- Full support for unit-to-unit and unit-to-building conversion
Can you elaborate more?
This means that both Ares convert tags to allow converting to another unit and deploy to building work properly, i.e. if the techno which is the unit being converted to has no shield - the shield state would be preserved, otherwise it's percentage would be transfered to the new techno's shield. _________________ Using MagicaVoxel to create voxel models :: Phobos YR Engine Extension
Phobos Build 13 released! This is most likely the last build before stable release 0.2, unless some bugs crop up.
Also you may have noticed that I'm a bit inactive in regards to responding here and to Phobos changes, most of which are being carried out by our contributors atm, that's because I have to spend more time on my diploma project as I am graduting soon. I am not abandoning Phobos, don't worry
Changes compared to build 12:
- Fixed magnetronned unit not dying when killed in air (by Uranusian)
- Fixed IsDesolator Ares tag not working without RadLevel set to values greater than 0 (by Uranusian)
- Fixed units causing desync when going out of mind control range (by Uranusian)
- Added AnimList.PickRandom for usage instead of EMEffect as it's causing side issues (by secsome)
Also you may have noticed that I'm a bit inactive in regards to responding here and to Phobos changes, most of which are being carried out by our contributors atm, that's because I have to spend more time on my diploma project as I am graduting soon.
Just do it, get your diploma! If you wish, I can write and print one diploma for you. _________________
I am so happy with Phobos as much as Ares. I wish to have tint color in game via warhead such as
Tint.Color=255,0,255
Tint.Duration=60
This should be perfect to work along with attacheffect. It's like unit tint by Chaos gas but this time customizable and can add effect to it.
BTW can you help me wiith this tag.
"BuildingDamageSound" So every building that reached around 50% and 25% will hear the cracking damaging sound and it is not possible to customizable.
Doesn't override the sound at all because I am making sound building that use as a part of defense such as landmine etc, they shouldn't be able to hear the damaged sound but rather specific sound. QUICK_EDIT
First number,second number I dunno.
For example if I want shield to heal 2% per 0.016 (minute)
What value should I use. And if I want shield to wait for 30 seconds after it breaks and respawn at 100% full capacity.
There is no second number, you're reading it wrong.
; double, percents or absolute - this means use 0.00 or 0% as the value, respectively.
Shield.SelfHealing=2%
Shield.SelfHealing.Rate=0.016
Shield.Respawn=100%
Shield.Respawn.Rate=0.5 _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
I am sorry because I tried this but only the respawn is working incorrectly. it should be 100% but it's only come as 10% So I think I must confused on something.
Updated: I see what did I missed I forgot to put % the first time. QUICK_EDIT
BTW I just have some thought about the shield, should we have another tag saying. Should let the shield to work when on low power or under EMP? QUICK_EDIT
One more thing after consulting with LICH modder. He made the vienamese soldier but he put the brush as a part of infantry sequence to make a unit turn into a bush not a tree when deployed. It has a good appearance but no use in term of usage. So what I think is
Do you guys interested into making a enhancement of disguise logic?
Disguise to specific things for infantry such as disguise when still or disguise when deployed. Like disguise as a tree or a bush or specific things.
And disguise for vehicle like GLA bomb truck in Generals that can disguise itself to any vehicles (except aircraft)
Last thing about Spawn, this game only allow spawning the aircraft, it would nice if we can do spawn to support vehicles or infantries. QUICK_EDIT
The game changer would be a remove the hardcode or force paradrop for aircraft if there're any passengers in them. By doing this we can actually do AC-130 and so much more without a limit. Spawn from the edge of the map and starting to picking off the enemies in the area etc. QUICK_EDIT
two horrible ideas that would be too hard to implement:
a superweapon and/or build que that does nothing but call for a team from AI.ini via trigger action 7. would allow for a plethora of cool game dynamics assuming people know how AI.ini works.
a tag to go along with enslaves= that gives control of what mission the slaves default to. would allow for repair drones, defense drones, etc _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
Your second idea was lost against something else Renegade's DFT in years ago for Ares, when Ares was just started after NPatch... I really like the idea that enslaves could be used as guards,repair drones e.t.c. anything else than harvesters.(with any locomotor) But it must be very hard to code that,the drones can not be selectable but will obey the main unit,and stay always around of it. (Generals USA tank drone logic) Severity...Too hard... I have no hope about it. QUICK_EDIT
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Tue Jun 15, 2021 10:03 pm Post subject:
Throw in the ability to designate ownership based on unit/structure it targets, sw launched owner, or civilian, and I would love this. This could enable a lot of possibilities (wildlife mutations, mercenaries, etc.) and, oddly enough, might make hunter-seekers outdated. QUICK_EDIT
even if the slaves spawn and use the aircraft carrier spawn's logic of attacking until 0 ammo then returning, that right there would be enough for TW style repair drones and more
the team spawning via trigger action 7 should be done with the firers house. if you know how to do AI this will mean everything from dropships to hunter seekers to crate deliveries _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
Phobos looks more and more interesting, I'm looking forward for the big release so I can include it in my mod! One question though, will Soviet Siege Chopper ever be usable/deployable by the AI? If somehow this has already been fixed please let me know so I can look into it! QUICK_EDIT
Joined: 04 Mar 2015 Location: Notso "The Finale" Airship
Posted: Mon Jun 21, 2021 1:47 pm Post subject:
Zorbung wrote:
Phobos looks more and more interesting, I'm looking forward for the big release so I can include it in my mod! One question though, will Soviet Siege Chopper ever be usable/deployable by the AI? If somehow this has already been fixed please let me know so I can look into it!
After a long silence (during which I've finally acquired BSc degree in software engineering, woo) Phobos development build 14 is released!
New stuff since build 13:
- Reworked and improved shields, now they don't crash under mysterious circumstances and are now a separate enumerated type, see docs (by Belonit, Uranusian)
- Maximum waypoints amount increased from 702 to 2147483647 (by secsome)
- Customizeable Missing Cameo file (by Uranusian)
Vanilla fixes:
- Fixed the bug that script action Move to cell was still using leftover cell calculations from previous games (by secsome)
- Fixed the bug when trigger action 125 Build At... didn't play buildup anim (by secsome)
- Fixed DebrisMaximums (spawned debris type amounts cannot go beyond specified maximums anymore) (by Otamaa)
- Fixes to DeployFire logic (DeployFireWeapon, FireOnce, stop command now work properly) (by Starkku)
Phobos fixes:
- Properly fixed double death bug without side consequences (by Uranusian)
- Fixed some more issues with custom warheads behavior (by Belonit)
Download the build at: https://github.com/Phobos-developers/Phobos/releases/tag/build-14
Also some more project news:
- Added improved templates for issues (by Kerbiter, CCHyper)
- VSCode is now a supported way of working with Phobos sources (by Kerbiter)
- Added dependencies to .vsconfig for automatic installation with VS Installer / VS itself (by Kerbiter)
- Added build scripts for building outside of IDE (by Kerbiter)
- Added styleguide, project structure and git model info to docs (by Kerbiter)
- Refactored project structure to be more logical and understandable (by Kerbiter)
- Added problem matcher to nightly build runner so that the issues in build runs would be highlighted (by Kerbiter) _________________ Using MagicaVoxel to create voxel models :: Phobos YR Engine Extension
Joined: 04 Mar 2015 Location: Notso "The Finale" Airship
Posted: Sat Jun 26, 2021 1:00 pm Post subject:
Culverin! wrote:
@Kerbiter
I have some issues with the updated Shield logic in build 14 and had to revert back to build 13. Can you help look into the code?
The shields did work at absorbing damage and their armor functioned correctly.
Thank you in advance.
Thanks for your testing. That's a bug due to the update. We've fixed that and you could try the new nightly build or wait the next devbuild/release QUICK_EDIT
Bugfixes since build 14:
- Fixed trigger action 98 for unlimited waypoints (by secsome)
- Fixed wrong shield tags (ArmorType, Respawn and rate tags) behavior (by Uranusian)
- Fixed regression in new script actions' logics introduced by code changes (by Uranusian)
- Fixed infantry not keeping the shield on ungarrison/unload (by Uranusian)
- Fixed log getting spammed with waypoint errors when in reality there isn't any (by Uranusian)
Posted: Sun Jul 18, 2021 10:40 pm Post subject:
[Phobos] Critical Hits broken in 0.2.1
Critical damage appears to not be working right in Phobos 0.2.1.
After one critical hit happens, no matter which unit had it happen, nobody else's crit damage happens. For example, take the vanilla rulesmd, and replace the [SA] warhead with this, then start up a skirmish game as any Allied country, get a few GIs and Grizzly Tanks. Have one of the GIs, undeployed, fire at the Grizzly until the explosion happens. Then have another GI attack another Grizzly. Despite #2's critical hit showing the animation, no extra damage is dealt.
[SA]
Verses=100%,100%,100%,10%,10%,10%,100%,100%,100%,100%,100%
InfDeath=1
AnimList=PIFFPIFF
Crit.Chance=0.5
Crit.Affects=units
Crit.ExtraDamage=7500; 750 is enough to instakill a grizzly tank.
Crit.AnimList=EXPLOSML
CellSpread=0.5
PercentAtMax=1.0
SCRN.20210718-162625-00363.png
Description:
GI #1 about to start attacking Grizzly #1.
Filesize:
81.05 KB
Viewed:
28891 Time(s)
SCRN.20210718-162627-00571.png
Description:
GI #1's critical hit destroyed Grizzly #1, as expected.
New changes since 0.2.1.1:
- Customizable producing progress "bars" like CnC: Remastered did (by Uranusian)
- Customizable cameo sorting priority (by Uranusian)
- Customizable harvester ore gathering animation (by secsome, Uranusian)
- Allow making technos unable to be issued with movement order (by Uranusian)
Vanilla fixes:
- Fixed non-IME keyboard input to be working correctly for languages / keyboard layouts that use character ranges other than Basic Latin and Latin-1 Supplement (by Belonit)
Phobos fixes:
- Fixed the critical damage logic not functioning properly (by Uranusian)
- Fixed the bug when executing the stop command game crashes (by Uranusian)
Sounds good, would appreciate a little more detail with the custom progress bars though, going "You need to draw your own assets (tab0xpp.shp, x is replaced by 0-3) and put them into sidec0x.mix." doesn't really help much, I assume the SHP needs multiple frames showing the progress, but does it need to be the same amount as the actual progress bar though? _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
Joined: 04 Mar 2015 Location: Notso "The Finale" Airship
Posted: Tue Jul 27, 2021 12:28 am Post subject:
MRMIdAS wrote:
Sounds good, would appreciate a little more detail with the custom progress bars though, going "You need to draw your own assets (tab0xpp.shp, x is replaced by 0-3) and put them into sidec0x.mix." doesn't really help much, I assume the SHP needs multiple frames showing the progress, but does it need to be the same amount as the actual progress bar though?
the tap0xpp.shp can contain up to 55 frames. Like gclock2.shp but can be less than 55 frames. (I haven't tested what happened with gclock2.shp less than 55 frames)
Do you have more questions? QUICK_EDIT
Nope, that's about it, might be an idea to include that in the documentation though. _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
What about the shp's size (not file size but the height & width of the images) and whether it uses compression 1 or 3? _________________ aka SavebearingBoss QUICK_EDIT
Good good, I will check something as well...
https://github.com/Phobos-developers/Phobos/wiki that link is not working, it brings me to Phobos page, not its wiki. Did you change something recently? How do I see whats new and what belongs to which build/version now? _________________
I think it has been almost half a year since we moved to Read the Docs. This is also stated at main page, no idea how did you not notice. But oh well, I added a "docs has moved" notice to main wiki page. _________________ Using MagicaVoxel to create voxel models :: Phobos YR Engine Extension
Hmm... most likely because I am used to those old, (I have been using them for hours daily back then when we were testing stuff a lot). And because I haven't been active that much since June, I forgot that it has been changed.
Nevermind, I will try to find time to check out of some new features and post comments, just give me link of features. _________________
Oh I just tested that Anim to Unit feature, and I encounter several issues already:
[MININUKE]
Normalized=yes
Report=ExplosionBarrel
CreateUnit=MIND
CreateUnit.Owner=Invoker <--- here I test various owners
- When I put [LTNK], each time lasher tank got destroyed, it plays mini nuke anim and I got MasterMind as supposed. Under my command of course.
- When I put on [YABRCK] it becomes weird. Once it got destroyed, mini nuke is played but with some corrupted palette or something
As you can see. Also it seems to ignore Owners, and it always spawns neutral master mind
-When I put on Infantry type, it does not work at all. Infantry dies normally without that anim even if I put Explodes=yes
-When I put this on weapon warhead it works, but MasterMind is always neutral as well, it also seem to ignore owners.
That one feature can be very useful, if randomized and works on active anims, one can put on neutral building to spanw periodically civilians! But I have yet to check if this works on active anims. _________________
Oh yes, for units. They specifically meant UnitType, but the unit is both vehicle and infantry, (air and ground) it was not specifically noted, and how to be used on infantry types when tested. _________________
Is ImmuneToCrit=no supposed to disable the critical damage animation when hitting an immune target? Or is it just a chack for extra damage and isn't meant to affect critical hit animations?
Crit.Affects= doesn't seem to work at all. Whether i put none, allies or enemies, critical hits still do extra damage to anything without ImmuneToCrit=yes. Tested with build 20. QUICK_EDIT
1. Phobos stable version hotfix v0.2.2.1 is released! Includes the following fixes:
- Fixed random crashes about CameoPriority (by Uranusian)
- Fixed trigger action 125 not functioning properly (by Uranusian)
- Fixed area warhead detonation not falling back to firer house (by Otamaa)
- RadSite hook adjustment for FootClass to support Ares RadImmune; also various fixes to radiation / desolators (by Otamaa)
- Fixed Crit.Affects not functioning properly (by Uranusian)
- Fixed improper upgrade owner transfer which resulted in built ally / enemy building upgrades keeping the player who built them alive (by Kerbiter)
2. Phobos Development Build 22 is released! This release also includes fixes from hotfix v0.2.2.1.
New changes since build 20:
- Initial Strength for TechnoTypes (by Uranusian)
- Re-enable obsolete JumpjetControls for TechnoTypes' default Jumpjet properties (by Uranusian)
- Weapon targeting filter (by Uranusian)
- Burst-specific FLHs for TechnoTypes (by Starkku)
- Burst delays for weapons (by Starkku)
- PowerPlant Enhancer (by secsome)
- Unlimited Global / Local Variables (by secsome)
- Allow NotHuman=yes infantry to use random Death anim sequence (by Otamaa)
- Ability for warheads to trigger specific NotHuman=yes infantry Death anim sequence (by Otamaa)
Vanilla fixes:
- Fixed DeathWeapon not detonating properly (by Uranusian)
- Fixed lasers & other effects drawing from wrong offset with weapons that use Burst (by Starkku)
- Fixed buildings with Naval=yes ignoring WaterBound=no to be forced to place onto water (by Uranusian)
Phobos fixes:
- Fixed extended building upgrades logic not properly interact with Ares' BuildLimit check (by Uranusian)
Project updates:
- We now have official Chinese translation of documentation which you can access at https://phobos.readthedocs.io/zh_CN/latest/ (by Uranusian)
- The debug config now supports attaching a debugger on game start. You need to detach Syringe first, can do via Process Hacker or VS itself (by Kerbiter)
- Added VSCode configs to attach debugger to gamemd.exe and to debug a dump (by Kerbiter)
- Added a VSCode task/script to update localization files (by Uranusian) _________________ Using MagicaVoxel to create voxel models :: Phobos YR Engine Extension
How works ore/tiberium spawners? I add new TIBTRE with new name that spawns gems, but it causes only crashes. Anyone have full code example? Maybe i forget something QUICK_EDIT
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