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Question collection
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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Sun Dec 13, 2015 5:00 pm    Post subject:  Question collection
Subject description: Sandbags [solved] Missile [uns] Mouse Cursor [solved] Heal Buildings [untried]
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Hey,

this are some questions i collected overtime - i neglected them because they are mostly minor issues but now the polishing process asks for them to be solved:

1. [solved] I got the Sandbags made buildable. Problem is, that they will always be the last item in the building list within the game which absolutely contradicts their tech level; they should be at the very beginning of the combat buildcat.

[code removed to slim the post]

2. I made an Ares Spyplane Superweapon wich is spawned V3 that crosses the map and detonates on target (strange enough it is not looked at as an enemy by enemy base defenses): problem is, i cannot edit it's verses. Even though it uses the correct warhead (proven by rad level tests and shake).
Weapon damage doesn't influence it as of now the weapon damage is 1 and the verse for wood is 1% but it would still instakill a refinery or weapons factory.
I tried different warheads - same result. Then i figured it must be the death weapon, i changed it, even changed the basic death weapon and the WH = same result...
next idea was that some of the debris i changed cause damage, so i removed them all = same result.
I checked the WH anims but they do not inflict damage.

It helped to set the buildings armor from wood the steal but I ended up making wooden buildings little stronger but it feels wrong.

The code:

; Intercontinental V3
[INTERV3]
Image=V3ROCKET
UIName=Name:V3
Name=Intercontinental V3
Prerequisite=SARADR
Primary=InterHit
Explodes=yes
DeathWeapon=BlimpBomb
DeathWeaponDamageModifier=0.002 ;same with 0.2
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
Strength=150
Category=AirPower
Armor=special_1
TechLevel=-1
Sight=8
RadarInvisible=no
Landable=no
MoveToShroud=yes


PipScale=Ammo
Speed=25
;PitchSpeed=0.9
;PitchAngle=0

PitchSpeed=1.1
PitchAngle=0

Owner=Russians,Confederation,Africans,Arabs

Cost=2500
Points=80
ROT=3
Ammo=1
Crewed=no
ConsideredAircraft=yes
AirportBound=no ; If I ever need to land and there are no airports I crash because I can only land on them
GuardRange=30
;Explosion=TWLT026,TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;MaxDebris=3
IsSelectableCombatant=no
VoiceSelect=IntruderSelect
VoiceMove=IntruderMove
VoiceAttack=IntruderAttackCommand
VoiceCrashing=IntruderVoiceDie
DieSound=
MoveSound=IntruderMoveLoop
CrashingSound=IntruderDie
ImpactLandSound=GenAircraftCrash
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8}
MovementZone=Fly
ThreatPosed=20  ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=IntruderTakeOff   ;Taking off
AuxSound2=IntruderLanding   ;Landing
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=STRONGER,FIREPOWER,ROF
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes

;Dummy Weapon
[InterHit]
Damage=1
ROF=45
Range=1
Speed=70
Warhead=InterV3WH
OmniFire=yes
Projectile=InterShot

[InterShot]
;Image=NCROCKET ;Use same voxel as TMISS
AA=yes
AN=yes
;AG=yes
;Arm=2
ROT=1 ;8 ;requires to use Rotates
Shadow=no
Proximity=yes
Ranged=yes

; InterV3 Wh
[InterV3WH]
;CellSpread=1.5
;PercentAtMax=.2
Wall=yes
Wood=yes
Verses=100%,100%,100%,70%,70%,70%,1%,75%,50%,100%,100%
Conventional=yes
Rocker=yes
InfDeath=5
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
;Sparky=yes
Bright=yes
ProneDamage=70%
ShakeXlo=4
ShakeXhi=4
ShakeYlo=8
ShakeYhi=8

3. [solved] Do some of you successfully changed a mouse cursor of a carryall-vehicle? Could you give me a rough idea, what the steps are (I am familiar with the shp.builder compression). I want the enter cursor, when a selected carryall moves the mouse over a carryable unit.

4. Is there a possibility for a unit that heals buildings with his 'weapon' without entering it?



Nice, if you have a hint or solution for me,
-A-

Last edited by Ich-Henker on Mon Dec 14, 2015 6:16 pm; edited 3 times in total

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Dec 13, 2015 5:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Make a clone of the sandbags for each side and add AIBasePlanningSide= to them.

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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Sun Dec 13, 2015 6:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks MigEater.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Dec 14, 2015 9:29 am    Post subject: Reply with quote  Mark this post and the followings unread

2. You dont have any custom missile code? I'm not even sure they work with a superweapon tho. If not you can make a dummy plane that launches the missile as soon as it enters the map, or you can use a limbo launcher to turn the plane into the missile as it reaches the target.

3. Just copy one of the enter cursor frames, paste it over the carryall cursor frame & save (making sure it has the right compression & is using file extension .sha). If you dont know already, the carryall cursor is also used by the medic, so if you have or plan to use both the enter cursor might not be the best option.

4. Use a particle weapon with negative damage against buildings.

Edit: There was no need to post this topic twice, I removed the other one.

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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Mon Dec 14, 2015 4:05 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Thanks Mig again!

Yeah the Superweapon works - it is a missile launched at the edges of the map (with animation), flies straight, then makes a ditch down, till it detonates.

...

it wasn't a double post. The other post was for Ares implemention - I would have expanded both question lists different from each other - not cool man.
I even cut already answered questions from the Ares one.
-
Could you please wait before deleting the next time i split similar topics or questions - I try to be very careful with my posts and documentation and keep it in order (I always give the solution to my questions for example so others benefit from the threat and mark it in the description).

No bad blood dude and thanks for your help! Cool

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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Mon Dec 14, 2015 4:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

"- finally, such a unit can perform the unique Action of 'Heal'. The cursor for this does not exist in Red Alert 2, so you get the default 'Stop' cursor instead. You can change this with the following steps;-

(i) extract MOUSE.SHP from the game (MOUSE.SHA in Yuri's Revenge)

(ii) convert it to PCX format using the MOUSEPAL.PAL palette

(iii) change frame #384 to whatever you want the 'Heal' cursor to be, although you cannot have an animated one (it must be one frame or image*)"
(tutorial)

*is that correct, because you said I could use several images ...

And where to put the edited mouse.sha when I put it in expandmd02 and ecache both do not seem to work (am a bit dizzy today).

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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Mon Dec 14, 2015 6:14 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Okay Solution:

1. XCC Mixer: Open extract mouse.sha from ra2md/conqmd.
2. Open mouse.sha with Shape Editor
3. Delete frame 385(!) without shadow deletion.
4. Copy your frame of choice to frame 385 without shadow copy.
5. Save it with compression 1
6. Rename the file to mouse.sha manually
7. Put it in your mods expandmd
8. Set your shape builders compression back to normal.

Wink

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Dec 15, 2015 9:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry but having two topics with the same questions is redundant and clutters the forum. If you'd planned to update the other topic later on with Ares related questions then please wait until you have those questions, instead of posting a duplicate of this topic as a place holder.

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