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Troubleshooting Assistance Required: RJiggler's Shenanigans
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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Jun 20, 2013 5:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Neither are possible.

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RJiggler
Vehicle Drone


Joined: 13 Jun 2013

PostPosted: Thu Jun 20, 2013 6:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

None of them?  Units can't produce money, can't add power to buildings, and can't use airstrikes which call PDPLANE?  Seriously?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Jun 20, 2013 6:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Units can't send in paradrops. Ordinary bombing run is possible with a Borisclone weapon which has a bomber plane as spawnee.

Overpowerable logic powers up defenses, it has no effect on powerplants. For units to use Overpowerable logic, you have to use Ares.

NPatch has Bounty logic which pays for kills, which will soon be on the Ares unstable as well without a target stable version in an expanded form, but no payment is given within that neither for shooting a weapon yet.

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RJiggler
Vehicle Drone


Joined: 13 Jun 2013

PostPosted: Thu Jun 20, 2013 7:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Shit.  This complicates things.

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Thu Jun 20, 2013 8:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

The best way to implement all of these things would be to allow the unit to deploy into a building with these features. While this probably doesn't align with your original intention, you could design a unit that, whilst deployed, generates money or adds power to the power grid.

With the use of some intermediate-advanced ares superweapon logic, it is completely possible to implement a unit which can deploy and, after a brief delay, call in a paradrop at its location (I'd be happy to whip together some sample code if you're interested). You would only be able to have one such unit deployed at a time, however, so you may need to make it a "commando" unit and add a BuildLimit=1.

Also, I saw the couple posts about TibEd and it didn't seem like anyone was actually willing to help you make the switch over to raw text editing. If you're still using TibEd and want to port over to Notepad++, I would be happy to set aside some time to help you, either over IRC, Skype, or even a remote presentation through Teamviewer or something similar. When I made the switch, I personally found that getting set up was the hardest part-- once you have all the INI files and you know where to look for stuff, it actually becomes easier using notepad.

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RJiggler
Vehicle Drone


Joined: 13 Jun 2013

PostPosted: Thu Jun 20, 2013 9:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, that's incredibly generous of you.  I really appreciate it, and I'll be sure to send you a line when I'm ready.  The current process is really just assembling code and throwing it in once I get off of work.

I get the feeling the only way to make the Oil Tanker option work is to make it deploy into an ocean platform.  I suppose that works just fine, if I can locate graphics to fit the purpose later on.

I've been thinking about the game, and how much could be done to change the dynamics based off unit and building options alone.  With resource generators and power plants on the water, you could have a much greater focus on naval battles.  Would certainly make much more of the map fair play for important structures and strategic pinch-points.  Even beyond that, there are so many mechanics that just radically alter the encounter of unit v. unit.  God, I love this game.

Still brainstorming.  40 Post-Its filled.

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Thu Jun 20, 2013 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try as I might, I still haven't managed after 12 years to escape from this magnificent old bastard of a game. Probably because I've spent almost 8 of those years modding it xD

It really grows on you. I can't tell you how many times I "got bored" and planned to "stop" modding this game, only to come back a month later with a whole 3-notepad-page list of ideas to implement.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Jun 20, 2013 10:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

WoRmINaToR wrote:
I can't tell you how many times I "got bored" and planned to "stop" modding this game, only to come back a month later with a whole 3-notepad-page list of ideas to implement.

WoRmINaToR, thats because it is stronger than us.

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RJiggler
Vehicle Drone


Joined: 13 Jun 2013

PostPosted: Fri Jun 21, 2013 12:02 am    Post subject: Reply with quote  Mark this post and the followings unread

I actually found myself in an argument two years ago where the other person was refusing to budge on his opinion that Halo Wars was the best strategy game made.  He was adamant about it and refused to try Red Alert 2, saying you could do everything unique about Red Alert in HW.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jun 21, 2013 8:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Units can't send in paradrops. Ordinary bombing run is possible with a Borisclone weapon which has a bomber plane as spawnee.

Wasn't there a key in RA2 to create infantry out of "thin air" via an animation? (mutation logic or something?)
Can't the "bomber" drop bombs which play instead of an explosion an animation that spawns the infantry?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Jun 21, 2013 9:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Ya was wondering why no one else mentioned that :/ Boris clone + carpet bomber + anim to infantry = paradrop.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Jun 21, 2013 9:53 am    Post subject: Reply with quote  Mark this post and the followings unread

1) Could be possible if you want a unit that deploys into a building that sells itself.

2) Yes just add Overpowerable=yes on that specific building and the Units which have the ability (Tesla Troopers in Vanilla) can bring a building back online. But putting it on a Power Plant Building is redundant since it doesn't really bring back power to your base & it only puts that specifici building back on.

3) Nope.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Jun 21, 2013 12:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Parachuted=yes is still bugged.

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Fri Jun 21, 2013 3:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Ya was wondering why no one else mentioned that :/ Boris clone + carpet bomber + anim to infantry = paradrop.

That's possible, but wouldn't that just spawn the infantry in midair without a parachute, causing them to drop at full speed?

Not that it kills the infantry or anything, but it hardly looks realistic. Or am I completely wrong and there's a way to spawn them with parachutes?

RJiggler wrote:
I actually found myself in an argument two years ago where the other person was refusing to budge on his opinion that Halo Wars was the best strategy game made.  He was adamant about it and refused to try Red Alert 2, saying you could do everything unique about Red Alert in HW.

Don't get me wrong, I didn't mind Halo Wars at all, but not even close to the greatest strategy ever made. C&C, StarCraft, AoE, CoH, and the Total War series are leagues ahead, just to name a few.

Aside from that, you can't mod HW like you can mod this game. For that reason alone I would say Command and Conquer wins.

Still a fun game, though, I play it on occasion.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Fri Jun 21, 2013 4:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe drop poded infantry. (one soldier per capsule for balance)

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Jun 21, 2013 5:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Make the projectile look like an inf+para & give it speed 1, then make it spawn the real infantry once it detonates on the ground.

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Fri Jun 21, 2013 5:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah of course, that makes sense. I may have to make use of this in my own mod, that's an awesome idea.

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Fri Jun 21, 2013 6:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

NimoStar wrote:
Just hoy retarded are YOU really? This doesn't even have problems in the unpatched version since THEATHERS WORK WITH ART CODES. So any building that is called even "[djjadskas.djkjj bleh]" will work as long as they point out to an image called "[GAPRIS]" with correct coding as in this case.

That you have OCD and superstition doesn't mean you get to insult those who just use a practical way.

Idiot.

So let me guess...the fact that it's irrelevant is the reason it needed to be "fixed" by Ares?

Moron. Rolling Eyes

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Fri Jun 21, 2013 7:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Renegade is right though. There is a reason why that way is considered "best practice:"

1) As mentioned before, it doesn't depend on a "fix" from ares to work.

2) Having the unit's rulesmd identifier be identical to its artmd identifier does more than just relieve the need for the Image= tag. The game reads foundation values from both the building's Image= tag and the artmd entry that has an identical name to the building's rulsemd identifier, if one exists. If those values are different, weird things happen. If that entry doesn't exist, sometimes the building will mysteriously have a 0x0 or 1x1 foundation even though the Image= entry has a larger one (Does Ares fix this?).

3) It keeps you better organized and sticks to Westwood convention. There's a reason Westwood did it the way they did (mostly due to reason 2, among others).

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Last edited by WoRmINaToR on Fri Jun 21, 2013 10:53 pm; edited 5 times in total

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Fri Jun 21, 2013 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

2) IIRC, no.

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RJiggler
Vehicle Drone


Joined: 13 Jun 2013

PostPosted: Fri Jun 21, 2013 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
MasterHaosis wrote:
Maybe drop poded infantry. (one soldier per capsule for balance)
Make the projectile look like an inf+para & give it speed 1, then make it spawn the real infantry once it detonates on the ground.
Whoa whoa whoa... can you do that?  Could anybody mock up some example code for that?  I don't think I've ever heard of "drop podding infantry" until now

Also, I was working on a cluster missile for my Comanche, does anyone see any issues with what I've got?  It crashes the game at the moment of the airburst detonation.
Code:
[MaverickComan]
Damage=30
ROF=50
Range=7
Projectile=MaverClust
Speed=70
Warhead=MIGWH
Report=MigAttack
Burst=2

[MaverickSplinter]
Damage=80
ROF=80
Projectile=ClusterBits2
Range=6
Speed=50
Warhead=V3HE

; projectiles
[MaverClust]
Image=DRAGON
Arm=2
Proximity=yes
High=yes
VeryHigh=yes
Cluster=9
Airburst=yes
AirburstWeapon=MaverickSplinter
Ranged=yes
AA=no
ROT=4

[ClusterBits2]
Arm=2
High=yes
Shadow=no
Proximity=yes
Ranged=yes
Image=DRAGON
FirersPalette=yes
ROT=8

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Fri Jun 21, 2013 9:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

MaverickSplinter needs to be assigned as a Primary, Secondary, ElitePrimary, or EliteSecondary weapon to some dummy unit. [XCOMET] is an already-existing unit that westwood made for this purpose (for the prism tank's "Comet" fragmentation weapon), so just assign it to that or something similar like [CHEMGUY].

Long story short, unless a weapon is directly assigned to a unit in this way, the weapon code is not actually "parsed" by the game, which effectively means it doesn't exist. This is the same reason a building, for instance, doesn't really exist if it's not included in [BuildingTypes], or an infantry that's not in [InfantryTypes].

Sidenote: Ares' [WeaponTypes] list feature solves this problem.

Last edited by WoRmINaToR on Sat Jun 22, 2013 4:52 pm; edited 6 times in total

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RJiggler
Vehicle Drone


Joined: 13 Jun 2013

PostPosted: Fri Jun 21, 2013 9:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh, excellent.  Much appreciated.

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Fri Jun 21, 2013 10:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

No prob Smile

By the way, the "Drop Pod"/"MakeInf Parachute"  infantry effect is mostly graphical. Without taking into account any graphics, the code would look something like this:

Code:
;Rulesmd.ini

[General]
AnimToInfantry={Previous entries},{Inf to parachute}

[Animations]
<Next>=ParaInfLand

;Weapon. Arm the paradrop plane with this
[ParachuteInf]
Damage=0
Burst=1
ROF=20
Range=1.5
Projectile=ParachuteInfP
Speed=2
Warhead=ParachuteInfWH
Report={What the hell is the parachute sound?}
OmniFire=yes

[ParachuteInfP]
ROT=0
Image=ParaInfFloating
Arm=10
Shadow=no
Vertical=yes

[ParachuteInfWH]
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
AnimList=ParaInfLand

;Artmd.ini

[ParaInfFloating] ;This would be an image of your guy with his parachute
Voxel=no
Shadow=no

[ParaInfLand]
Layer=ground
Report=none
MakeInfantry={index of guy to parachute in AnimToInfantry}
Shadow=no

I have no idea if that's functional code, but that would be my first whack at it. I might test something like this when I get home.

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Last edited by WoRmINaToR on Sun Jun 23, 2013 12:32 am; edited 4 times in total

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Jun 22, 2013 10:24 am    Post subject: Reply with quote  Mark this post and the followings unread

WoRmINaToR wrote:
Sidenote: Ares' [Weapons] list feature solves this problem.


[WeaponTypes]. Not Weapons.

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"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)
=======================
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Jun 22, 2013 2:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

ROT=0 will make it fire the weapon 5 times in a row, making Burst=6 unnecessary.

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Sat Jun 22, 2013 4:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh yeah, derp. ROT=1 has the same effect, I just forgot to set burst back to 1 after I realized that. Although, after thinking about it, a vertical-dropping weapon doesn't need ROT at all, so ROT=0 makes more sense in this case anyways.

Thanks for spotting that! I guess I am a bit out of practice after all #Tongue

Edit: Fixed the bit about [WeaponTypes] as well, thanks Graion.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Jun 22, 2013 5:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Also, AnimToInfantry is a tag in General, it's not a list.

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"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
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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Sun Jun 23, 2013 12:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, should have checked that before I wrote that part, I don't use AnimToInfantry for anything these days so I guess I forgot. Fixed.

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RJiggler
Vehicle Drone


Joined: 13 Jun 2013

PostPosted: Mon Jun 24, 2013 6:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

So, trying not to loose track of the current issue, here's a question: I was looking into making naval units that are omnicrushers, and found the thread on here from a while back, but at the end of it, I still didn't understand what tags need to be used (and if there are any issues with the end result).  Does anyone know any solutions?

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Mon Jun 24, 2013 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do you have a link to that thread by any chance? I would be interested to see what solution they propose. As you may already know, the linchpin of the OmniCrusher logic is a special MovementZone called CrusherAll, which is a movement zone designed only for land units-- there is no equivalent for naval vessels.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Jun 24, 2013 7:45 pm    Post subject: Reply with quote  Mark this post and the followings unread


_________________
"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
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RJiggler
Vehicle Drone


Joined: 13 Jun 2013

PostPosted: Mon Jun 24, 2013 9:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awesome.  Looking forward to a giant battleship that can ram other naval armor.

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Mon Jun 24, 2013 9:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've tried this before, and when I tested it without the CrusherAll movement zone, the vehicle, in almost every possible case, would path around the vehicle I wanted it to crush, rather than simply crushing the vehicle, similar to how an Amphibious unit would path around infantry even with Crusher=yes.

While the Crusher and OmniCrusher tags are all that is needed to make the unit technically capable of doing their respective crushing, the movement zone tells that unit's pathfinding AI if it can move through those obstacles or if it has to path around them.

I could be wrong about this, but last time I tested this, I had a very hard time getting my vehicles to crush other vehicles without the CrusherAll movement zone.

I'll test this when I get home before I say anything more.

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RJiggler
Vehicle Drone


Joined: 13 Jun 2013

PostPosted: Mon Jun 24, 2013 9:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually, the last of the conversation had gone down in January.

I feel like I've somewhat noticed that aversion to collision with naval units.  I don't know anything about making, modifying, or identifying locomotors, but that would definitely change a great deal of things (speaking of which, the magnetron's weapon is a locomotor gun; I'd been interested in using something similar to capture incoming aircraft as part of a "Flytrap" tower for Yuri)

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Mon Jun 24, 2013 10:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

http://modenc.renegadeprojects.com/Locomotor

I don't believe there is much that can be done to modify a locomotor without diving deep into editing the source code of the game. The Ares guys might be able to shed more light on that topic, anyhow.

As for a "Fly Trap" weapon, I actually believe that is completely possible with some tinkering and experimentation. I've seen similar logic used by a "black hole" generator I saw some time ago, and it was every bit as awesome as it sounded.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Jun 25, 2013 10:12 am    Post subject: Reply with quote  Mark this post and the followings unread

The main issues with the locomotor weaponry is that only Jumpjet loco was updated to work with, the other locos were kept intact and the code goes bonkers due to this.

The black hole generator of Kenosis's was dummyinfs with debris fireanim and jumpjet loco weaponry.

_________________
"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)
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RJiggler
Vehicle Drone


Joined: 13 Jun 2013

PostPosted: Wed Jun 26, 2013 5:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay, still working on that naval unit, but another thing to bring up:

I'm interested in making an Engineer unit that has the RepairBullet and can enter vehicles to give them promotions (pilot style).  Before I start screwing around with that, will those options interfere with the Engineer's capture abilities?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Jun 26, 2013 6:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pilot-style veterancy is not possible.

I wonder... do you actually first check what the options are or you just wonder out stuff? Maybe you should read more INIs.

_________________
"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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RJiggler
Vehicle Drone


Joined: 13 Jun 2013

PostPosted: Wed Jun 26, 2013 6:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's usually the latter.  I find the presence of people who know exactly what I'm talking about, let alone where to readily find the information, are generally much faster at whittling down which of my concepts are possible to accomplish.  Sorry if it seems like I'm just using your time, but I really do appreciate the interaction.  The usual situation with attention deficit is getting stuck and just abandoning the modding for several months to a year or two.

Honestly, though, I thought I had read a tutorial a couple years back that pilots were possible.  That really comes as a surprise.

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Wed Jun 26, 2013 7:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

A VehicleThief which is veteran will transfer its veterancy to the vehicle it steals IIRC, but that's about the closest you're going to get to infantry granting magic bonuses to vehicles. If it's not hijacking the vehicle then there's no way to transfer that veterancy.

Go easy on him, Graion. It's not like he's asking completely ridiculous or outright stupid questions. Asking "Hey before I even try this, does this logic even work?" is a heck of a lot better than "OMG WUT IS WRONG WIT DIS CRAP I TRIED MAKING A PILOT BUT IT NO WORK Y IT NO WORK?!?"

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RJiggler
Vehicle Drone


Joined: 13 Jun 2013

PostPosted: Wed Jun 26, 2013 8:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, the hijacking ploy would be absolutely fine, as long as it could target friendly units.

I also do my best to practice pleasant grammar.  But yes, I absolutely appreciate the support, and you've been really open with it, WoRmINaToR, and I can't thank you enough.  All of you guys, truly; this kind of interaction does a lot more for motivation and support than people give it credit for.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Jun 26, 2013 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Last time I met up with a guy like him, I found the guy not even willing to learn modding at all. See http://forums.revora.net/topic/86967-spawn-infantry-or-vehicle/ for reference.

Hijackers can't target friendly units, that's why they are hijackers. Also I don't think hijackers transfer their veterancy to the unit they hijacked. Mine can't do such, at least.

_________________
"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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RJiggler
Vehicle Drone


Joined: 13 Jun 2013

PostPosted: Wed Jun 26, 2013 8:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

I mean, I have been going through tutorials.  Several of the sites I had bookmarked in the past seem to have shut down in the meantime.  But I am trying to soak the information up.  I really do hope that I'm not coming off as someone intending to have other people code his work entirely.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Jun 26, 2013 8:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

I really hope so, but I'm not convinced yet. Sorry, I'm a pessimist for years now.

Either way, I don't know of a such way, and infantry mechanics doesn't work like Repair IFVs. They can't switch targets when current target has full HP.

_________________
"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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RJiggler
Vehicle Drone


Joined: 13 Jun 2013

PostPosted: Wed Jun 26, 2013 8:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I hope I can give back for the help you've provided.  It's really meant a lot to me.

As long as they can use RepairBullet and be told to stop, I'm game.  I gave it to a Flamethrower unit but he wouldn't repair damaged vehicles, made me wonder if I had missed something.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Jun 26, 2013 9:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

For such, you'll need a negative warhead Verses along with a positive Damage. RepairBullet is vice versa. And AttackFriendlies=yes AttackCursorOnFriendlies=yes on the infantry ofcourse.

_________________
"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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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Wed Jun 26, 2013 9:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah, perhaps the hijacker veterancy thing was an Ares feature, I can't remember anymore.

And just for supplementary information: negative damage on a weapon triggers special repair-weapon logic coded into the game engine. While this is great for conventional repair vehicles like the engi IFV and the medic (TS), it has its fair share of bugs when the *Types are different, like the one Graion mentioned and the one you encountered. Negative Verses= values do not trigger this logic, so for practically any other usage case than the above two, it's often best to go with Graion's approach and skip the logic entirely.

There is one caveat, however: without some of Ares' logic, namely, AffectsAllies/AffectsEnemies, such a weapon will repair your enemies all the same as it will repair your friendlies. Make sure that retaliation is disabled for the unit doing the repairing, or he may, in return for being shot, repair your enemy's tanks.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Jun 26, 2013 9:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Certainly not Ares, I was here all the time the hijackers branch popped up and later went into 0.2. I doubt this game ever had such option.

Also good point in case of retalitaion.

_________________
"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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RJiggler
Vehicle Drone


Joined: 13 Jun 2013

PostPosted: Wed Jun 26, 2013 10:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wait wait, just using the IFV's repairbullet doesn't work?  ztype.  Okay.

So these would be the revisions...
Code:

[RepairBullet2]
Damage=50
ROF=80
Range=1.8
Projectile=Invisible
Speed=100
Warhead=Mechanical
Report=IFVRepair
UseSparkParticles=yes
AttachedParticleSystem=WeldingSys

; special case to only affect mechanical units
[Mechanical2]
Verses=0%,0%,0%,-100%,-100%,-100%,0%,0%,0%,-100%,-100%
InfDeath=0

[FlamethrowerUnit (or Mechanic)]
AttackFriendlies=yes
AttackCursorOnFriendlies=yes


This won't make the Flamethrower use his actual (secondary) flamethrower on friendly units, would it?  I imagine that would complicate things a bit.

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