What should exactly attach effect do? SHould it behave like Speaker tower to increase units damage, healing factor etc?
Firepower, Armor and Speed multipliers for stats. And one that applies cloaking effect. Plus flags for controlling duration, stacking & attaching animation of course. _________________ QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Sep 20, 2012 11:16 am Post subject:
Right now I lost my internet (hopefully only for a day or two) and AE code is outdated. Also I want to finish Bounty first (I am delaying it more than enough already) and my uni took my time on all weekdays.
Sorry guys, it might get onto unstable around November or so. _________________ "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
In essence its basically Crate Effects, Graion said it was based around it.
Which is why it is able to affect Firepower,Armor & Unit Speed.
And of course the Animation it provides. So yeah... just wait.
Bounty Logic could be useful for things like recreating the Spy Bribe from RA3 (Deploy Weapon that drains your money instead) _________________ ~ Excelsior ~ QUICK_EDIT
Firepower, Armor and Speed multipliers for stats. And one that applies cloaking effect. Plus flags for controlling duration, stacking & attaching animation of course.
That is awesome! I also may find use of this. Its similiar to Scrin ION Storm support from C&C3 where some Alien units get increased attack rate and healing factor if they are affected by ION clouds. In Attach effect just clouds should represent anim and thats it!
Is Attach Effect weapon actually or just ability? If unit has attach effect can it actually fire its weapon or Attach Effect is indeed weapon or unit can have both weapon and AE? _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Sep 20, 2012 3:59 pm Post subject:
AttachEffect tags are techno and warhead tags (except Delay which is only Techno). Think up the rest. Documentation will be committed tho when I'll get there to get AE based on actual 0.2 code. (Temporal ISP issue resolved). QUICK_EDIT
Are you dumb? Balancing is a mod specific task. Not a problem of Ares developers, unless it involves fixing critical bugs that cause inevitable balance flaws.
And just in case you were actually referring to the MO cloak generator instead, it does not make much sense either considering that it does not even cloak buildings anymore unlike the old-fashioned stealth generator. _________________ QUICK_EDIT
Exactly! There is just one way to balance mod: Use all three exact harvesters, use all three tanks for start tanks (same tank stats hp/weapon/speed/cost, only different at appearance and voices) use same stats at defenses (all tesla coil, prism tower and Yuri's tower must have same warhead, same weapon, only different visual effect, one fire laser, one fire electric and third fire rad beam for example), all Infantries must be same (same as above, all stats same, only different visual). So basically you can balance mod, make all three armies to be almost exact only different visual, but then you lack at creativity and originality. Point is that Ares enhances ability to make sides distance from each other and enhances you to get more creative, if you are stuck like I explained then you do not need Ares at all.
Starkku wrote:
Not a problem of Ares developers, unless it involves fixing critical bugs that cause inevitable balance flaws.
Yes!
Starkku wrote:
And just in case you were actually referring to the MO cloak generator instead, it does not make much sense either considering that it does not even cloak buildings anymore unlike the old-fashioned stealth generator.
And as I noticed generator itself is not cloaked anymore! You can bombard it. It just cloaks units around. _________________
Epic feature. You just opened thousand new door
One thing I was hoping for was the ability to make a unit veteran/elite. To bad its missing. QUICK_EDIT
Are you dumb? Balancing is a mod specific task. Not a problem of Ares developers, unless it involves fixing critical bugs that cause inevitable balance flaws.
And just in case you were actually referring to the MO cloak generator instead, it does not make much sense either considering that it does not even cloak buildings anymore unlike the old-fashioned stealth generator.
@Starkku
blah,blah,blah.
pardon?. Of couse i don't know everything about ares, Starkku. BTW insults are just silly, what a child.
Besides i want to know more about Ares ATM all the posts are just about superweapons and its interesting.Before you ask, yes i did read the manual on the Ares project. but that's not showing results now is it. (seen the video's too)
I just don't Understand how the damage logic works on your superweapon/forcefield/steathgenerator works in the game, could you show a video, becuase i don't get it. _________________ Link to a document to see what mods i have and/or working on or working with
Click QUICK_EDIT
@Starkku
blah,blah,blah.
pardon?. Of couse i don't know everything about ares, Starkku. BTW insults are just silly, what a child.
Pot calls kettle black. It wasn't really anything that would require intricate knowledge of Ares. More like common sense and basic grasping of modding. To be honest, I was merely asking a question, since in my opinion, you presented a ridiculous question in your last post. Really, with the way you asked it, the only way to interpret it is as you asking how to balance AE (or more specifically AE cloak effect). Sorry for doing that I guess, but I really would've expected someone who's been around since 2004 to know better. Balancing, in a game development and thus modding context usually refers to the art of refining gameplay. Does not have much to do with Ares, really. It's mostly up to the modder, just as I've said above. One can't really give a single, definitive answer to that question of yours because it depends on the mod & modder. I suppose in the case of AttachEffect, you'd often limit the duration of the effect in order to not make it overpowered, though.
Dubzac wrote:
I just don't Understand how the damage logic works on your superweapon/forcefield/steathgenerator works in the game, could you show a video, becuase i don't get it.
Damage logic? What? Damage logic in Ares works just the same as in Yuri's Revenge, really. However, some special warhead effects like EMP, Iron Curtain & AttachEffect work separately from the actual damage-dealing logic. All three of them use separate value for defining the duration of the effect. Again, mostly basic modding knowledge & ability to read the documentation. _________________ QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Sep 23, 2012 9:54 am Post subject:
I'm with Starkku, and yes, I agree with the question. It was not insulting... considering that anyone following the community even from a hundred steps away understands what Ares is (ViPr, Olaf)
But since it's too complex for your mind: Ares is an exe-enhancer. Much like NPatch, but unlike NPatch, it's actually written in something understandable by simple university students and doesn't need that much skill to carry on. And it has 20x more features.
Ares doesn't care about modding balance in most cases since balance is the modder's role. But Ares doesnt try to enforce it's stupid thing to the game (o hai NPatch silly main menu). QUICK_EDIT
Could using a dummy animation on AttachEffect.Animation cause lag if it is used in a large scale? Maybe there should be a way to disable drawing, like putting AttachEffect.Animation=none
Also, maybe the doc should note that Duration=-1 is infinity? QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Sep 23, 2012 10:47 pm Post subject:
Ah yeah, I forgot mentioning -1.
IIRC none already works and you are not needed to specify an animation after all. _________________ "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
First off, thank you Graion! So many ideas! I must get to work immediately!
Just one very quick question before I do though - your Documentation mentions the "Big Four". A bit vague, but I'm under the impression this is referring to InfantryTypes, VehicleTypes, AircraftTypes and BuildingTypes? If so, does this mean AttachEffect does not have to be coded to a Specific Weapon to work?
Apologies if this question is made of complete derp as usual. QUICK_EDIT
Just one very quick question before I do though - your Documentation mentions the "Big Four". A bit vague, but I'm under the impression this is referring to InfantryTypes, VehicleTypes, AircraftTypes and BuildingTypes? If so, does this mean AttachEffect does not have to be coded to a Specific Weapon to work?
Yeah 'Big Four' would be referring to those four. There's two ways to use AttachEffect, really.
1. You use it on a warhead. It invokes the AttachEffect on all Aircraft/Building/Infantry/VehicleTypes affected by the warhead.
2. You use it on Aircraft/Building/Infantry/VehicleType. In this case, this AttachEffect is only invoked on this particular unit/building and AttachEffect.Delay is used to customize the delay until it is applied again. _________________ QUICK_EDIT
Just one very quick question before I do though - your Documentation mentions the "Big Four". A bit vague, but I'm under the impression this is referring to InfantryTypes, VehicleTypes, AircraftTypes and BuildingTypes? If so, does this mean AttachEffect does not have to be coded to a Specific Weapon to work?
Yeah 'Big Four' would be referring to those four. There's two ways to use AttachEffect, really.
1. You use it on a warhead. It invokes the AttachEffect on all Aircraft/Building/Infantry/VehicleTypes affected by the warhead.
2. You use it on Aircraft/Building/Infantry/VehicleType. In this case, this AttachEffect is only invoked on this particular unit/building and AttachEffect.Delay is used to customize the delay until it is applied again.
Just being sure. This is going to be pretty fun, though not sure about applying it to a Unit just yet. Needs more experimentation first - and finding some good animations to use with it. QUICK_EDIT
If it's attached to a TechnoType, the only unit affected is the one it's attached to.
If it's attached to a Warhead, the range is determined by the area affected by the Warhead, in other words it's CellSpread. _________________ QUICK_EDIT
Does that mean to get an effect like the stealthgen, the sgen has to constantly shoot the weapon, so new objects in the area are affected as well?
Or does it has some kind of intelligent targeting (using the warhead), thus ignoring objects which have the effect applied already and only searches for new objects (if found only then fired again)? _________________ SHP Artist of Twisted Insurrection: Nod buildings
Yes, the only way to get a stealth generator with this is to make an area-of-effect weapon and no, it doesn't ignore the objects which have the effect applied already. The effect is reapplied every time the weapon is used. This doesn't mean the already cloaked units get decloaked though. _________________ mentalomega.com QUICK_EDIT
This doesn't mean the already cloaked units get decloaked though.
Does or doesn't? Pretty sure they do, considering that if cloaked units get hit by an warhead, they're decloaked regardless or not that warhead actually causes damage. Altough in this case they'd probably just briefly blink out of the cloaked state. _________________ QUICK_EDIT
They don't. MO's Chimera Core uses AE weapon for unit-only cloak and the units don't get decloaked every time the effect is reapplied. _________________ mentalomega.com QUICK_EDIT
Isn't this quite a lot of stress for the engine (causing lags), if there are several objects constantly firing a weapon with a big cellspread? _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Feb 22, 2013 3:12 pm Post subject:
I doubt, this seems lagfree. (Tho constantly here means a weapon with a ROf of 100 f.e applying an effect having 110 Duration, f. e., not such small ROF).
Infact, compared to this, old stealthgen method is laggy as hell.
Regarding MO's stealthgen and decloak: I think it's because of the weapon being allied and the AE just expands itself during reapplying. _________________ "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
Isn't this quite a lot of stress for the engine (causing lags), if there are several objects constantly firing a weapon with a big cellspread?
Yes, but only about the time when it looks like this.
Seriously though, not any more than a bunch of Desolators. Unit-only cloak generating weapon is much less laggier than the original stealth generator anyway (probably mostly because of no transparency on buildings). _________________ mentalomega.com QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Feb 22, 2013 3:50 pm Post subject:
I think that one is debrislag. XD _________________ "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: Sat Feb 23, 2013 11:45 am Post subject:
Yes, AttachEffects gets only applied if Verses above 0% also AffectsAllies/AffectsEnemies allows it.
Regarding AttachedTechnoEffects. There's still Delay and Duration. The unit starts as AEd after Duration, it'll be nonAEd as Delay specifies then again AEd. Any other style should use a deployweapon. _________________ "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 so, in 0.3 I'm going to attach the shit out of my mod. And use custom missiles with attacheffects. Yeeeah !
(my message sounds dumb, but what I have in mind is actually rather sophisticate...) _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Feb 24, 2013 2:08 pm Post subject:
AttachAnims can deliver damage indeed. That's how healing auras in MO work (with the animwh having CellSpread and AffectsEnemies=no). _________________ "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
Which build works for this? I've tried all 3 from http://ares.strategy-x.com/unstable/ (Being 13.231.1141, 13.228.866, and 12.335.1367) and none work. my wh is:
; armor piercing (discarding sabot, narrow effect)
[AP]
CellSpread=.3
PercentAtMax=.5
Wall=yes
Wood=yes
;DB Changed AP shot on 6/6/01 to make plate armor almost immune to attacks by AP weapons.
;Verses=25%,25%,25%,75%,100%,100%,65%,45%,60%,60%,100%
Verses=25%,25%,15%,75%,100%,100%,65%,45%,60%,60%,100%
Conventional=yes
InfDeath=3
AnimList=S_CLSN16,S_CLSN22
ProneDamage=50%
SpawnAnim=CHRONOFD
AttachEffect.Animation=CHRONOFD
AttachEffect.Duration=900
AttachEffect.Cumulative=false ;default=false, and therefore is NOT stackable
AttachEffect.AnimResetOnReapply=true ;default=false. if not stackable, should timer (if present) be reset?
AttachEffect.TemporalHidesAnim=false ;default=false
AttachEffect.Cloakable=true;f ;default=false
;does this mean is GAINS cloak, or simply is allowed to cloak/recloak from being previously decloaked and therefore visible?
AttachEffect.Delay=0 ;integer, no default mentioned. delay between warhead effect and invocation of animation
AttachEffect.SpeedMultiplier=2.0 ;float, defaults to 1: multiplier to speed while the AttachEffect lasts
AttachEffect.ArmorMultiplier=1.0 ;float, defaults to 1: multiplier to armor while the AttachEffect lasts
AttachEffect.FirepowerMultiplier=1.0 ;float, defaults to 1: multiplier to firepower while the AttachEffect lasts QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Aug 20, 2013 6:42 pm Post subject:
Where did you get that SpawnAnim from?
13.231.1141 shall work with it tho.
Yes, it gains cloak. _________________ "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
1. So, if my coding is correct, it SHOULD work fine on this warhead... Just wondering why it's not working
1. FIXED: I forgot to make Syringe.exe compatibility mode the same as gamemd.exe
2: Can you add in a request for me? ~Chrono Prison: When it Abducts a unit/infantry and turns them to your team, and the Abducting vehicle is OpenTopped, the Abducted unit/infantry wont shoot out until it exits and re-enters the Abducting transport~ (Thanks!)
3: Any way to remove the Unstable Build warning CSF in the bottom left corner while playing when using unstable builds?
4. I still haven't found a way to make units' barrels stay pointed at their FireAngle=X when facing game north (facing topright) Know anything about this?
I've been modding YR since it came out, and would love to be able to contribute to Ares QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Aug 20, 2013 7:38 pm Post subject:
2 is fixed already in 0.3. Ofcourse you need ChangeOwner for it to work.
3 is intended. No.
4. Don't use FireAngle, but HVA rotation. _________________ "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
Change the barrel's HVA? That can amount to alot of hva's being changed... Grizzly, Rhino, Apoc, etc... Basically all the vanilla tanks, plus anything custom. No easier way?
So is SpawnAnim actually used for anything, or even implemented anymore? QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Aug 20, 2013 7:59 pm Post subject:
SpawnAnim was AttachEffect.Animation in the very very first implementation. The second binary called it AttachAnim, and then it was entirely rewritten into the current AttachEffect system. Neither of these old names are used anymore.
FireAngle is bugged, from my old tests, it sometimes mixed up barrel angles. _________________ "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
Ahhh okay cool. Question -- is there any way to add an animation to a unit as it is created (as opposed to using a weapon+effect)?
If I used a warhead on a "created" animation (as mentioned above - this warhead/damage would be assigned in artmd.ini) and added another effect to THAT anim's warhead, could I essentially have 2 effects? One from the unit's main weapon, fired at enemies, and the second fired all the time, affecting the unit itself and surrounding allies, caused by the infinitely looping created animation (make it inviso for less lag)? Was thinking about the Emperor Overlord tank and it's built-in healing towers. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Aug 20, 2013 8:14 pm Post subject:
Starkku wrote:
Yeah 'Big Four' would be referring to those four. There's two ways to use AttachEffect, really.
1. You use it on a warhead. It invokes the AttachEffect on all Aircraft/Building/Infantry/VehicleTypes affected by the warhead.
2. You use it on Aircraft/Building/Infantry/VehicleType. In this case, this AttachEffect is only invoked on this particular unit/building and AttachEffect.Delay is used to customize the delay until it is applied again.
Animwarheads can't apply AE. But animwarheads can have damage and cellspread. That's how healauras are done in mods with AE.
Read the doc. I have doubts in your modding experience now. _________________ "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
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