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My plan for Ares 0.6
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Jan 27, 2014 1:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm guessing what Haosis wants is a mechanic that doesn't have attack/repair cursor when you hover over enemy vehicles.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Mon Jan 27, 2014 1:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles, correct!

Mig Eater, in those workaround infantry has attack cursor (which can be masked if you replace Boris's attack cursor frames for Repair frames) but infantry will fire in vehicle all time even if it is repaired!
Also, with workaround, you must manually order infantry to repair vehicle, it wont use its guard range to scan for damaged vehicles.
Infantry cannot use repair bullet weapon because of Mechanical warhead.
I do not know about Ares's attach effect, never tried it on infantry.
However, originally, you must use dummy weapon with particles, plus unit will be repaired even on full health, plus mechanic infantry wont use scan for that.
I simply want that hardcore break, so infantry can use mechanic warhead and scan for damaged vehicles, just like repair vehicles can do, without any of silly half working workaround.

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Mon Jan 27, 2014 3:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

AE works just fine on infantry and you could use it to have an repair aura around the so called 'mechanic' to fix up anything you desire in radius using verses armor definition and it would work passively and neatly automated.

Else your waiting on your request to do it the old fashioned way.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Jan 27, 2014 5:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

There are some things you just need to work around. Thats what modding is all about. As Apollo said, the AE version works fine if not better than the RA1 Mechanic.

Ares should focus on adding things not otherwise possible. A better request would be custom mouse cursors on weapons.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Tue Jan 28, 2014 12:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:
AE works just fine on infantry and you could use it to have an repair aura around the so called 'mechanic' to fix up anything you desire in radius using verses armor definition and it would work passively and neatly automated.


OmegaBolt wrote:
There are some things you just need to work around. Thats what modding is all about. As Apollo said, the AE version works fine if not better than the RA1 Mechanic.


Wait, you mean repair Aura, something like Ambulance and Speaker Tower have in Generals?
Can AE be used forcertain targets only, to repair specific unit like I desire? I do not want to have Area repair, yet.

ApolloTD wrote:
Ares should focus on adding things not otherwise possible. A better request would be custom mouse cursors on weapons.

Yeah! I support this idea, although I see this as complicated request.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Jan 28, 2014 1:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use warhead verses to specify units & AffectsEnemies=no to make it only repair your units. AttackFriendlies=yes & GuardRange= to make it automatically repair too.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Mon Feb 03, 2014 5:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry for the lack of updates. I'm still not sure what to do (though there are some requests that come up multiple times. In the meantime I'll change a few things here and there. It's not really optimizations in a sense that the game runs faster afterwards, it's cleaning up the code a bit, renaming some functions, and doing some preparations for later features. I'll spare you the technical explanations.

This all took longer than expected (and I'm not done yet, though the end is in sight). I'll provide a binary once this basic work is done, and then I'll add something new, so you can see for yourself what I broke. There are a few things mentioned here that I already coded, and these have a greater chance to be included.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Mon Feb 03, 2014 9:31 am    Post subject: Reply with quote  Mark this post and the followings unread

What about my problem that I told you about? I assume it's fixed?

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Mon Feb 03, 2014 8:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's not among the changes I already finished, but it's done and will be included in time. I'm still not sure whether I'd include it in a 0.5p1, because 0.6 should only be a few months away.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Feb 03, 2014 9:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

CnCNet 5uhhhhhhhhhhhhh

It's the future of online play. *Stalin voice* I want it!

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Wed Feb 05, 2014 11:41 am    Post subject: Reply with quote  Mark this post and the followings unread

I have a suggestion/request, though I'm pretty sure that it is not as simple as it sounds. A cool down function for infantry deploy attacks. By utilizing a deploy attack like the one Yuri uses to fry minds and the attach effect system one can make deploying become a number of really interesting abilities. Maybe a squad leader that can let out a battle cry to increase the speed of the infantry around him, or a commando that can go invisible for 20 seconds.

I'll use the command as an example, you can already use an attach effect and the deploy attack logic to get the cloaking effect, but you might as well just make him permacloaked as you can just deploy it repeatedly. What I'm looking for is a way to separate the rate of the deploy weapon from his other abilities.

So yeah, if this were to ever happen, I would definitely use it.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Feb 05, 2014 12:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do you tried a particlesystem on the deploy weapon to prevent the weapon from being fired again for a certain duration?
If you give the weapon a PS with a long lasting particle, the weapon can't be fired again as along as the particle is active.
Then you would be free to set the cooldown duration on the particle.

example code from DTA where i used this to prevent the aircraft from doing the usual 5 overrun shots, so it does only 1

UseSparkParticles=yes
AttachedParticleSystem=OneShotSys ;do only one shot during the overrun attack

;dummy particlesystem that spawns only 1 invisible particle that keeps the unit from firing again for the time the particle is active
[OneShotSys]
HoldsWhat=OneShotPart
Spawns=yes
SpawnFrames=1
SpawnRadius=0
Slowdown=0
ParticleCap=30
SpawnCutoff=100
SpawnTranslucencyCutoff=100
BehavesLike=Smoke
Lifetime=1

;the particle
[OneShotPart]
Image=CLRANIM ;SHP with 10 empty frames
MaxEC=40 ;prevent further aircraft overrun shots for this duration after the first shot
Translucency=0
Velocity=5.0
Deacc=.05
WindEffect=0
BehavesLike=Smoke
DeleteOnStateLimit=yes
StartStateAI=0
EndStateAI=5
StateAIAdvance=30

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Feb 05, 2014 3:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wouldn't that render the primary weapon unusable while the secondary weapons particle system is active too?

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed Feb 05, 2014 7:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Last time I checked the Rate of Fire would still obey for the deploying weapon. I had a similar feature and when set to ROF=300 or whatever it fired only as I was allowed to. Not sure exactly what you are looking for here.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Feb 05, 2014 8:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just look at the Yuri code, UndeployDelay makes it stick whilst deploying and cannot fire.

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Wed Feb 05, 2014 9:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

@LKO
I know rather little about particles, so I hadn't considered this. I shall try it out next chance I get.

@m7 & OmegaBolt
I need the unit to be able to move and fire it's primary while the effect is active.

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OmegaBolt
President


Joined: 21 Mar 2005
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PostPosted: Wed Feb 05, 2014 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Basically you want Primary and Secondary ROFs not to be linked, then.

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Glukv48
Cyborg Firebomber


Joined: 11 Nov 2012
Location: Russia, Krasnodar.

PostPosted: Wed Feb 05, 2014 11:42 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Thu Feb 06, 2014 1:58 am    Post subject: Reply with quote  Mark this post and the followings unread

LKO, that trick worked perfectly. Thank you.

I here by retract my Ares request and apologize for cluttering the thread.

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AlexB
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Joined: 31 May 2010
Location: Germany

PostPosted: Sat Feb 08, 2014 2:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Before I start adding new features, I'd like to get some feedback on the current build that will serve as the base for 0.6. Lots of things have changed, but they should only affect you in edge cases like changing a [General] tag that serves as default for some Ares tag in a map file.

I hope that doing this in a concentrated way instead of spreading these changes over versions 0.4 through 0.25 will make things easier in the long run. Not all of these changes are required, and they aren't required now, but they will make adding savegames easier. Lots of other minor changes are due to use of new or newer C++ features, which should make Ares more reliable and easier to maintain. But before I drift of into the technical details, I'd better stop.

Download 0.6 base binary.

I'll measure the public outcry over the next few days, then I'll start to add some new things.

Legend:
*: The default might have changed. Instead of copying the value from rulesmd.ini, the value in the last file read is used (the lastest value, defined in the map ini). This is the same kind of change that was done for certain tags in 0.4 and 0.5 already (see Migration Guide).

- [Side]ParaDrop.Num and ParaDrop.Types reworked
- [Side]Parachute.Anim reworked*
- [Side]MessageTextColor reworked
- [House]ParaDrop.Num reworked*
- [House]ParaDrop.Types reworked*
- [House]AI.PowerPlants reworked*
- [House]LoadScreenText.Color reworked*
- PrismForwarding MaxFeeds, MaxNetworkSize, and SupportModifier reworked
- Singleplayer LoadTextColor default retrieval reworked
- [Weapon]Bolt.Color1, Bolt.Color2, and Bolt.Color3 reworked
- [Weapon]LaserThickness reworked
- [Weapon]Beam.Color reworked*
- [Warhead]Temporal.WarpAway reworked*
- [SW]Dominator.FirstAnim reworked*
- [SW]Dominator.SecondAnim reworked*
- [SW]Dominator.ControlAnim reworked*
- [SW]Dominator.FireAtPercentage reworked*
- [SW]SW.ChargeToDrainRatio reworked*
- [SW]Protect.Duration reworked*
- [SW]Protect.PlayFadeSoundTime reworked*
- [SW]Protect.PowerOutageDuration reworked*
- [SW]Light.Ambient reworked*
- [SW]Light.Red reworked*
- [SW]Light.Green reworked*
- [SW]Light.Blue reworked*
- [Techno]ImmuneToEMP reworked
- [SW]SW.Warhead reworked*
- [SW]SW.Deferment reworked*
- [SW]Lightning.Duration reworked*
- [SW]Lightning.HitDelay reworked*
- [SW]Lightning.ScatterDelay reworked*
- [SW]Lightning.Separation reworked*
- [SW]Lightning.RadarOutage reworked*
- [SW]Lightning.PrintText reworked*
- [SW]Lightning.BoltExplosion reworked*
- [SW]Chronosphere.BlastSrc reworked*
- [SW]Chronosphere.BlastDest reworked*
- [SW]Mutate.Explosion reworked*
- [SW]SW.ActivationSound reworked*
- [SW]Nuke.TakeOff reworked*
- [SW]SW.Animation reworked*
- [SW]SW.Sound reworked*
- [SW]SW.Damage reworked*
- [SW]SW.Range reworked*
- Paradrop plane code reworked, no change of behavior
- Fixed crash on close when pipbrd.shp, pips.shp, pips2.shp, or talkbubl.shp were in the game's folder
- Prerequisite.Lists reworked, memory leak fixed
- RadarJammer reworked, no change of behavior
- PoweredUnit reworked, no change of behavior
- AttachEffects reworked, no change of behavior
- SW Paradrop plane reworked, no change of behavior
- Windows Vista/7/... detection reworked
- ArmorTypes and Prerequisite groups reworked, no change of behavior
- Memory leaks with some SHP files fixed
- Spotlights reworked (very Work-In-Progress, might be unstable)

- Fixes for some internal definitions, some stuff renamed, some stuff merged
- Moved some code around, internal restructuring
- Modernized some parts of the code

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sat Feb 08, 2014 9:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice, not sure what reworked means for end user other than later savegame support but kudos for something to try out.

I got reminded of potentially handy feature for gameplay watching one game stream and remembering npext having it...

Ability to define whether tech buildings/civilian garrisons(?) blow up when owning player is destroyed or rather that they turn neutral and remain available for other players remaining in game to capture again.

Plus rough list of suggestions from this thread summed up (not all) to see the bulk load wanted features/fixes conveniently Very Happy

Generic request:

CNCNet 5 spawner support

Tiberian Sun/Firestorm features wanted:

Splits=yes (cyborg reaper custom airburst logic)
Bouncy=yes disk thrower logic
EMP Superweapon with range limit functional

YR requests/fixes

Civilian Enemy function so autoretaliate applied
Jumpjet issues sorted (rotation and arrive to destination acknowledge arrival)
WallTower= extension to accept a list of buildings vs one.
Stealthed carrier bug fix, planes crash when host cloaks and they try return.
Units having sensors that die, won't remove sensor from the last site of unit death.
blittercrash & country mismatch fix
Fog of war... (this is quite broken however so may not be feasible)
Allow Floating Disc drain weapon to drain power of a single power plant instead of taking down the whole power net

Higher cellspread system for warheads...
Tracking spawned rockets.
Weapon expansion and flexibility. Per weapon ammo and firing two weapons at the same time
PurifierBonus.Override=
16/32 facing frames for shp support
[TechnoType] attached to [TechnoType]
Falling aircrafttype to not use spinning in crash sequence function
ShakeScreen= fix
Localized shaking logic for warhead instead of always map wide.
AmbientDamage= fix for elevation blocking issues (doable???)
MinimumSizeLimit for transports
Balloon hover transports with deploy land.
Gap.Generator.ShroudRegen= Integer ; time until shroud regrows of a spot with in the gap generator radius.
Ares logics apply to animation warheads...

Adv Deploy branch.
-TechnoType to TechnoType deploying.
-DeployTime
-DeployDir
-DeployFacing

AircraftType fix branch
-Flying Aircraft Carriers (yeah, why not)
-Aircraft beeing able to land both Helipad and Ground (better Carry-All, TS like helicopters)
-AircraftType hovering still in air not playing HVA animation.
-Carry-All's Tote action custom animated cursor. (Currently shares same frame as medic)
-AircraftType with Passengers. (SHP vehicles always stuck on entering, Hovering ones always able enterering AircraftType ignoring SizeLimit and free space)
-AircraftType not loosing fired ammo if not moving, like if CurleyShuffle=no, Fighter=no

Some bugs:
1.In YR 1.001, a vessel repairing in a shipyard is immune to any external damage that could not be destroyed by conventional
weapons until the shipyard is destroyed or it finishes repairing.
2.A human player can order a Tanya or a Seal to blow up a building on the radar map, but the cursor is the same as the cursor on the big map.
3.AI's unit does't attack an iron-curtained unit, but a human player's unit does.
4.If a unit in a Battle Fortress is attacking an AI-controlled Tesla Coil or Prism Tower, the building will charge over and over again but never shoot out.
5.Infantries in a Battle Bunker will not be kicked out although the Bunker's strength is in red.However, we can't order infantries to enter a Battle Bunker
whose strength is in red.
6.Seals and Tanyas in the water will prone when they're under attack so they look very odd.
7.In the mission, if the battlefield control went offline when the player is using 'Follow' on a moving unit, the screen will keep moving until the unit stops moving.

-SpySatSW
-Custom Radiation types
-Custom weapon cursors

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Feb 08, 2014 10:04 am    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:
I'd like to get some feedback on the current build

So nothing specific to test, just see if your internal changes have broken anything?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Feb 08, 2014 10:19 am    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:
*snip*


Something's off... I tried to do a game and I doublecrashed after a minute. It was a TechnoClass::AnnounceInvalidPointer one, huh.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sat Feb 08, 2014 12:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah something wrong..my 2nd game start just crashed on 0.6 ...

Log is partially got lots of pointer error stuff but didn't get EIP.

Also would be really good to bring back Scorch=yes and Flamer=yes functions from tiberian sun as of now, they are broken...scorch only leaves scorchmark...

They should work like... Scorch=yes from anim create SmallFire= anim while Flamer=yes (does absolutely nothing in YR) create LargeFire= anim, its pity they disabled...

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Glukv48
Cyborg Firebomber


Joined: 11 Nov 2012
Location: Russia, Krasnodar.

PostPosted: Sat Feb 08, 2014 2:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Strange how much I tried, I could not get doublecrashed, in this regard, it works fine for me. Maybe because I use Syringe0.6?

However, I noticed another error. I can use Force Shield to any point (No NoCursor), but he still acts only on building allies. This problem does not occur with ares0.5, so it's not a problem ini coding.

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Sat Feb 08, 2014 3:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Another request from me, only if it doesn't require too much work: fix or implementation of [Siege] mode which automatically assigns team A to whoever is at position (defender) 0 and team B to the rest of the players (attackers).

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sun Feb 09, 2014 3:23 am    Post subject: Reply with quote  Mark this post and the followings unread

ApolloTD wrote:

PurifierBonus.Override=


And here I thought my suggestion had been ignored by everyone.

I also suggested:

Code:
SW.AutoFireDelay

If set to yes it would require the human click the SW in order to activate it, but the SW would be treated as if it had no human control and auto target without human input.


But it never really ever got traction a ways back.

The discussion can be found here for it.
http://www.ppmsite.com/forum/viewtopic.php?p=467534#467534

I'd love to see this possibility looked at again. But alas, it's not a super important request or anything, just my thoughts.

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Agent Z
AA Infantry


Joined: 05 Sep 2013
Location: LocationNotFoundException at RealLife.Location.find() at line: -1

PostPosted: Sun Feb 09, 2014 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Also some upgrades on the Tiberium Remains and Tiberium Spill to make it possible to decide what to leave would be very nice.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Mon Feb 10, 2014 1:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Updated the binary. The SW-fire-anywhere issue should be fixed. Please use the updated binary for general testing. If something does not work as explained in the manual, I'll take a look at it.

I'm still not motivated to do most of the proposed features (somehow the features many modders want don't turn me on at all...). I have some in sight that should benefit many, though.

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Mon Feb 10, 2014 5:15 am    Post subject: Reply with quote  Mark this post and the followings unread

As many things as I or others may ask for, honestly I appreciate that your doing this at all. Do whatever you catches your interest.

As I have free time to mod, I'll test what I can of the binary.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Feb 10, 2014 9:58 am    Post subject: Reply with quote  Mark this post and the followings unread

What Droke said... We are just happy that you are keeping Ares alive & any new feature is a good one. So work on what you want & have fun doing it Smile

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Mon Feb 10, 2014 11:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
What Droke said... We are just happy that you are keeping Ares alive & any new feature is a good one. So work on what you want & have fun doing it Smile

   

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Feb 10, 2014 11:43 am    Post subject: Reply with quote  Mark this post and the followings unread


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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
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
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Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Wed Feb 12, 2014 5:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've just thinked of something that I wanted for a long time. Is it possible to make Ares give the option of giving more than 1 trailer per aircraft? Also a something about the location of the trailer. Maybe:

ARTMD.ini
[FALC];Example aircraft
................
...............
Trailer.Anim1=XXXXX
Trailer.Anim2=XXX
Trailer.Anim3=XXXXXXXX
TrailerFLH1=x.x.x
TrailerFLH2=x.x.x
TrailerFLH3=x.x.x

With this we could make a realistic trailer for aircrafts:


Well, ok! I don't know how they are called (the smoke from the wings when the aircraft make a turn), but it looks really cool!

One last thing. I was thinking about some sort of countermeasures for aircrafts too. Maybe a particle system that activates only when an aircraft is been hitted with a specific type of projectile then it will activate the countermeasure particle system and the next time the projectile closes it will hit by some % of chance the smoke from the particle system.

These are just suggestions.....

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Wed Feb 12, 2014 6:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can attacheffect be of service here too? I'm not sure whether you can spawn an animation and then keep it where it was spawned, so loose from the aircraft.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Feb 12, 2014 8:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

RP wrote:
I'm not sure whether you can spawn an animation and then keep it where it was spawned, so loose from the aircraft.


The position of trailer animations does not change in this regard.

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=======================
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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Thu Feb 13, 2014 11:21 am    Post subject: Reply with quote  Mark this post and the followings unread

The aircraft can have animation as trailer. The problem is that you can have only one and you can't tell the game where to place it.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Thu Feb 13, 2014 1:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, trailer source position is pretty much not changeable or well adjustable to any degree while you could use normal trailer or also AE for the job, it will come from center of the unit regardless.

FYI, Trailers are prone to lagging anyhow as much visual add they might be.

As for new features, it hit me one day if it could be possible to have an feature that when active would redirect weapons back at their firers...
Might be a bit too much to ask for in this engine however Smile

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Feb 17, 2014 2:25 am    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
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Mon Feb 17, 2014 10:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion: I think that's one of the consequences of a bug I fixed. I updated the binary some days ago, but didn't post about it. In the lastest 14.45.1440 it should be gone.

Next binary will come soon.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Thu Feb 27, 2014 12:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Double post time! (10 days don't count as echo, do they?)

From now on, the test builds can be found in the usual place, the Unstable Builds page powered by Renegade (big thanks again!).

------------
Changes and additions:

CellSpread affecting buildings larger than 1x1 multiple times
[Warhead]CellSpread.MaxAffect= (integer, defaults to -1 (infinite))
The positive number of times an object can be affected at most when hit by a warhead using CellSpread. Buildings can take multiple hits, potentially one for each cell of their foundation. Set this to 1 to make them hit not more than once. If an object is hit more often than it should be, the hits closest to the impact site are used.


Made aircraft spinning when crashing optional
[TechnoType]CrashSpin= (boolean, defaults to yes)
Whether aircraft should spin when crashing.


Rotors stop spinning in mid-air
There are two new tags to control if hva animations should advance.

[TechnoType]Animated.InAir= (boolean, defaults to no)
Whether the animation should advance when this unit is above the ground. This prevents hovering units from stop playing their animation.

[TechnoType]Animated.Permanent= (boolean, defaults to no)
Whether the animation should always advance, even if the unit is on the ground. Implies Animated.InAir=yes.


Flying Aircraft Carriers
Spawns will be put in the air and not on the ground if the spawning unit is flying or hovering. Spawned units will move to the cell the spawner resides on, because they would lose their destination when it is in air.

For best effects, the FlightLevel of spawns should be higher than the FlightLevel of the spawning unit.

If the spawner unit is moving, it is possible that the spawns lower on the wrong cell and then gain altitude again. Maybe this can be made better, but... meh.


Draining only the affected Power Plant
[TechnoType]Drain.Local= (boolean, defaults to no)
Whether this unit drains only the local power from its target building, or whether this building does not bring down the entire power of the owning player. If any of the draining unit or the building drained have this set to yes, only the local power is drained. If both have this set to no, then the victim player's entire power is drained.

If a disk has Drain.Local=yes, it will only drain the local power of any power plant.
If a building has Drain.Local=yes, then any disk will only drain the local power.


Specify drain amount for local power drain

[TechnoType]Drain.Amount= (integer, defaults to 0)
The amount of power being drained from a power plant of the victim player. Requires Drain.Local on either the draining unit or the drained building.

If positive, this is the maximum amount of power drained. If negative, this is the minimum amount of power drained. The default value is the victim buildings Power=, then the drainer's Drain.Amount is applied, and finally the drained building's Drain.Amount.

For example: draining a Power Plant with Power=500 and Drain.Amount=0 using a Floating Disk. With Drain.Amount=-1000 on the disk, it will drain 1000, with Drain.Amount=0 it will drain the 500 the building produces, and with Drain.Amount=200 on the disk it will drain 200.

If the building would have Drain.Amount=-600, it would never drain less than 600. If the building had Drain.Amount=800, it would never drain more than 800.


Allow Tech and Occupiable Structures to be returned
Only buildings that initially belonged to a MultiplayPassive house are eligible for this behavior. In single player mode these settings are ignored.

[General]ReturnStructures= (boolean, defaults to no)
Whether structures will be returned to the civilian side when a player is defeated or gives up.

[BuildingType]Returnable= (boolean, defaults to [General]ReturnStructures)
Whether this building type will be returned to the civilian side when the owning player is defeated or gives up.

-----

And finally: see a screenshot of CellSpread=12 in action. Wink

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Agent Z
AA Infantry


Joined: 05 Sep 2013
Location: LocationNotFoundException at RealLife.Location.find() at line: -1

PostPosted: Thu Feb 27, 2014 3:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

I some notes on some of the new things (haven't tried all):

Units taking damage when repairing on naval yard seems to work, but the ships repairing there seem to no longer stop sideways on the navalyard, which sometimes looks strange (the front of the ship goes right on top of the naval yard).

I tried CellSpread.MaxAffect=3 on the dreadnought missile warhead, it worked fine when firing on 2x2 buildings like allied powerplants, and on 2x3 like allied barrack, but when hitting 3x4 or larger like refineries or war factories directly, it does NO damage at all.
But if it shoots right next to the building, it does some damage...

Im not completely sure, but after testing on a few units (helicopter, disk, even Kirov) CrashSpin dosen't seem to work, units still spin when crashing. Or I misunderstood and it only works on aircraft like harrier or black eagle.
Also while testing this I noticed some units (disk-type of unit and rockeeters, pretty much most jumpjets) have trouble crashing when crashing over buildings(they either stop for a while or fall very slowly).

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Thu Feb 27, 2014 4:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, sorry. I got the ordering wrong. It keeps the ones farther away from the impact site and discards the closer ones. For big buildings, the outer edge could be too far away from the impact, and thus it does no damage. Will be fixed soon. edit: Fixed.

The other issues should not be related to the current Ares builds. They will have to wait for later.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Feb 27, 2014 5:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awesome! lots of very useful stuff Smile

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Feb 27, 2014 5:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I lolled at the CellSpread 12 image #Tongue

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Thu Feb 27, 2014 8:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

I am very happy to say (write) that this is the first time I am testing something for the future version. I am very excited!

So I tryed:

CrashSpin=no on the Harrier and the Paradrop Plane and I have to say that:

On the Harrier looks odd. Maybe because I've just never seen spining crash for aircraft. (it looks very funy BTW Laughing )

On the Paradrop Plane looks better.

So the CrashSpin=no works flawlessly!

I also tryed the thing with the aircraft with rottors. Both work. Just for testing made the Night Hawk spin its rottors when it is on the ground. Laughing

Now about the Naval Yard and the "invincible" ships.
As Agent Z said (writed) the ships get damaged but they also face deferent direciton, which is something we can live with.   Very Happy

So that is from me, no errors so far. Oh and here is a picture of harriers and paradrop plane crashing with CrashSpin=no :



CRASH!.png
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CRASH!.png



_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013

PostPosted: Thu Feb 27, 2014 9:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

A couple requests:
1. Make an option to make aircraft's Y angle go down if it has CrashSpin=no and is falling.
2. Expand WallTower to accept more that one building
3. Make and expansion for GDI/Nod GateOne/Two so there can be more types of gates.

[Gates]
Count=1; The default Gdi and Nod gates are not affected by this
Gate1.One=XXXXXX_A
Gate1.Two=XXXXXX_B
Gate1.WallsInto=XXWALL

Edit:
4. A non-buggy way to make gates that go intro the ground

ARTMD.INI
[MYGATE_A]
GoesIntoGround=yes ;Makes the gate have additional logic
InGroundImage=XXXX ;If GoesIntoGround is yes, then after the gate's opening animation (which is displayed as normal, over the units and buildings) display this imge, which will be displayed under them
OR
InGroundFrame=int ;This is an alternative way. This makes the game display a specific frame of the main image when the gate is in the ground and has green or yellow health bar
InGroundDamagedFrame ;The same thing but when the building has red health bar.

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What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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Glukv48
Cyborg Firebomber


Joined: 11 Nov 2012
Location: Russia, Krasnodar.

PostPosted: Thu Feb 27, 2014 10:03 pm    Post subject: Reply with quote  Mark this post and the followings unread


Last edited by Glukv48 on Fri Feb 28, 2014 12:09 am; edited 4 times in total

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Parasite03
Cyborg Artillery


Also Known As: ZivDero
Joined: 23 Jul 2013

PostPosted: Thu Feb 27, 2014 10:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

The edit of the previous message made me edit this.

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DarkVen9109 wrote:
What in the name of insanity is this? I FRICKING LOVE THIS LOGICCCC!!!!!!!!!!!!OOOOOOOOHEEAWWWWWWWWWWWYAAAAAAAAAAAAAAAAAWWWWWW PEW PEW PEW PEW BOOM BOOM BOOM!! Nice I love this!!!! Ferriswheel bomb, Dive bomb. New Logic discovered thanks to Kenosis Very Happy

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Last edited by Parasite03 on Fri Feb 28, 2014 10:59 am; edited 2 times in total

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PillBox20
Commander


Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Thu Feb 27, 2014 10:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Parasite03 wrote:
1. Make an option to make aircraft's Y angle go down if it has CrashSpin=no and is falling.


Agreed! This will make the aircraft look as they are facing the ground when they fall.

_________________
"If it ain't broke, don't fix it."
"If you are loyal to everybody, can you truly be loyal to anybody?"
Ares Documentation: http://ares-developers.github.io/Ares-docs/
My YouTube Channel: https://www.youtube.com/channel/UCtxeQoEM_iVd-F-xUIwleyQ
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