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 Forum index » Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Phobos project :: Ares-compatible YR engine expansion
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Mon Aug 23, 2021 12:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kerbiter, Very Happy
If you want to help..... join my Discord!
PPM is dead..... join my Discord!
Before you go to bed..... join my Discord!
Abandon this place..... join my Discord!

I told you I will joke at you. I still did not forget about that Very Happy

And now time to report. I did some testings today.

That CreateUnit= logic works only for vehicle type. I can spawn from warhead vehicle, but I cannot infantry type. And in description clearly says Unit, not Vehicle. Also, whole logic does not work on Building's active anims at all, no vehicle is created at all.

Regarding Initial health. It works here
[HTNK]
InitialStrength=10
[E2]
InitialStrength=50
[NACNST]
InitialStrength=500



Also, PowerPlant Enhancer seems to work here.
I tested on allied battle lab.
PowerPlantEnhancer.PowerPlants=GAPOWR
PowerPlantEnhancer.Amount=50 - I built 4 power plant of 200 power, it was 800 power. After Battle Lab is built, I got 1000 power, because 4 of them got 50 power bonuses.

PowerPlantEnhancer.Factor=1.25 - same, it enhanced power plant's power by 50. I got 1000
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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Mon Aug 23, 2021 1:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

This doesn't look like a joke, more like an unfriendly mocking.

Internally Unit = Vehicle so that may've introduced some confusion.
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fsolisiii
Vehicle Driver


Joined: 05 Apr 2021

PostPosted: Mon Aug 23, 2021 1:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

When will 0.3 come out?

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Mon Aug 23, 2021 1:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

The short answer is when it's ready. The long answer is we don't have any schedule for this stuff because we're doing things for fun. We don't yet know what will we need to have completed for 0.3 and we can't give any estimates because of that. For now we're just doing stuff in devbuilds.
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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Mon Aug 23, 2021 9:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kerbiter wrote:
This doesn't look like a joke, more like an unfriendly mocking.

Oh come on, do not take everything seriously. You forgot that you wrote this:
Kerbiter wrote:
Haha sure, jokes are nice in my book #Tongue

If you spend more time on PPM enjoying this awesome site, rather than Discord Very Happy you would take jokes better. We are friendly, funny, and hey, we can make songs for you. Very Happy that is not happening on Discord.


Kerbiter wrote:
Internally Unit = Vehicle so that may've introduced some confusion.

Oh yeah, man, no problem, that happens. Word ,,Unit" in C&C, has a wide range of understanding. Someone understands it as any unit, such as ground or air, some like you guys there perhaps as vehicle type. I consider it as infantry and vehicles (although ships and aircraft are units), so as far I remember, in Ares, it was specifically written each type to avoid confusion. When they wrote [TechnoType] that meant global.
In your case, you actually wanted CreateVehicle= but named it CreateUnit= then I thought that it works for infantry as well, and were testing it few times, and could not find result Very Happy that is not big deal.

By the way, I was thinking something. That CreateUnit could be very potential stuff.
Imagine this: CreateUnit=CIV1,CIV2,CIV3,CIV4,CIV5 on active anim with slow rate.... And from time to time one random civilian will appear near the building! And city will be alive!
Now imagine putting this in a jungle map, zoo building or cave, which spawns random animals!
And now imagine this: Halloween map, and you put some Halloween themed building with active anim which spawns one of tons of monsters I made (and few other people). And monsters have various abilities, and wander around map, you need to adapt. Or building like graveyard spawning zombies, or evi llaboratory....
Or put into desert map where GLA or any rebels are to spawn them from time to time.... Or even infantry, light vehicles combo.... Or even Jurassic map, I mean possibilities are limitless! And fun.
Then I just realized it is for vehicle only.... And not supporting active anims, just warhead and death anims...
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McPwny
Missile Trooper


Joined: 29 Jan 2018

PostPosted: Tue Aug 24, 2021 1:27 am    Post subject: Reply with quote  Mark this post and the followings unread

those are cool ideas but would be way better if you used map scripting for them since you would have way more control. after all, using
active anims would do nothing more than spawn a unit ever X number of frames, and spawn it on the center cell of a buildings foundation,
which would be weird anyways.

spawning buildings and inf would be a cool feature though. one of these days i should make an anim for a vehicular drop pod to really
give the unit spawning logic some practical function. anyways keep up the good work, kerbiter and team.
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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Tue Aug 24, 2021 4:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

McPwny, thanks. At least I am not the only one who finds such a feature useful. Oh, I forgot to mention that I put into civilians IsCow=yes tag, so they wander around the map. Spawning them periodically won't overrun that position as they do not stand in place.

Since it is not possible now, I am thinking of possibilities. There is one in my mind:
I planed to make building which have weapon, friendly fire, 255 range etc, very large ROF. ... It should create animation wich spawns neutral vehicle with instant health 1. That vehicle will have DestroyAnim.Random=yes, so it could randomize anims which will be converted into few other possible vehicles with 1 health. each of those vehicles would have its own passengers via initial palyload. It gets automatically destroyed, passenger exists... and you should get randomized infantry from time to time... In theory...
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McPwny
Missile Trooper


Joined: 29 Jan 2018

PostPosted: Tue Aug 24, 2021 6:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

one time i made a trigger that had 3 events and two were local variables, one would be set if the civilian 'team' was destroyed and the other if
the building it spawned near was destroyed. the third event was a random time delay. in short, the trigger would repeatedly spawn some civilians at a
waypoint in front of a building if the building existed and there wasnt already an alive team from there. i then cloned the trigger a bunch of times and used
it on every building in a city. it took a few hours but i was able to control not only the exact script of the units, but how many could spawn at a time.

its kind of off topic from the original post, but maby it will give you some mapping ideas.
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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Tue Aug 24, 2021 9:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes but you have to do triggers for all maps separately, while in direct way you attach it to techno type, and just put it in any map. No triggers, no anything.
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lovelon06
Vehicle Driver


Joined: 11 May 2018

PostPosted: Tue Sep 14, 2021 6:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Help , i make LaserTrail , but it not working ....
What wrong Sad

[LaserTrailTypes]
0=sometral
1=DuoiVangDai

[DuoiVangDai]
IsHouseColor=no
Color=255,182,67
FadeDuration=64
Thickness=4
SegmentLength=128
IgnoreVertical=no
IsIntense=no

[gr4ctornado]
Image=gr4ctornado
Voxel=yes
Remapable=yes
Cameo=gr4ctornadover1
LaserTrail0.Type=DuoiVangDai
LaserTrail0.FLH=-60,-20,0
LaserTrail0.IsOnTurret=no
LaserTrail1.Type=DuoiVangDai
LaserTrail1.FLH=-60,20,0
LaserTrail1.IsOnTurret=no

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maestro21
Cyborg Engineer


Joined: 25 Feb 2008

PostPosted: Tue Sep 14, 2021 2:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

lovelon06 wrote:
Help , i make LaserTrail , but it not working ....
What wrong Sad

[LaserTrailTypes]
0=sometral
1=DuoiVangDai

[DuoiVangDai]
IsHouseColor=no
Color=255,182,67
FadeDuration=64
Thickness=4
SegmentLength=128
IgnoreVertical=no
IsIntense=no

[gr4ctornado]
Image=gr4ctornado
Voxel=yes
Remapable=yes
Cameo=gr4ctornadover1
LaserTrail0.Type=DuoiVangDai
LaserTrail0.FLH=-60,-20,0
LaserTrail0.IsOnTurret=no
LaserTrail1.Type=DuoiVangDai
LaserTrail1.FLH=-60,20,0
LaserTrail1.IsOnTurret=no



I hope you put [LaserTrailTypes]  in artmd.ini  , NOT rulesmd.ini  ....  

Rolling Eyes

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lovelon06
Vehicle Driver


Joined: 11 May 2018

PostPosted: Wed Sep 15, 2021 12:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

nah, problem solved...
I downloaded build 21, so it doesn't work....
:v

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gameaddict11707
Grenadier


Joined: 15 Jul 2011

PostPosted: Thu Sep 23, 2021 3:36 am    Post subject: Reply with quote  Mark this post and the followings unread

In release version 0.2.2.2 (build 23) and release v0.2.2.1 (build 21), LaserTrails don't work, but in build 22 they do. What's up with that?

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Mr.Hymn
Rocket Cyborg


Joined: 01 May 2020

PostPosted: Sun Oct 03, 2021 9:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Do we have the feature that building has it’s own weapon and can have occupation that can fire out of the building too?

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Sat Oct 09, 2021 6:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Devbuild 24 is up! Read the changes and download here: https://github.com/Phobos-developers/Phobos/releases/tag/build-24
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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Mon Oct 11, 2021 11:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Kerbiter! It is nice to see you alive man! Seems that you forgot about us! I missed you here, seems.... too much Discord lately? Very Happy
By the way, have you seen this thread? https://ppmforums.com/topic-55078/ppm-halloween-assets/ Some assets here use Phobos+Ares combo, which promotes this product as well.
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Mr.Hymn
Rocket Cyborg


Joined: 01 May 2020

PostPosted: Mon Oct 11, 2021 5:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kerbiter wrote:
Devbuild 24 is up! Read the changes and download here: https://github.com/Phobos-developers/Phobos/releases/tag/build-24


Thank you very much. Do we also have range or damage bonus for individual building in the future? Currently we rely on [GENERAL] some tall buildings should have higher range bonus than a short one.

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maestro21
Cyborg Engineer


Joined: 25 Feb 2008

PostPosted: Wed Oct 13, 2021 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mr.Hymn ; AFAIK, on weapons " Burst=?" is still required, isn't it ? Or IDK if  "Strafe." overrides it ?

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Mr.Hymn
Rocket Cyborg


Joined: 01 May 2020

PostPosted: Thu Oct 14, 2021 9:11 am    Post subject: Reply with quote  Mark this post and the followings unread

maestro21 wrote:
Mr.Hymn ; AFAIK, on weapons " Burst=?" is still required, isn't it ? Or IDK if  "Strafe." overrides it ?


It actually fires burst but push super fast, I saw 5 missiles out in almost at once.

Now I solved that part just only want to know how to set multiple FLH for primary and secondary of this aircraft.

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G-E
General


Joined: 09 Feb 2015

PostPosted: Fri Oct 15, 2021 4:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I just thought I'd make a suggestion...

There are a lot of tank-destroyers/assault-guns that have limited turret traverse, meaning they can't rotate fully around. It could be an interesting logic to have limited rotation, forcing the vehicle to turn beyond that range to the next facing in order to follow the target.

Ideally this would be paired with separate turret rotation and unit rotation speeds, so that you shouldn't run into a problem where the unit rotates back if the direction change is faster with the turret. It could be an explicit ROT+nn modifier, or a distinct TurretROT setting that must be higher than ROT.
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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Oct 15, 2021 5:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Limit traverse would be cool but I'd imagine it would be a pain to code & might introduce some lag as the game would have to constantly be recalculating the relative position of both the body & turret in relation to each other at all times.  

Ares already added custom turret ROT BTW.
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G-E
General


Joined: 09 Feb 2015

PostPosted: Fri Oct 15, 2021 5:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Limit traverse would be cool but I'd imagine it would be a pain to code & might introduce some lag as the game would have to constantly be recalculating the relative position of both the body & turret in relation to each other at all times.  

Ares already added custom turret ROT BTW.

Not really, the turn would be entirely restricted to the turret until some limit is reached, whereupon the turn is restricted to the unit for some duration/degees, then switched back to turret.

I do recall Ares having a turret speed change, but I was being more specific in that the speeds should explicitly be higher for the turret rotation than the body - if none is specified, to auto-adjust it higher by some default value.
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Mr.Hymn
Rocket Cyborg


Joined: 01 May 2020

PostPosted: Sat Oct 16, 2021 11:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you Phobos for this. This is almost perfect I will do the rest for the perfection.



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