Joined: 04 Mar 2015 Location: Notso "The Finale" Airship
Posted: Wed Mar 04, 2015 12:32 pm Post subject:
A suggestion about Ares
Subject description: A suggestion about Ares
Uh...Ares is a very good YR game expansion projects. My mod is using Ares. Recently, I find something. Can AlexB add some Functions?When a warhead have "Temporal=yes", use a code to control the other unit can attck this unit. And Super Weapon that have
"Type=GenericWarhead“, "SW.Deferment =" is useless. I want it can use. Thanks. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Mar 05, 2015 10:31 am Post subject:
Not really, it isn't.
GenericWarhead can't be delayed with Deferment (you can use EMPulse instead)
Also having a tag to make Temporal phaseshift not immune the target to ordinary damage - which I'd say does not worth it. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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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: Thu Mar 05, 2015 11:22 am Post subject:
It's not one tag but a complete type.
http://ares-developers.github.io/Ares-docs/new/superweapons/types/empulse.html _________________ "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)
=======================
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: Thu Mar 05, 2015 4:21 pm Post subject:
There is no tag, and tbh such a tag can't even be added by Ares. TL;DR: engine limits. _________________ "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: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Fri May 01, 2015 10:52 am Post subject:
I don't even get the point of a Temporal weapon that does NOT make its' target untargetable and unable to move/fire... sure, you get the glitter/sparkles (which you can do via AE already) and some fancy visual effect on unit death... but wouldn't it be more interesting to make that a customizable warhead property? Like, I don't know:
Code:
[WarheadX]
Transparency=X% ; renders target see-through
InfDeathAnims=WARPAWAY_SML ; this already exists!
VehDeathAnims=WARPAWAY_LRG
PreventDeathWeapon=yes ; NP did this I believe? Would be cool to have anyway!
As you can see, most of Temporal is visual effects if you take away the non-targetable thing. The only non-visual effect is the deathweapon prevention.
Then you can just throw in the regular EMP to replicate a Temporal warhead, or combine the features of a temporal warhead in any way you want and the unit will still be targetable like Mikesari Itten would like.
I personally think things like DeathAnimPriority or DeathAnimAffectsTypes and PreventDeathWeaponPriority or PreventDeathWeaponAffectsType would be cool to have too to exclude certain units from the effects, but that is probably alot of coding for very little gameplay impact... _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri May 01, 2015 11:31 am Post subject:
Millennium wrote:
I personally think things like DeathAnimPriority or DeathAnimAffectsTypes and PreventDeathWeaponPriority or PreventDeathWeaponAffectsType would be cool to have too to exclude certain units from the effects, but that is probably alot of coding for very little gameplay impact...
This is definitely unneeded, one should rely upon chained warheads (airburst) and verses instead. _________________ "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: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Fri May 01, 2015 5:06 pm Post subject:
Right, I keep forgetting this. It also means that "Warhead=comma-seperated list" request that I wanted to post is pretty unnecessary. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
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