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 Forum index » Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Ideas & suggestions
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Mon Mar 02, 2020 6:37 pm    Post subject: Reply with quote

Perhaps a spy effect to temporarily disable the building he's entered in? Similar to power down, but applicable to radars, defenses, etc.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Mar 02, 2020 7:56 pm    Post subject: Reply with quote

Don't forget temporarily shutting down factories...

Last edited by TAK02 on Tue Mar 03, 2020 4:05 am; edited 1 time in total

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DaubertMotion
Cyborg Engineer


Joined: 17 Dec 2015

PostPosted: Mon Mar 02, 2020 8:45 pm    Post subject: Reply with quote

Would be cool to customize spies so that they can do some, but not all of the new features.  So you could implement a unit that only steals money(ra1 Thief) or maybe steals money, shuts down power, but doesn't steal plans/grant veterancy (zh saboteur).

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WoodleMyNoodle
Cyborg Soldier


Joined: 09 Apr 2018

PostPosted: Wed Mar 18, 2020 3:02 am    Post subject: Reply with quote

I think allowing abductors to abduct allied units would be pretty useful.
For example, it would allow the possibility to "load" allied units from a distance. Or for example allow an aerial unit that normally doesn't deploy to ground to load units.

Also, Damage.Deployed on TechnoType would also be great. So you can make it depending on the infantry rather than the warhead.

Also, being able to attach an animation using attacheffect, not using the duration would be amazing. (Also. support for animations with next: would be great)

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Apr 12, 2020 6:49 am    Post subject: Reply with quote

Sorry for bump, but do we have a way of making a map-wide Gap Generator?

I was think of something like player "losing communication" with far off units when not having a radar built in certain scenarios; like the moon mission.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Apr 12, 2020 10:08 am    Post subject: Reply with quote

A gap generator can have a radius of up to 127 cells, which should be able to cover a small map. Several mods use invisible dummy gap generators on maps in order to simulate the "Fog of War" effect.
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Apr 12, 2020 10:26 am    Post subject: Reply with quote

So there's no one-building solution...

Are there any performance issues with multiple 127-radius Gap Gens?
I wouldn't call the moon mission "small", more like medium...

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Apr 12, 2020 11:02 am    Post subject: Reply with quote

The only problem is that if you also have units/buildings with an extra large +11 sight radius, the shroud can glitch out & not be rendered properly when the unit/building is destroyed & the gap gen has to quickly re-shroud a large area.
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MRMIdAS
Plasma Trooper


Joined: 17 Jul 2008

PostPosted: Sat Apr 25, 2020 8:30 pm    Post subject: Reply with quote

I've noticed that buildings with a custom palette don't darken like normal ones when stuff like Lightning Storms happen. is there any way to get them to darken, or let the game know to use that behavior, as most of the custom palettes I've seen are just edits of the existing palettes.
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Apr 26, 2020 1:34 am    Post subject: Reply with quote

It's a known limitation of the custom palette feature. IIRC it was implemented by hacking/extending the existing custom pal in the game, which also didn't support lighting changes. So adding lighting effects might require completely redoing the custom pal logic.
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MRMIdAS
Plasma Trooper


Joined: 17 Jul 2008

PostPosted: Sun Apr 26, 2020 3:42 am    Post subject: Reply with quote

Joy.

I thought as much.
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DaubertMotion
Cyborg Engineer


Joined: 17 Dec 2015

PostPosted: Tue May 12, 2020 7:09 pm    Post subject: Reply with quote

Would be nice if OpenToppedRangeBonus= was tied to individual units instead of a General tag.

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silverwind
Rocket Cyborg


Joined: 11 Jun 2016

PostPosted: Wed May 13, 2020 11:21 pm    Post subject: Reply with quote

would also be nice if building occupants with different ranged weapons could fire reliably like open topped passengers.

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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Thu May 14, 2020 1:58 am    Post subject: Reply with quote

Opentopped and tank bunkers were coded "correctly" imo, garrisoned buildings are whack af. Who thought of giving them a single global tag for range... >_>
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Thu May 14, 2020 3:02 pm    Post subject: Reply with quote

- It would be awesome if we can add different types of ORE with different values and drill / Tiberium tree.

- I find it a bit ridiculous to have stealth units and submerged units defined under the same logic, is it possible to define multiple stealth types ?

- Adding multiple radiation cell types , not just one type is which the original green radiation that is used from the deployed desolator.
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu May 14, 2020 3:21 pm    Post subject: Reply with quote

There are 4 different types of [Tiberiums] in RA2 & each one can have different artwork & values. Only 2 are used for Ore & Gems, the remaining 2 are just copes of ore & can be reused for whatever you like. You can also make dummy drills (0x0 buildings etc) that can spawn any type of ore/tib via debris.
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Last edited by Mig Eater on Thu May 14, 2020 11:27 pm; edited 1 time in total

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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Thu May 14, 2020 10:02 pm    Post subject: Reply with quote

Do you know where can I find such tutorial for the dummy building ?

For the other types of ORE. the problem is the the drills or tib trees. But I guess the whole dummy building tutorial can do.

Also,My last question would is how to integrate it in FinalYr ? I mean the other Ore/Gem types ? specifically the whole paint ore/gem overlay.
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu May 14, 2020 10:49 pm    Post subject: Reply with quote

You could check out TI or DTA, the spreader buildings.
It's basically a dummy building with an ActiveAnim, which spawns art.ini debris via TrailerAnim. The art.ini debris in turn spawning the tiberium via
TiberiumSpawnType=GEM01 ;gems [Cruentus]
TiberiumSpawnType=TIB01 ;ore [Riparius]
TiberiumSpawnType=TIB2_01 ;unused in RA2. this is [Vinifera]
TiberiumSpawnType=TIB3_01 ;unused in RA2. this is [Aboreus]

FinalAlert has them already in the bottom Overlay & Special dropdownbox, though it's stupid and calls them all Ore. Only the first 20 are Ore, the following 20 Ore are actually Vinifera and the last 20 Ore are actually Aboreus.
No clue how to add them to the left treeview. Though maybe E1 Elite patched them already in the latest version
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Bu7loos
Commander


Joined: 27 Jul 2011
Location: Kuwait

PostPosted: Thu May 14, 2020 11:00 pm    Post subject: Reply with quote

Thanks LKO.
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EVA-251
General


Joined: 20 Feb 2005
Location: ????

PostPosted: Thu May 14, 2020 11:18 pm    Post subject: Reply with quote

XxpeddyxX wrote:
Opentopped and tank bunkers were coded "correctly" imo, garrisoned buildings are whack af. Who thought of giving them a single global tag for range... >_>


The whole system is messed up. Not just range.

Basically, it seems the occupants fire sequentially at the building's target. If an occupant can't attack the target for whatever reason (AA= setting on projectile, Verses= on warhead, etc), the whole building stops attacking once it's that guy's turn to attack.

My guess is that in some stage of development, they ran into this issue with range. Maybe before they added UCM1Carbine/etc, where Para has Range=6 and M1Carbine has Range=4.

Having it so occupants that can't attack are simply skipped would be nice.
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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Thu Jul 02, 2020 2:48 pm    Post subject: Reply with quote

Give greater .ini control over projectile trajectories/re-implement dummied-out projectile behaviour tags (Dropping, Level, Floater, etc).


  • Dropping, inoperable and unused since (inclusive) TS. What it is *supposed* to do is to attach a parachute (and hence regulate FallSpeed) to a projetile. What is actually *does* since TS is to instantly 'kill' the projectile upon being created. The "instant-detonation" makes for interesting features, but this can now be achieved by ProjectileRange.
    A feature to give projectiles parachutes would be useful. Of course, a generally more customizable projectile fall rate would solve the issue as well, combined with AttachEffect being valid for projectiles for a parachute animation to be attached.
  • MaxEC for projectiles to allow more customizable projectile detonation than ProjectileRange?
  • A way to define ProjectileRange as "distance from the target" rather than "distance from the firer", perhaps by using negative sign?
  • Voxel projectiles are hard-coded to face downward initially. This prevents voxel-based projectiles to be fired down cliffs, from hovering units, or with CourseLockDuration. This hard-coded feature should be restored to be customizable through the Vertical tag. Potentially it could be made even more customizable through an InitialVector=n tag, where n is an angle, like FireAngle.
  • The "Level" tag creates a projectile which flies straight, but will be tied to travelling on water. The enforced terrain part should be removed from this tag, which would make it create a regular straight-fire projectile.
    * The "Floater" tag has no discernible effect in either TS or RA2, but according to the commentary, its intended effect was pretty much like the "Level" tag, except that it is set on weapons instead of projectiles.
    * The "Vertical" tag is new in RA2, but has no positive effect apparently - the Kirov's projectile is hardcoded (via the voxel's initial vector described above) to behave the way it does. This tag should be made useful by making it customize the initial vector for both voxel and SHP projectiles.
    * Maybe some more exotic tags, such as BallisticHeilightHeight (ceiling height of the ballistic arc), AscentRate, DescentRate, etc would provide even greater degree of flexibility for customizing trajectories. Looking at the behaviour settings for spawned missiles might provide inspiration in this respect. This could obviously be tied in with the often-requested straight-fire projectile feature.
  • Bouncy/Elasticity

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DaubertMotion
Cyborg Engineer


Joined: 17 Dec 2015

PostPosted: Wed Jul 29, 2020 4:56 am    Post subject: Reply with quote

it would be nice if advanced rubble had a tag to allow it to "repair" itself without an engineer.

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silverwind
Rocket Cyborg


Joined: 11 Jun 2016

PostPosted: Fri Jul 31, 2020 8:35 pm    Post subject: Reply with quote

DaubertMotion wrote:
it would be nice if advanced rubble had a tag to allow it to "repair" itself without an engineer.

Doesn't SelfHealing=yes work on buildings?

Edit: nevermind. I misunderstood you completely.

Last edited by silverwind on Sun Aug 02, 2020 9:30 pm; edited 1 time in total

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Jul 31, 2020 9:53 pm    Post subject: Reply with quote

In order to convert an advanced rubble building back into the complete structure you need to make an engineer enter it. The health/strength of the building doesn't matter, so SelfHealing or ClickRepairable etc wont have the same effect.

A tag like Rubble.Repair.Time= that will make the building automatically convert itself after a set time. Or maybe Rubble.Repair.Strength= which would convert the building back once it had a certain amount of health, which then could be controlled SelfHealing or ClickRepairable.
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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sat Aug 01, 2020 12:23 am    Post subject: Reply with quote

then use promotion conversion to go back
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