-disguised infantry on one cell, which would give the disguise away immediately since you can only have one TerrainType on one map cell. Even if you used just one such infantry, if the said infantry is standing at anywhere but the center of the cell, it would still give the disguise away.
Above things however, are not much of a concern considering that you can't really use InfantryType disguising logic to create convincing tree disguise in first place. _________________ QUICK_EDIT
Beating a dead horse I am afraid, too many fundamental problems with the idea and its execution
Defaultdisguise (spy logic) unit is normally targeted by anything instead of mirage behaviour of needing to be detected between the firing chance thus spy logic and the mirage one aren't quite the same, essentially perma disguise is that it retains the disguise permanently while mirage has a chance to lose it and thus enemy fires upon then.
Practicality in urban areas is zero to none like for original mirage. QUICK_EDIT
So what you are saying, if a disguise is drawn from the Neutral House it would still be considered an aggressive target and thus will still be attacked by the AI?
And Yes I know of these flaws and impracticalities.
It is one of the major aspects of the unit's mirage system being downsized to an infantry.
-The Tree is more obvious as stated. Due to the limited unit palette, walking trees, and the way how infantry will be able to conglomerate by up to 3 in a cell.
-You can highlight the "Tree"
-Enemy players can hover over the "Tree" and get the name "Suspicious Tree/Cactus" _________________ ~ Excelsior ~ QUICK_EDIT
I think you are not getting the obvious about defaultdisguise, it defaults to your own side even with basic disguise on like ordinary spy does until you used the makeupkit so doesn't matter if you assigned it entry that is supposedly neutral. QUICK_EDIT
I think you are not getting the obvious about defaultdisguise, it defaults to your own side even with basic disguise on like ordinary spy does until you used the makeupkit so doesn't matter if you assigned it entry that is supposedly neutral.
Yeah I got what you meant when I tested it again... -_- You could have said that earlier though.. :/
Well if I used a pseudo vehicletype They would still count towards the Healing Effect of the Machine Shop right? _________________ ~ Excelsior ~ QUICK_EDIT
Try using the tree image with some legs walking under it, add a nose that would be the firing point, while standing or Idling, the legs disappear.
it can only fool humans not the AI, but something that funny is cool.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Jul 25, 2012 7:10 am Post subject:
Atomic_Noodles wrote:
Well if I used a pseudo vehicletype They would still count towards the Healing Effect of the Machine Shop right?
Use a custom armor, multiply it's health with 1000, let the custom armor default to 10000% damage.
Combine with a superfluos PixelSelectionDelta and issue solved. _________________ "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: Wed Jul 25, 2012 11:04 am Post subject:
Ofcourse... units can't be mutated, but Organic=yes gets killed by the minor SWs, IronCurtain, Chrono. _________________ "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
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum