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 Forum index » Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Ares 3.0 Development
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
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AprilWar
Rocket Infantry


Joined: 05 Sep 2007
Location: Somewhere in rulesmd.ini

PostPosted: Mon Feb 03, 2020 10:59 pm    Post subject: Reply with quote

This is awesome!
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WoodleMyNoodle
Cyborg Soldier


Joined: 09 Apr 2018

PostPosted: Wed Feb 05, 2020 12:25 pm    Post subject: Reply with quote

XxpeddyxX wrote:
Defeated players can use AlwaysGranted supers. Using latest release.


Actually, I like this. It's great for some gamemodes.
If it does get fixed, would be nice to have a seperated tag for it.

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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Thu Feb 06, 2020 7:57 am    Post subject: Reply with quote

GapGenerator does not work on units anymore, was this changed recently?
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Sat Feb 22, 2020 2:51 am    Post subject: Reply with quote

any chance of implementing a xxxwotur option? Vehicles with turrets can use spawns but the turret image doesn't change.
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Sat Apr 04, 2020 4:14 am    Post subject: Reply with quote

MindControl.Permanent=yes on an airburst weapon permanently controls buildings even if the parent weapon and the airburst weapon do not target buildings with a versus set to 0%.

EDIT: Actually any mindcontrol airburst captures buildings regardless of warhead versus..
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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sat Apr 04, 2020 5:49 am    Post subject: Reply with quote

Long time no update Rolling Eyes
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Genkyoko
Civilian


Joined: 02 Jun 2019

PostPosted: Mon Apr 06, 2020 3:08 am    Post subject: Reply with quote

The new 20.89.898 and 20.93.970 seem to cause some infantry that can be anti-deployed to fail to deploy... xD

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Mon Apr 06, 2020 7:06 pm    Post subject: Reply with quote

You rather meant that they can't be undeployed after deploying? Because that's what happens.
It seems to be a problem only for infantry, though.

Also, something was changed with railguns, their particles exist awfully long now. Much longer than in previous Ares builds (and switching to older build "fixes" it).

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Fri Apr 10, 2020 10:24 pm    Post subject: Reply with quote

Infantry can undeploy again in the new testbuild.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Apr 26, 2020 7:19 am    Post subject: Reply with quote

Is it normal to have InitalPayload respected when dealing with pre-placed bunkers?
Currently, bunkers pre-placed on the map via map editor respect InitialPayload (unless my version is outdated), meaning that bunkers you'd want to be empty (abandoned base, etc) are not.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Apr 26, 2020 7:46 am    Post subject: Reply with quote

If you're pre-placing the bunker then just make an unbuildable clone without InitalPayload & use that as the abandoned version.
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Mr.Hymn
Cyborg Engineer


Joined: 01 May 2020

PostPosted: Thu May 21, 2020 5:06 pm    Post subject: Reply with quote

I hope this version can initialpayload tank into tank bunker or even siege chopper mechnism that allow to deploy above water

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Mr.Hymn
Cyborg Engineer


Joined: 01 May 2020

PostPosted: Thu Jun 25, 2020 5:02 pm    Post subject: Reply with quote

Can you fix the bug where the spawn aircraft no longer accept any command after first order finished. I want to make drone like generals and they have unlimited ammo but after first order with landable=no they attempt to land but can't do so and keep repeating like this until destroyed. So I want spawn with landable=no no longer return to land but insted fly around above the spawner?

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Jun 25, 2020 7:23 pm    Post subject: Reply with quote

Work around: have the thing spawn but then "attack" the spawner using a dummy weapon that doesn't deal damage against the spawner (custom armor allows this). Though how to get the drone to attack the actual spawner and not just another instance of the Techno is beyond me, assuming it's possible.
If you want the drone to do anything else (damaging/healing) then use InitialPayload and add infantry with the weapons you originally intended for the spawn.

If you wan things like "self-destruct when InitialPayload has no more ammo and the spawn drone doesn't actually do anything anymore" then you ought to request a SelfKillPayloadNoAmmo flag or something.
Unless someone else knows a workaround here too? Like, a NoAmmo weapon for the InitialPayload? But can Suicide=yes weapons on InitialPayload damage the containing vehicle or will they just kill the contained techno?
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FS-21
Cyborg Soldier


Joined: 09 Dec 2002
Location: Spain

PostPosted: Tue Jun 30, 2020 10:11 pm    Post subject: Reply with quote

Too late for asking a fix for the permanent Mindcontrol of vehicles/buildings when deploy/undeploy (The TibSun logic used by the Tick Tank)?  I can't migrate from a custom Ares 0.8 without that bug fixed  Sad
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