Normally you can only spawn aircraft, but you can make weapons that spawn infantry. However they will be "normal" infantry & wont auto-attack & return etc.
Fog of war is broken & doesn't work. _________________
Giving every building the Gap Generator won't reproduce this effect, because Gap Generator creates Shroud. _________________ mentalomega.com QUICK_EDIT
Giving every building the Gap Generator won't reproduce this effect, because Gap Generator creates Shroud.
I think you can set the shroud to transparent... I think Gamemate did this in FC... _________________ MadHQ's Graveyard - Click here!
(Permissions) - (F.A.Q.) QUICK_EDIT
Shroud is an alpha image, to make it transparent you simply change the black to dark grey.
I'm sorry it's been some time since I played with D-Day, how exactly does that work. I assume it doesn't mechanically affect shroud, but does it show buildings or just the terrain? QUICK_EDIT
No, units/buildings are still rendered under shroud. The shroud is simply a black alpha image that is placed over everything to obscure the players vision.
There is fog.shp in the mix files, if you copy it to the RA2 folder & rename it to shroud.shp it will make the shroud transparent & you can see for yourself. This have been used as a cheat for a very long time.
The fog.shp is very transparent tho, so for D-day I edited shroud.shp to make it only slightly transparent. _________________
Replacing/creating a new side is a very delicate process that requires many different tags to be edited, if any are wrong or missing it can cause a crash. So unless you tell us exactly what you changed we are unable to help.
Sequences list the starting frame & frame count for each state/anim of the infantry. SHP Builder has sequence tool & I found several guides by doing a quick google search. _________________
using notepad i replaced "Americans" to "USA" (replace all) but when i load the game there is a crash.
You can't just run a replace all to change the side. Put it back to 'Americans' o start over with a fresh rules.ini and just change the "UIName=Name:Americans" string in the string editor in xcc to read USA instead. Much easier and you wont break your game. QUICK_EDIT
Joined: 07 Mar 2015 Location: Drinking Vodka with Lenin, Stalin and Putin
Posted: Thu Jul 16, 2015 2:24 pm Post subject:
I knew that but waht i ment was to change the name in the RulesMD not in game for example Arabs to Algeria
Just to make it easier for me to remember them QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Fri Jul 17, 2015 9:04 pm Post subject:
To first question, yes, you can spawn ground units the same way as you spawn aircraft. However, they will be read as AircraftTypes and so they will have some strange behaviour regarding movement/firing. It's best to not use them with a Primary weapon that has a projectile that does not have ROT or isn't invisible. If you do, the unit will attempt to use Bomber behaviour (strafing) on its' target, and I'm not sure what _that_ would do if a ground unit tries it... feel free to try tho.
Homing projectiles and invisible projectiles should work fine, tho. Or non-homing/non-invisible in Secondary slot, because only Primary determines aircraft behaviour. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Sun Jul 19, 2015 10:23 pm Post subject:
Oh. So you want a helicopter that spawns infantry?
I believe that it's possible, with some clever editing. Spawned units will always be read as aircraft types, so they cannot have a SHP image. You would need to make an infantry graphic as a voxel (think of it as a very small mech).
They would also have unit-like HP bars/selection boxes, instead of infantry selection boxes. I'm also not sure how the engine will react if you spawn an object with a ground locomotor/movementzone in the air (your helicopter).
There certainly are ways to spawn ground units via Spawn logic, but you... probably picked one of the most demanding things to implement.
If possible, you should maybe consider using MakeInfantry instead? _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Mon Jul 20, 2015 3:25 pm Post subject:
The way Mutator makes Brutes out of infantry...
Animations can have a MakeInfantry setting (a number) that makes them spawn the infantry type with the corresponding index number (zero-based) from the AnimToInfantry list.
For example, in artmd:
Code:
[SpawnGI]
Image=NULL
MakeInfantry=2
Then look up rulesmd:
Code:
AnimToInfantry=BRUTE,YURI,GI
In this example, Brute is #0, Yuri Clone is #1 and GI is #2.
Since SpawnGI has MakeInfantry=2, whenever the SpawnGI animation plays, it will spawn a GI when it's done.
You could now, for example, make a weapon that is like this:
Code:
; Helicopter dropping off GIs
[HeliAssault]
Warhead=HeliAssaultWH
etc
; Helicopter spawning a GI
[HeliAssaultWH]
AnimList=SpawnGI
etc
MakeInfantry has a limitation regarding ownership in vanilla YR, but since you are using Ares, this shouldn't bother you.
The only problem is that there will be no limit to how many infantry a helicopter can have spawned at any given time - once spawned and they are regular infantry and do not act like spawned units (ie they will not target what their spawner targets, and they will not return to their helicopter once the target has been destroyed, they will just act like regular infantry). _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
Joined: 07 Mar 2015 Location: Drinking Vodka with Lenin, Stalin and Putin
Posted: Mon Jul 20, 2015 3:40 pm Post subject:
so they will deploy simply that better then nothing I was also thinking about aplicating this for mechenised troops
By the way thanks for the help QUICK_EDIT
Joined: 07 Mar 2015 Location: Drinking Vodka with Lenin, Stalin and Putin
Posted: Fri Jul 24, 2015 2:14 pm Post subject:
well more questions this time it's something interesting Is it possible to change the palete used by voxels by changing i mean changing some colours to other colours for example there is way much red in the palete so I change it to some green-brown ish colours QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Jul 24, 2015 3:12 pm Post subject:
It's not impossible, I did it ages ago already - http://media.moddb.com/images/articles/1/176/175743/auto/hny2015.png - however the process involves breaking walls, disguises and whatnot, besides, I'm pretty sure you're too stupid to pull that off. _________________ "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: Fri Jul 24, 2015 3:28 pm Post subject:
That's purple. Also, that fells into the whatnot category.
Basically one can use custom palettes on infantry and buildings in Ares, although disguises and walls are hardcoded to use unittem. Voxels too.
And no, I'm not expecting a clueless idiot following the footsteps I took months with - this includes properly planning out 90% of unittem before I even started editing the pal and then fixing VPL and then working around all the issues. _________________ "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 Jul 25, 2015 5:40 pm Post subject:
http://www.ppmforums.com/viewtopic.php?t=30026 http://www.ppmforums.com/viewtopic.php?t=30681 http://www.ppmforums.com/viewtopic.php?p=508965#508965 _________________ "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: 07 Mar 2015 Location: Drinking Vodka with Lenin, Stalin and Putin
Posted: Mon Jul 27, 2015 3:59 pm Post subject:
what shall i say Graion if there is a word that can express your Agresivity to people and how you insult them and so on I would say "Mental Issus" GET-IT LOL QUICK_EDIT
Joined: 07 Mar 2015 Location: Drinking Vodka with Lenin, Stalin and Putin
Posted: Wed Aug 05, 2015 2:21 pm Post subject:
Guy Hi again I wanted to ask something,How can i make voxels for helicopters when i make one then when i want to add the rotor which work i want to animate it using HVA editor but it tellsme that it doesn't belong to the voxel QUICK_EDIT
Joined: 07 Mar 2015 Location: Drinking Vodka with Lenin, Stalin and Putin
Posted: Wed Aug 05, 2015 5:42 pm Post subject:
I know that but the problem is with the HVA Builder as it says that the HVA i not for the original voxel or something will try again and post a Pic QUICK_EDIT
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