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A few questions which confuse me
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mtkii
Medic


Joined: 26 Mar 2005

PostPosted: Thu Jul 12, 2018 12:37 am    Post subject:  A few questions which confuse me Reply with quote

Hi all,

I've been modding YR for a few years now, but I've never been active on PPM (or any other modding sites, in fact). Recently, I've felt the urge to start a (private) mod again, but I ran into a few coding issues. I just can't find the solution by myself, and I haven't found answer on any forums, so here I am asking you for help.

1. I have a missile launcher unit (using Ares custom missile) with a turret (essentially Generals's Tomahawk Launcher). Everything works fine, however the missile seems to me fired from the base of the voxel, and not the turret itself. Here is the code from rulemd.ini and artmd.ini :

Code:

[TOMA]
UIName=NOSTR:Arthemis Launcher
Name=Arthemis Launcher
Prerequisite=GAWEAP,RADAR
Primary=TomaLauncher
CanPassiveAquire=no ; Won't try to pick up own targets
Spawns=TOMAMISSILE
SpawnsNumber=1
SpawnRegenRate=120
SpawnReloadRate=0
Strength=250
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=false
TechLevel=4
Sight=8
Speed=5
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
RequiredHouses=Americans
AllowedToStartInMultiplayer=no
Cost=1200
Soylent=600
Points=25
ROT=3
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=ArthemisSelect
VoiceMove=ArthemisMove
VoiceAttack=ArthemisAttack
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=GrizzlyTankMoveStart
CrushSound=TankCrush
MaxDebris=2
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=15   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
OpportunityFire=yes

[TOMA]   ; Arthemis Launcher
Voxel=yes
Remapable=yes
Cameo=TOMAICON
AltCameo=TOMAUICO
PrimaryFireFLH=-100,-90,20
TurretOffset=-60


I was wondering... can a unit with missile launcher logic have a turret at all? If so, which tag should I look for?

2. I'm mind boggled by this one... So I have a RA3 Twinblade unit, which I animated myself (I can't do proper voxel so... yeah, I pieced together some other voxel's section). In the HVA Editor and in VoxelViewer, everything looks fine. The section's position are perfect and the 2 frame animation works. Strangely, in-game, the right rotor is replaced by a copy of the first section of the voxel (the chopper body). When I look in the Voxel Editor, the section is a rotor indeed... I have no idea why the voxel acts this way in-game only. I tried to remove the tail's rotor, thinking that maybe the voxel had to many section, but it did not change a thing. I've put some image of the unit in-game and in VoxelViewer at the end of the tread.

Can anybody tell me what is causing this? Are there any tags that can prevent this voxel's section behavior? I won't paste the code here, since it's the Siege Chopper's one for the moment.

3. So I've started using Ares for the first time. I feel like I really don't understand the new AttachEffect logic. I want to have an infantry that buff surrounding units, but I can't for the hell of me make it work. I've tried to put the AttachEffect tags ont the unit itself, then tried to make it fire a areaeffect weapon around itself (based on the PsiWave weapon), but nothing works. What am I missing here?

Code:

[BORIS]
UIName=NOSTR:Soviet Komissar
Name=Boris
Image=SOFFICER
Category=Soldier
Prerequisite=NAHAND,NATECH
Primary=SovietMorale
CanPassiveAquire=yes
Secondary=Flare
OpenTransportWeapon=0;defaults to -1 (decide normally)  What weapon should I use in a Battle Fortress
NavalTargeting=4
LeadershipRating=8
Assaulter=no ; I clear out UC buildings
CrushSound=InfantrySquish
Crushable=no
TiberiumProof=yes
Strength=300
Armor=flak
TechLevel=9
Pip=red
Sight=9
Speed=5
Owner=Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
Cost=1500
Soylent=750
Points=50
IsSelectableCombatant=yes
VoiceSelect=KomissarSelect
VoiceMove=KomissarMove
VoiceAttack=KomissarAttack
VoiceFeedback=KomissarFear
VoiceSecondaryWeaponAttack=KomissarAttack
;DieSound=BorisDie
CreateSound=KomissarCreated
EnterWaterSound=TanyaEntersWater
LeaveWaterSound=TanyaLeavesWater
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=25   ; This value MUST be 0 for all building addons
SpecialThreatValue=1
ImmuneToVeins=yes
ImmuneToPsionics=yes
ImmuneToPsionicWeapons=no
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,SCATTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
IFVMode=4
UseOwnName=false
AirstrikeTeam=2;
EliteAirstrikeTeam=4;
AirstrikeTeamType=BPLN
EliteAirstrikeTeamType=BPLN
AirstrikeRechargeTime=100;500
EliteAirstrikeRechargeTime=50;250
SelfHealing=yes

[SovietMorale]
Damage=0
Range=1
ROF=45
Projectile=Psychic
Speed=1
Warhead=SovietMoraleWH
AreaFire=yes ; just shoot straight at ground under feet
PenetratesBunker=yes
OmniFire=yes

[SovietMoraleWH]
CellSpread=3
PercentAtMax=1
Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,0%,0%
InfDeath=1
AffectsAllies=yes
AffectsEnemies=no
Malicious=no
AttachEffect.Animation=SOVRING
AttachEffect.Duration=150
AttachEffect.FirepowerMultiplier=1.5
AttachEffect.ArmorMultiplier=1.5
AttachEffect.PenetratesIronCurtain=yes
AttachEffect.AnimResetOnApply=yes
AttachEffect.Cumulative=no


4. Finally, how can I make a unit fire it's Primary= and Secondary= at the same time, with independant ROF? From what I've read, Ares can make it happen using Ammo= directly on the weapons, but I have not been able to use this logic.

That is all (for the time being, at least). Thank you very much.


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In VoxelViewer...
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 Viewed:  2888 Time(s)

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SCRN.20180711-171311-00869.png
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Flaguna
Combat Engineer


Joined: 07 Feb 2018
Location: HUELand

PostPosted: Thu Jul 12, 2018 1:53 am    Post subject: Reply with quote

Keep in mind that Im no experienced modder, so dont take my guesses too seriously.

1 - Basically, the game engine doesnt understand spawner and turreted vehicles, it messes things up because of the XXXwo thing. See the Destroyer for example.

2 - I think both blades have the same name on VXLSE? I really dont know

3 - My guess is that the weapon damage needs to be atleast 1 for it to work properly (aka dummy weapon)

4 - https://ppmforums.com/viewtopic.php?t=45125 you should try this
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G-E
General


Joined: 09 Feb 2015

PostPosted: Thu Jul 12, 2018 4:16 am    Post subject: Reply with quote

Units are allocated one extra memory slot which gets used for all alternative art, thus you can't have 2 features that each need alternate art.

The best HVA Builder (in my opinion) is Stucuck's WIP7, the unofficial build before Banshee added most of the same features to the main tree. It has perfect pixel offsets and scaling.

Also keep in mind a dual rotor setup like you have will likely (as evidenced by screenshot) create the overlapping body bug. The game engine renders whichever section is closest to the viewer at any frame on top of all the others, even if the others are still kept in hierarchical order, this happens with all animated voxels. You should consider a single rotor version which extends past the front of the unit and most of the way to the tail to minimize the overlap bug.
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Jul 12, 2018 9:12 am    Post subject: Reply with quote

The twinblade problem is caused by bad index numbering in the header. In VXLSE press Ctrl+H to open the header & check that all the sections have there own unique number & that they are in the correct order.
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mtkii
Medic


Joined: 26 Mar 2005

PostPosted: Fri Jul 13, 2018 3:02 pm    Post subject: Reply with quote

Quote:
Basically, the game engine doesnt understand spawner and turreted vehicles, it messes things up because of the XXXwo thing. See the Destroyer for example.


That's a shame. I'll put the turret on the body part then.

Quote:
The twinblade problem is caused by bad index numbering in the header. In VXLSE press Ctrl+H to open the header & check that all the sections have there own unique number & that they are in the correct order.


That worked like a charm! I went and checked if the section's names had anything to do with it, like Flaguna suggested, then realised that the section had the same index number as the chopper body. I guess the lesson here is check your index number when piecing together multiple section into one voxel.

Quote:
My guess is that the weapon damage needs to be atleast 1 for it to work properly (aka dummy weapon)


Still, it's not working (the unit refuses to fire). Is there anywhere I can find more information about AttachEffect than Ares Documentation and PPM?

Quote:
https://ppmforums.com/viewtopic.php?t=45125 you should try this


It works perfectly... with a non Burst= weapon... The problem I'm running into is that my double barreled Mammoth Tank fires all of its ammo, then when the first ammo reload, it fires once and is depleted until the next reload occur, which prevent the whole Burst= tag on the weapon. I've tried replacing the ROF of "Reload=" with "EmptyReload=" to give it a delay and a reload time of 0, but it still does not work.

Code:

[APOC]
Ammo=4
InitialAmmo=4
Reload=0
EmptyReload=80
NoAmmoWeapon=1
...

[120mmx]
ROF=0
Ammo=2
...


Well thank to all of you for your help!

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Flaguna
Combat Engineer


Joined: 07 Feb 2018
Location: HUELand

PostPosted: Sat Jul 14, 2018 2:35 am    Post subject: Reply with quote

Uuuhh... I know there is a way to control the weapon usage, but I don't remember right now... I must check on my codes later when e get to my pc.

About the aura, Try using InvisibleAll as projectile, I think it has something to do with this.
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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sat Jul 14, 2018 2:50 am    Post subject: Reply with quote

Haha saw my code
I believe I forgot to add ReloadAmonut=4
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mtkii
Medic


Joined: 26 Mar 2005

PostPosted: Sat Jul 14, 2018 4:51 am    Post subject: Reply with quote

Quote:
About the aura, Try using InvisibleAll as projectile, I think it has something to do with this.


It seems it was "AreaFire=yes" that was causing problems. Modenc reads :

Quote:
Due to the way the logic is handled, infantry can use such weapons only as their deploy weapon. Otherwise, they will not fire it at all.


So yeah... I made it a deployable weapon, added a few lines in the infantry sequence and everything works fine now (or at least almost everything... a new problem arose with the AttachEffect.Animation, but that's an other matter).

Quote:
Haha saw my code
I believe I forgot to add ReloadAmonut=4


Well that'll solve the problem... I made it work using a mix of "Reload=" and "EmptyReload=" to emulate the Burst delay, but it suddently stopped working with units using "BallisticScatter.Min=" and "BallisticScatter.Max=" for unknown reason (or maybe bad coding on my part elsewhere).

---

But while on the subject, I have one more question about the AttachEffect.Animation. The animation used works fine, but only looks good on infantry, since it is placed under the unit and vehicle hide it almost entirely. I tried resizing it and after a test it looked good on vehicle, but it was a mess on infantry using a same cell.

So I tried to find a way to make vehicle use a different animation, but that would require two different warhead for the same weapon (one affecting only infantry, the other affecting only vehicle). I tried having a dummy Anim= on the weapon that would have a different warhead, but I don't think AttachEffect works very well with animation warhead...

To give you an idea of what I try to do with the animation, I linked a screenshot.

Again, thank everyone.


SCRN.20180714-003946-00359.png
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Flaguna
Combat Engineer


Joined: 07 Feb 2018
Location: HUELand

PostPosted: Sat Jul 14, 2018 3:54 pm    Post subject: Reply with quote

In this case, it's better (and easier) for the attached effect be next to the healh bar, just like MO "commando" little skull icons. This would (kinda) fix the problem while stioll working the way you like. What do you think?
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mtkii
Medic


Joined: 26 Mar 2005

PostPosted: Sun Jul 15, 2018 3:03 pm    Post subject: Reply with quote

I'm not so sure I would like it... I'll try something else and see how it goes.

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Flaguna
Combat Engineer


Joined: 07 Feb 2018
Location: HUELand

PostPosted: Tue Jul 31, 2018 7:07 pm    Post subject: Reply with quote

I think I got a solution to your problem. Try Airburst weapon:

[MainWeapon]
...
Damage=1
Warhead=InfantryBoostWH
Airburst=yes
AirburstWeapon=SecondWeapon
Range=-2
...

[SecondWeapon]
...
Damage=1
Warhead=VehicleBoostWH
Range=-2...

[InfantryBoostWH]
...
CellSpread=4 (at your choice)
PercentAtMax=1
Verses=100%,100%,100%,0%... (none,flak,plate)
AttachEffect.Anim=INFAURA
...

[VehicleBoostWH]
...
CellSpread=4 (at your choice)
PercentAtMax=1
Verses=...100%,100%,100%,... (light,medium,heavy, special_1 for drones perhaps?)
AttachEffect.Anim=ARMORAURA
...

You might need to experiment with the tags here to fit your choices. Also, take not this was written without me consulting my codes, so something might me wrong.

Alternatively, you can use ShrapnelWeapon, wich allows you to select an (teorically) infinite amount of unit to be affected using ShrapnelCount=X, wich, in my honest opinion, works better. Hope this helps
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mtkii
Medic


Joined: 26 Mar 2005

PostPosted: Sun Jun 02, 2019 5:20 pm    Post subject: Reply with quote

I'm back with a few more question!

1. I'm adding a new game mode in my mod which remove all sub-factions and all unique units. The idea is that I end up with a "vanilla" Allied and Soviet faction. It works fine and all, except the flags used under each countries. "UIName=" and "Multiplay=" are not taken into account when I modify the game mode .ini file, but "VeteranUnits=" and "StartInMultiplayer.Types=" do have an effect. I'm a bit puzzled by this and I wonder if some flags can't be changed in a ame mode .ini file? Or am I missing something?

Here is a bit of code so you can understand better :

Code:


;In MPBattleClassicMD.ini

[Germans]
UIName=NOSTR:Allied     ;Does not change in-game
VeteranUnits=none

[Americans]
Multiplay=no                   ;Country still playable in-game

[Alliance]
Multiplay=no                   ;Country still playable in-game

[Russians]
UIName=NOSTR:Soviet Union     ;Does not change in-game
VeteranUnits=none                     ;This YR original flag works
StartInMultiplayer.Types=E2,HTNK,HTK     ;This Ares flag works

[Africans]
Multiplay=no                   ;Country still playable in-game

[Arabs]
Multiplay=no                   ;Country still playable in-game


2. I was wondering if it's possible to add colored lightning on ore? I want to make my ore patch to produce colored light, but all flags associated with colored light don't seem to work on [TIBxx] or [TIBTRExx]. Any idea why or is there any work around?

3. Finally, I have a mobile Iron Curtain which gives Iron Curtain effect to nearby vehicle for 10 secs every minutes. I wanted to have a graphical effect (a voxel change) to tell the player that the unit is ready to fire it's weapon, but realised that the "NoSpawnAlt=" implies a Spawn weapon. I tried a dummy spawn, but I can't make it work (the unit does not fire). Can someone help me find what is wrong with my code or have a better way to make it work, using another logic?

Code:


;A lot of flags are temporary here, for testing purpose

[IFIST]
UIName=NOSTR:Iron Fist
Name=Mobile Iron Curtain
Prerequisite=NAWEAP,NATECH
Strength=450
Category=Support
Armor=heavy
TechLevel=9
Sight=6
Speed=5
Owner=Russians,NKoreans,Confederation,Yugoslavians,Africans,Arabs
RequiredHouses=Arabs
CrateGoodie=no
AllowedToStartInMultiplayer=no
Cost=1500
Soylent=750
Bounty.Value=150
Points=40
ROT=5
Crewed=yes
Crusher=yes

NoSpawnAlt=yes      ;Problem Here...
Primary=IronLauncher
CanPassiveAquire=no
Spawns=DUMMYIFIST
SpawnsNumber=1
SpawnRegenRate=900
SpawnReloadRate=900

Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=MWFSelect
VoiceMove=MWFMove
VoiceAttack=MWFMove
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=MCVMoveStart
CrushSound=TankCrush
DeploySound=PlaceBuilding
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Normal
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=12
ZFudgeTunnel=15
Size=4
Trainable=no
Bunkerable=no; Units default to yes, others default to no

[IronLauncher]
Damage=1
ROF=900
Range=7
Spawner=yes
Projectile=InvisibleHigh
Speed=1
Warhead=Special
OmniFire=yes
FireOnce=yes ; Only fire once; don't stay in attack mission

[DUMMYIFIST]
UIName=NOSTR:...Nothing to see here!
Name=Iron's Fist Dummy Launcher
FireAngle=1
Strength=50
Category=AirPower
Armor=special_2
Spawned=yes
MissileSpawn=yes
Missile.Custom=yes
TechLevel=-1
Sight=0
RadarInvisible=yes
Landable=yes
MoveToShroud=yes
Ammo=1 ;Aircraft are hard wired to require ammo

Missile.PauseFrames=7   ;15
Missile.TiltFrames=20   ;45
Missile.PitchInitial=0
Missile.PitchFinal=0.5
Missile.TurnRate=0.08
Missile.RaiseRate=1
Missile.Acceleration=0.8
Missile.Altitude=768
Missile.BodyLength=90

Missile.TakeOffAnim=IRONBLST

Missile.Damage=100                    ;temporary
Missile.EliteDamage=200              ;temporary
Missile.Warhead=TomaWH            ;temporary
Missile.EliteWarhead=TomaWHE    ;temporary

Invisible=yes
Insignificant=yes   ;Will this object not be announed when destroyed (def=no)?
LegalTarget=no      ;Is this allowed to be a combat target (def=yes)?

Speed=15
Owner=Russians,NKoreans,Confederation,Yugoslavians,Africans,Arabs
Cost=50
Points=20
ROT=4
Crewed=no
Explodes=no
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8}
MovementZone=Fly
ThreatPosed=10   ; This value MUST be 0 for all building addons
DamageParticleSystems=SmallGreySSys   ; Sparks don't work well here.  SJM
AuxSound1=DreadnoughtAttack ;Taking off
ImmuneToPsionics=yes
NoShadow=yes
Selectable=no
Trainable=no
FlyBack=true
DontScore=yes


Here is a screen of what I want to achive :



Thank you.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Jun 02, 2019 6:24 pm    Post subject: Reply with quote

The changes made in game modes are loaded when start a match & not when you select the mode in the menu. So it's not possible disable/enable the countries, change their flags or any of the other options before a map is loaded.

Adding lighting effects to ore/gems is done by placing invisible light posts in the middle of the ore/gems on the map & not by any special code.
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Virgil
Rocket Infantry


Joined: 22 Jul 2018

PostPosted: Sun Jun 02, 2019 7:31 pm    Post subject: Reply with quote

You can use the DTA client to make game modes in which some countries are not selectable, but I have no idea if even the client is able to change the UIName in display...anyway, with all the specific things gone, each country in the same faction is the same with the others.

For the Iron Fist:
You need AttackFriendlies=yes on the unit to make it fire automaticlly when no enemy is there. Does it give the iron curtain effect when you manually order it to force attack a unit? With no Warhead codes I have no idea if you are using the right code to apply iron curtain effect.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Mon Jun 03, 2019 11:03 am    Post subject: Reply with quote

Spawner weapon doesn’t actually fire & giving it an iron curtain warhead is useless. The best you can do is letting the spawn die right after spawned and using its death weapon to cast iron curtain.

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Tue Jun 04, 2019 4:49 pm    Post subject: Reply with quote

You could use a charge turret like the prism tank.

Ditch the spawning logic and just use a standard AreaFire=yes weapon with an IronCurtain.Duration=X warhead. Default turret would be the glowing red "ready" turret, turret after firing would be the black "spent" turret. You could even put a couple stages in between, and if I recall correctly it should automatically divide the stage timings up to split them evenly along the weapon's ROF= frames.

Relevant code from [SREF]:
Code:
; SJM: begin abuse of turret-changing code ----
Turret=yes ;temp until tank art done
TurretCount=4
WeaponCount=1
Weapon1=Comet
EliteWeapon1=SuperComet ; Elite Weapon
IsChargeTurret=true
; SJM: end abuse ------------------------------

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mtkii
Medic


Joined: 26 Mar 2005

PostPosted: Tue Jun 04, 2019 5:51 pm    Post subject: Reply with quote

Quote:
The changes made in game modes are loaded when start a match & not when you select the mode in the menu. So it's not possible disable/enable the countries, change their flags or any of the other options before a map is loaded.


Oh well, I'll go for identical sub-faction then.

Quote:
Adding lighting effects to ore/gems is done by placing invisible light posts in the middle of the ore/gems on the map & not by any special code.


So only building can emit colored light? Thanks for the answer Mig Eater.

Quote:
You need AttackFriendlies=yes on the unit to make it fire automaticlly when no enemy is there. Does it give the iron curtain effect when you manually order it to force attack a unit? With no Warhead codes I have no idea if you are using the right code to apply iron curtain effect.


I accidently left out a part of the code for the WH behavior (my bad!). I wanted to use the weapon's "Anim=" with a WH to apply the Iron Curtain effect.

About the behavior of the unit itself, I don't want it to shoot its weapon at friendly units when not in combat (the ROF is 1min, after all), so the "AttackFriendlies=yes" is out of the question. It's more of a game design choice than anything, since I want to be able to select a vehicle division, aim at a target, and every unit does it's thing without having to manually manage every single unit type within the group. I feel like overabundant micromanaging often obstruct the "fun factor" in RTS, well at least for me.

Quote:
Spawner weapon doesn’t actually fire & giving it an iron curtain warhead is useless. The best you can do is letting the spawn die right after spawned and using its death weapon to cast iron curtain.


I like this idea. I'll just use the Robot Tank's logic with a impossible to acquire dummy building so it will die the second a target is selected. As always, nice insight from you, cxtian39.

Quote:
You could use a charge turret like the prism tank.


I thought about this option before, but decided against it. I think it would look very weird having the Iron Curtain "ball" rotate when the unit is given an order.

Thank everyone for your idea.

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
Location: AKA Sir Prize

PostPosted: Tue Jun 04, 2019 6:08 pm    Post subject: Reply with quote

Couldn't you just set TurretROT=0 on the unit?
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Last edited by WoRmINaToR on Tue Jun 04, 2019 6:18 pm; edited 2 times in total

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mtkii
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Joined: 26 Mar 2005

PostPosted: Tue Jun 04, 2019 6:12 pm    Post subject: Reply with quote

Does TurretROT=0 really block the turret from moving at all? I didn't knew that. I'll have to test it.

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WoRmINaToR
Rocket Cyborg


Joined: 31 Oct 2008
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PostPosted: Tue Jun 04, 2019 6:17 pm    Post subject: Reply with quote

I tested and it does not unfortunately. But it will snap immediately to the direction of fire without the very noticeable rotation. If your turret is perfectly round, you probably wouldn't notice it.

Up to you of course but that's probably the cleanest way to do it. Using spawning logic will introduce a delay between firing the weapon and the weapon's effect, which I assume is undesirable.
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Virgil
Rocket Infantry


Joined: 22 Jul 2018

PostPosted: Tue Jun 04, 2019 11:22 pm    Post subject: Reply with quote

mtkii wrote:
About the behavior of the unit itself, I don't want it to shoot its weapon at friendly units when not in combat (the ROF is 1min, after all), so the "AttackFriendlies=yes" is out of the question. It's more of a game design choice than anything, since I want to be able to select a vehicle division, aim at a target, and every unit does it's thing without having to manually manage every single unit type within the group. I feel like overabundant micromanaging often obstruct the "fun factor" in RTS, well at least for me.


OK so you want to select the unit with the other tanks grouped around it and target the enemy, then it gives the group iron curtain effect? I thought you want a unit that constantly cover surrounding allies in iron curtain. Then the death weapon trick cxtian said should do that.

mtkii wrote:
I'll just use the Robot Tank's logic with a impossible to acquire dummy building so it will die the second a target is selected.


I suggest using AE with anim damage to kill the missle.

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mtkii
Medic


Joined: 26 Mar 2005

PostPosted: Fri Oct 04, 2019 3:33 pm    Post subject: Reply with quote

Here I am with another question.

I want to change the projectile animation of a tank. This new projectile has a shp with 32 frames, each for a different direction (set with Rotates=yes in artmd.ini). For this new system to behave exactly how I want, I have three criteria :

-Criteria #1 : the projectile must go in a straight line toward the target;
-Criteria #2 : the projectile must be slightly inaccurate;
-Criteria #3 : the projectile's image has to rotate, using the 32 frame shp that I have.

So here is the problem. I've tried three methods so far, but none of them can respect all three criteria identified above. Here they are :

-Method one : a simple straight line projectile, using Arcing=false. This way, the projectile respects criteria #1 and #3, but not criteria #2. Inaccurate=yes and FlakScatter=yes seems to require Arcing=yes, which leads to...

-Method two : a Arcing=yes projectile. This way, criteria #2 and #3 are respected. But, of course, the projectile does not travel in a straight line anymore (surprise surprise, it now follow an arc pattern), which violate criteria #1.

-Method three : using a particle system on the tank weapon. This way, the projectile goes in a straight line (criteria #1) and can use an inaccurate Projectile= (criteria #2). However, using Image=[ProjectileImage] on the particle, even with Rotates=yes on the projectile's image in artmd.ini, makes it that only the first frame of the projectile's shp is shown (criteria #3 is not respected). This makes the tank fire a projectile which is always pointing north, and it looks ridiculous.

Am I missing something or is it impossible to do in the RA2 engine?

Thank!

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Virgil
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Joined: 22 Jul 2018

PostPosted: Fri Oct 04, 2019 6:57 pm    Post subject: Reply with quote

IIRC Arcing=yes projectile never fly straight, so you cannot achieve the first two with any means present now if inaccurate fire requires Arcing=yes.

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4StarGeneral
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Joined: 14 Sep 2006
Location: Constant Flux

PostPosted: Fri Oct 04, 2019 11:32 pm    Post subject: Reply with quote

ROT=1 Arcing projectiles fly *mostly* straight and are inherently inaccurate (with some other issues) if that would be enough to fix the issue.
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mtkii
Medic


Joined: 26 Mar 2005

PostPosted: Thu Oct 10, 2019 8:23 pm    Post subject: Reply with quote

Arcing=yes and ROT=1 do not seem to work together. The unit no longer fires its weapon.

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Fri Oct 11, 2019 6:05 am    Post subject: Reply with quote

WoRmINaToR wrote:
Couldn't you just set TurretROT=0 on the unit?
mtkii wrote:
Does TurretROT=0 really block the turret from moving at all? I didn't knew that. I'll have to test it.
WoRmINaToR wrote:
I tested and it does not unfortunately. But it will snap immediately to the direction of fire without the very noticeable rotation. If your turret is perfectly round, you probably wouldn't notice it.

Up to you of course but that's probably the cleanest way to do it. Using spawning logic will introduce a delay between firing the weapon and the weapon's effect, which I assume is undesirable.
If you want a vehicle with a turret to not rotate its turret towards target just put OmniFire=yes on the weapon, works fine with standard 120mm cannon of Soviet Rhino Heavy Tank in my quick test of it so I think it would work fine with charge logic turrets of like Prism Tanks too.
Partially offtopic, for animation of shp/voxel turrets there is always the option to use TurretSpins=yes that Yuri Floating Disc in RA2:YR uses and that the Mobile Gap Generator, Mobile Radar Jammer (MHQ in C&C1) and the Tesla Tank uses in RA1/RA1 Aftermath, Animation wise you can only with TurretSpins=yes get a voxel turret to spin but for .shp based ones you can get an animation just like with RA1:AM Tesla Tank.

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mtkii
Medic


Joined: 26 Mar 2005

PostPosted: Sat Oct 19, 2019 2:34 am    Post subject: Reply with quote

Quote:
ROT=1 Arcing projectiles fly *mostly* straight and are inherently inaccurate (with some other issues) if that would be enough to fix the issue.


I went with a Arcing=yes weapon afterall, but thanks for the answer.

Quote:
If you want a vehicle with a turret to not rotate its turret towards target just put OmniFire=yes on the weapon, works fine with standard 120mm cannon of Soviet Rhino Heavy Tank in my quick test of it so I think it would work fine with charge logic turrets of like Prism Tanks too.
Partially offtopic, for animation of shp/voxel turrets there is always the option to use TurretSpins=yes that Yuri Floating Disc in RA2:YR uses and that the Mobile Gap Generator, Mobile Radar Jammer (MHQ in C&C1) and the Tesla Tank uses in RA1/RA1 Aftermath, Animation wise you can only with TurretSpins=yes get a voxel turret to spin but for .shp based ones you can get an animation just like with RA1:AM Tesla Tank.


I got around it using the trick mentionned a few post above. It's now working as intended.

---

I do have some more problems and questions!

First, I don't really know why or for how long exactly, but the Soviet AI in skirmishes is mostly brain dead :/ More specifically, it no longer produces Taskforces, except for the x4 Conscript + x4 Flak Trooper patrolling their base. I have not yet edited aimd.ini, nor have I touched the AI flags in rulesmd.ini, so I'm a bit perplexed. It continues to build as usual, and I have not removed vanilla unit, so any idea why this would happen? Any lead I should follow?



Second, I'm trying to implement a Mine Layer, which mostly behave like the one in RA1. I've used Mig Eater's tutorial (available here : https://ppmforums.com/viewtopic.php?highlight=minelayer&t=32583) and re-created one, but I ran in a few problems.

It seems like FireOnce=yes does not work. When deploying, the Mine Layer continues to spam mines without ever stopping if I don't cancel the action. Also, the Ammo= logic does not work, and I don't know why. Its ammo doesn't deplete when deploying mines.

Here is the code :

Spoiler (click here to read it):


;The unit itself
[MLAYER]
UIName=NOSTR:Mine Layer
Name=Mine Layer
Prerequisite=NAWEAP,NADEPT
Primary=LayMines
Deployer=yes
DeployFire=yes
DeployFireWeapon=0

PipScale=Ammo
Ammo=4
InitialAmmo=4
;Reload=75
ManualReload=yes
Dock=GADEPT,NADEPT      ;Both those building have UnitReload=yes

Strength=200
Category=AFV
Armor=mlayerarmor ;Custom armor to make it immune to mines
Turret=yes
IsTilter=yes
TooBigToFitUnderBridge=true
TechLevel=8
Sight=7
Speed=5 ;6
CrateGoodie=yes
Crusher=yes
Owner=Russians,NKoreans,Confederation,Yugoslavians,Africans,Arabs
ForbiddenHouses=Russians
Cost=700
Soylent=350
Bounty.Value=70
Points=25
ROT=4
MaxDebris=8
MinDebris=4
DebrisAnims=TSDBRIS1LG,TSDBRIS2LG,TSDBRIS3LG,TSDBRIS4LG,TSDBRIS5LG,TSDBRIS6LG,TSDBRIS7LG,TSDBRIS8LG,TSDBRIS9LG,TSDBRIS10LG,TSDBRIS1SM,TSDBRIS2SM,TSDBRIS3SM,TSDBRIS4SM,TSDBRIS5SM,TSDBRIS6SM,TSDBRIS7SM,TSDBRIS8SM,TSDBRIS9SM,TSDBRIS10SM
IsSelectableCombatant=yes
AllowedToStartInMultiplayer=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenSovVehicleSelect
VoiceMove=GenSovVehicleMove
VoiceAttack=GenSovVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=RhinoTankMoveStart
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=4.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
Trainable=no
Sensors=yes                  ;Detect cloaked mines
SensorsSight=2

;The weapon
[LayMines]
Damage=1
ROF=75
Range=1
Projectile=MineSpawnProj
Speed=100
Warhead=DummyWarhead
AreaFire=yes
FireOnce=yes
Ammo=1

;The weapon's projectile
[MineSpawnProj]
Dropping=yes
AG=yes
ROT=100
Image=NONE
Airburst=yes
AirburstWeapon=LayMines2

;The airburst weapon
[LayMines2]
Damage=1
ROF=75
Range=1
Projectile=Invisible
Speed=1
Warhead=ClusterRadMine2WH
AreaFire=yes ;Used for the deploying
FireOnce=yes

;The WH
[ClusterRadMine2WH]
CellSpread=2
PercentAtMax=1
Sparky=no
Conventional=no
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
AnimList=MINEMUTATING

;Finally, the mine creating animation
[MINEMUTATING]
Image=INVISO
MakeInfantry=1
MakeInfantryOwner=invoker
Layer=ground
Shadow=no
Report=ClusterMineDeploy


Thank you for your help!

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E1 Elite
Commander


Joined: 28 May 2013

PostPosted: Sat Oct 19, 2019 9:45 am    Post subject: Reply with quote

First - If the AI players are allied with you, then those won't produce attack teams until attacked, bug in RA2/YR. If AI is not able to make enemy, it does not make attack teams. Try UseMinDefenseRule set to no. Could also compare with the vanilla rules - MinimumAIDefensiveTeams, MaximumAIDefensiveTeams, TotalAITeamCap, AIHateDelays, TeamDelays and MultiplayerAICM.

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mtkii
Medic


Joined: 26 Mar 2005

PostPosted: Sat Oct 26, 2019 7:26 pm    Post subject: Reply with quote

Quote:

First - If the AI players are allied with you, then those won't produce attack teams until attacked, bug in RA2/YR. If AI is not able to make enemy, it does not make attack teams. Try UseMinDefenseRule set to no. Could also compare with the vanilla rules - MinimumAIDefensiveTeams, MaximumAIDefensiveTeams, TotalAITeamCap, AIHateDelays, TeamDelays and MultiplayerAICM.


It was UseMinDefenseRule=yes that caused the problem. Thank you.

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mtkii
Medic


Joined: 26 Mar 2005

PostPosted: Wed Oct 30, 2019 1:18 am    Post subject: Reply with quote

So maybe I'm not understanding FireOnce=yes right, but I have no way to force a unit to only fire (deploy in this case) once. Any idea why?

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Wed Oct 30, 2019 8:12 am    Post subject: Reply with quote

mtkii wrote:
So maybe I'm not understanding FireOnce=yes right, but I have no way to force a unit to only fire (deploy in this case) once. Any idea why?


Because the way deploy weapons work on vehicles overrides or ignores functionality of FireOnce - they will fire continuously until manually interrupted no matter what.
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mtkii
Medic


Joined: 26 Mar 2005

PostPosted: Tue Dec 03, 2019 6:21 pm    Post subject: Reply with quote

A few more questions :

1. Is it possible to make animation cast a light using CLDisableRed/Green/Blue=yes and CombatLightSize=xx%?

From what I can gather, those flags only work on warheads created by a weapon with Bright=yes. Using the flag on a warhead alone does not work. So, is it possible to make a simple animation cast a light, as they can't "hold" weapon data?

2. I'm using a GenericWarhead superweapon to create a Ion Cannon. However, I can't get it to have a screen shaking effect using ShakeXlo=, ShakeXhi=, ShakeYlo= and ShakeYhi=, which makes the superweapon a bit underwhelming. I've tries the tags directly on the SW warhead, but also on the multiples animation's warhead, but to no avail.

Is there another way?

3. Finally, I'm also using a EMPulse superweapon. I want the building to fire multiple times with high inaccuracy. The building and the superweapon works, but it seems that the Burst= and BallisticScatter.Min=, BallisticScatter.Max= are not taken into account when the SW is fired.

Any solution?

Thank you
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Virgil
Rocket Infantry


Joined: 22 Jul 2018

PostPosted: Thu Dec 05, 2019 9:54 am    Post subject: Reply with quote

3. I can't remember it clearly, isn't EMPulse SW just let the Warhead "explodes", but not actually firing its weapon?

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