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IFV Logic Questions [Ares]
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Aug 13, 2012 10:52 pm    Post subject:  IFV Logic Questions [Ares] Reply with quote  Mark this post and the followings unread

1) IFVs with different starting Weapons. Can it be done to make different versions of IFVs to start out with different weapons.
Example:
IFV Alice starts with Rockets
IFV Bob starts with Machine Guns
IFV Charlie starts with Lasers

Aside from this and the "unique 3" they all still share the same IFV Weapon Slots but also have unique Turrets.

2) WaterImage Style IFV (Just need confirmation...)

Can an IFV which uses WaterImage transition still work properly?

3) Mirage Tank IFV
As stated, can an IFV still properly use Mirage Logic?

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Tue Aug 14, 2012 4:58 am    Post subject: Reply with quote  Mark this post and the followings unread

1) Yes, possible.
2) It works, but the WaterImage voxels can't have turrets IIRC.
3) Ares fixes the turret barrel bug, so I think it'll work just fine.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Aug 15, 2012 1:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Well this one is a bit more related to Voxels... But is it possible to render the Turret underneath instead of on top?

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Wed Aug 15, 2012 3:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Edit the .hva?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Aug 15, 2012 9:11 am    Post subject: Reply with quote  Mark this post and the followings unread

The Mirage Tank works but its invisible... anybody help me whats wrong with the code? I'm not the sharpest tool in the shed when it comes to coding...

Code:
[MGTK]
UIName=NOSTR:Mirage IFV
Prerequisite=GAWEAP,RADAR
DisguiseWhenStill=yes
Category=AFV
Strength=200
Armor=Heavy
Turret=yes
TechLevel=5
Sight=8
Speed=6
OpportunityFire=yes
Owner=British
RequiredHouses=British
AllowedToStartInMultiplayer=no
CrateGoodie=yes
Cost=1200
Soylent=1200
Points=55
ROT=5
Crusher=yes
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

PipScale=Passengers
Passengers=1
DeployTime=.022
EnterTransportSound= IFVTransform
LeaveTransportSound= IFVTransform
Experience.PromotePassengers=yes
SizeLimit=1
Gunner=yes
Deployer=yes
HasTurretTooltips=yes
TurretCount=13
WeaponCount=17

Weapon1=Sabot                  ;Eastern Front Default
EliteWeapon1=SabotE               ;Eastern Front Default
Weapon2=RepairBullet                  ;Engineer
EliteWeapon2=RepairBullet               ;Engineer
Weapon3=CRM60                        ;Basic Infantry
EliteWeapon3=CRM60E                     ;Basic Infantry
Weapon4=UCFlakGuyGun                  ;Flak Trooper
EliteWeapon4=UCFlakGuyGunE               ;Flak Trooper

;CHANGE
Weapon5=CRMP5                        ;Western Alliance Default
EliteWeapon5=CRMP5                     ;Western Alliance Default

Weapon6=UCHandGatling                  ;Gatling Soldier
EliteWeapon6=UCHandGatlingE               ;Gatling Soldier
Weapon7=CRElectricBolt                  ;ShockTrooper
EliteWeapon7=CRElectricBoltE            ;ShockTrooper
Weapon8=CRIvan                        ;Crazy Ivan
EliteWeapon8=CRIvanE                  ;Crazy Ivan
Weapon9=PermanentMindControl            ;Psychic
EliteWeapon9=PermanentMindControlE         ;Psychic
Weapon10=CRRadBeamWeapon               ;Desolator
EliteWeapon10=CRRadBeamWeaponE            ;Desolator
Weapon11=CRNeutronRifle                  ; Chrono
EliteWeapon11=CRNeutronRifleE            ; Chrono

;CHANGE IT
Weapon12=CRTerrorBomb                  ;Terrorist ;Change this later
EliteWeapon12=CRTerrorBomb               ;Terrorist ;Change this Later

Weapon13=EMPGun                        ;Laser Beam
EliteWeapon13=EMPGun                  ;Laser Beam
Weapon14=MagneticBeam                  ;Magnet Cabalist
EliteWeapon14=MagneticBeamE               ;Magnet Cabalist

;CHANGE IT
Weapon15=CRVirusGun                     ;Virus ;Change this later
EliteWeapon15=CRVirusGun               ;Virus ;Change this later

;CHANGE IT
Weapon16=CRMindBlast                  ;Yuri Prime ;Change this Later
EliteWeapon16=CRSuperMindBlast            ;Yuri Prime ;Change this Later

Weapon17=CRMissileLauncher               ;Guardian GI
EliteWeapon17=CRMissileLauncherE         ;Guardian GI

;Weapons for Mirage IFV
;0=Cannon
;1=Machine Guns
;2=Repair Arm
;3=Tesla Orb
;4=EMP Weapon
;5=Quad Rockets
;6=Dynamite Launcher
;7=Rad Cannon
;8=Flak Cannon
;9=Chrono Gun
;10=GatlingTurret
;11=Psychic Turret
;12=Magnetron Gun

NormalTurretIndex=0               ;Default
NormalTurretWeapon=0            ;Default
RepairTurretIndex=1               ;Repair Arm
RepairTurretWeapon=1            ;Repair Arm
MachineGunTurretIndex=2            ;Machine Guns
MachineGunTurretWeapon=2         ;Machine Guns
FlakTurretIndex=8               ;Flak Trooper
FlakTurretWeapon=3               ;Flak Trooper

;To be replaced
PistolTurretIndex=1               ;
PistolTurretWeapon=4            ;

SniperTurretIndex=10            ;Gatling Soldier
SniperTurretWeapon=5            ;Gatling Soldier
ShockTurretIndex=3               ;Tesla Weapons
ShockTurretWeapon=6               ;Tesla Weapons

; Needs a Turret
ExplodeTurretIndex=6            ;Crazy Ivan Cannon
ExplodeTurretWeapon=7            ;Crazy Ivan Cannon

BrainBlastTurretIndex=11         ;Mind Control
BrainBlastTurretWeapon=8         ;Mind Control
RadCannonTurretIndex=7            ;Desolator Cannon
RadCannonTurretWeapon=9            ;Desolator Cannon
ChronoTurretIndex=3               ; Chrono Gun
ChronoTurretWeapon=10            ; Chrono Gun

; To be replaced with something
TerroristExplodeTurretIndex=3      ;
TerroristExplodeTurretWeapon=11      ;

CowTurretIndex=4               ;EMP Gun
CowTurretWeapon=12               ;EMP Gun
InitiateTurretIndex=12            ;Magnetron Gun
InitiateTurretWeapon=13            ;Magnetron Gun

; To be replaced
VirusTurretIndex=1               ;
VirusTurretWeapon=14            ;

; To be replaced...
YuriPrimeTurretIndex=11            ;
YuriPrimeTurretWeapon=15         ;

GuardianTurretIndex=5            ;AA Rockets
GuardianTurretWeapon=16            ;AA Rockets

VoiceSelect=MirageTankSelect
VoiceMove=MirageTankMove
VoiceAttack=MirageTankAttackCommand
MoveSound=MirageTankMoveStart
DieSound=GenVehicleDie
CrushSound=TankCrush
MaxDebris=8
DebrisTypes=TIRE
DebrisMaximums=4
Weight=3.5
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ZFudgeColumn=9
ZFudgeTunnel=14
ZFudgeBridge=7
Size=3
Trainable=yes
Bunkerable=no

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Wed Aug 15, 2012 11:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Um, did you name the voxel properly? #Tongue
Same goes for the turrets - are they named properly?

Krow wrote:
Edit the .hva?

It doesn't work. Turret will be always rendered on top, no matter how high or low you place it (unless i'm missing something #Tongue ).

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Aug 15, 2012 2:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well the harder IFV is done. Now I need help on the IFV names.. where do I go to tweak the names again with the TurretToolTips Thing... i'll have to use that method on some units due to their names.
(i.e: Magnet Cabalist Mirage IFV or Gamma Corp Albatross IFV)

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Wed Aug 15, 2012 4:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

mevitar wrote:

It doesn't work. Turret will be always rendered on top, no matter how high or low you place it (unless i'm missing something #Tongue ).


This is correct. Hardcoded stuff. Turret ALWAYS appears above the body voxel, no matter what.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Wed Aug 15, 2012 5:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
where do I go to tweak the names again with the TurretToolTips Thing... i'll have to use that method on some units due to their names.
(i.e: Magnet Cabalist Mirage IFV or Gamma Corp Albatross IFV)
UseOwnName=yes on the infantries?

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Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Wed Aug 15, 2012 5:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
where do I go to tweak the names again with the TurretToolTips Thing... i'll have to use that method on some units due to their names.
(i.e: Magnet Cabalist Mirage IFV or Gamma Corp Albatross IFV)


Only the normal mode, repair mode and machine gun mode, or in other words the first three modes, have custom string table entries assigned to them in case HasTurretTooltips is set to 'yes' on the IFV unit and the respective infantry have UseOwnName set to 'no'. The string entries are tip:rocket, tip:repair and tip:machinegun respectively.

Unfortunately for everything else, if you want it to display something else than the same string as for the normal mode, you have to use actual infantry names via UseOwnName set to 'yes' on infantry just as Krow said. Another option is to disable mode tooltips entirely by setting HasTurretTooltips to 'no'. Then it'd just always display the UIName string for all modes instead.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Aug 16, 2012 12:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks alot guys. I decided to go with consistency and less clutter with what Starkku suggested on just disabling UseOwnName & HasTurretToolTips.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Aug 18, 2012 6:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Krow wrote:
2) It works, but the WaterImage voxels can't have turrets IIRC


Excuse me for joining late to the party... but Ares 0.2's WaterImage do support turrets (even works on SHP too). The above is only correct to 0.1's WaterVoxel.

_________________
"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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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sat Aug 18, 2012 11:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh, it does now? My bad then. You should've been here sooner. Done with the star-gazing I guess? Very Happy

_________________
Team Black wrote:
interesting seeing your voxel work. They're still better than Aro's!

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Aug 19, 2012 9:09 am    Post subject: Reply with quote  Mark this post and the followings unread

I did and I only had bad weather on a single night. Cool Also, Krow... MO Marauder, you should've met with it already. #Tongue

_________________
"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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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sun Aug 19, 2012 9:19 am    Post subject: Reply with quote  Mark this post and the followings unread

My modem is acting like an arse, so no internet for me for this few weeks. Mad I'm only posting through my phone atm. Crying or Very sad I'll get back on IRC for some games with the guys after everything's back up again. Razz

Sorry for the off-topic Jem. #Tongue

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interesting seeing your voxel work. They're still better than Aro's!

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