Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Mon Jul 22, 2024 1:27 am
All times are UTC + 0
Phobos project :: Ares-compatible YR engine expansion
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 6 of 6 [262 Posts] Mark the topic unread ::  View previous topic :: View next topic
Goto page: Previous 1, 2, 3, 4, 5, 6
Author Message
Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Wed Feb 02, 2022 6:45 am    Post subject: Reply with quote  Mark this post and the followings unread

That is also a good idea.

Back to top
View user's profile Send private message
Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Wed Feb 02, 2022 1:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh yeah on the subject of ammos. Is it possbile to add a reload sound for example:

Reload.report=
EmptyReload.report=

It would be nice to have these.

Back to top
View user's profile Send private message
lovelon06
Medic


Joined: 11 May 2018

PostPosted: Sat Feb 19, 2022 8:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Is there an easier way using Anim-to-unit logic to create our Vehicles?



anim_to_vehicle.gif
 Description:
 Filesize:  1.15 MB
 Viewed:  8330 Time(s)

anim_to_vehicle.gif



Back to top
View user's profile Send private message
fsolisiii
Vehicle Drone


Joined: 05 Apr 2021

PostPosted: Sun Apr 17, 2022 3:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Looks like Trajectory=Straight has been added, but even with the nightly build this feature hasn't been implemented yet

Back to top
View user's profile Send private message
G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Mon May 09, 2022 12:04 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't use Ares, and thus wouldn't take advantage of it, but I propose a refill mechanic for support vehicles.

It occurred to me that in the field, some MLRS unit regularly requires some other vehicle to load it with fresh missiles, which in game terms is similar to the repair IFV adding negative damage. If it isn't already possible, perhaps make reloading possible via a weapon, and give any reloading vehicle the awareness to seek out units that need a reload.  It would be awesome to have it work automagically the way the repair IFV works, so it doesn't have to be told to do it when set to guard.

Of course you could make it a generic mechanic that helps reload any unit that needs a reload, or add a bunch of logic to make it specific to a particular list of units.

PS. I could see this useful for ships and maybe landable aircraft that aren't pad-bound.

_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

Back to top
View user's profile Send private message
fsolisiii
Vehicle Drone


Joined: 05 Apr 2021

PostPosted: Wed Jun 08, 2022 1:47 am    Post subject: Reply with quote  Mark this post and the followings unread

I request that the Missile Launcher weapon FLH be used that has a Burst more than 2 especially with units that launches 3 or more missiles

Back to top
View user's profile Send private message
fsolisiii
Vehicle Drone


Joined: 05 Apr 2021

PostPosted: Thu Jan 26, 2023 2:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's Great that the AlternateFLHX has been fixed with Vehicle Passengers, but with an Opentopped Turreted Unit, all the AlternateFLH is on the turret instead of the body, hopefully it gets fixed in the later builds

Back to top
View user's profile Send private message
Dny
Energy Commando


Joined: 28 May 2008

PostPosted: Wed Apr 12, 2023 3:20 am    Post subject: Reply with quote  Mark this post and the followings unread

AYO! With the Trajectory= tag we can finally do bullets! been waiting for this for years and i'm very thankful and excited. Thanks Phobos Team! Very Happy

Back to top
View user's profile Send private message
southfar_2
Medic


Joined: 17 Jun 2023

PostPosted: Thu Aug 24, 2023 10:51 am    Post subject: Reply with quote  Mark this post and the followings unread

In case this project is still active, I think there is some use for a convergence of the expanded "who-gains-veterancy-from-what" customizability, and the "limbo units" mechanic.

If there was a way to specify that a given object would gain experience from any/all/some units of its owning player, and that object existed in limbo, the promotion mechanic of Gen/ZH could be re-created. The limbo object would accrue experience and eventually transition to another type, which could unlock new technos/upgrades.

While a faithful recreation of the Gen/ZH mechanic doesn't require the source of the experience to be customizable, the highest level of customizability of this feature that I still see possible would be to allow a list of TechnoTypes which a unit gains experience from if they score a kill and are owned by the same player. But perhaps other forms of customizability beyond simply limiting it to certain TechnoTypes are conceivable.

Back to top
View user's profile Send private message
Flaguna
Soldier


Joined: 07 Feb 2018
Location: HUELand

PostPosted: Tue Jul 09, 2024 3:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Getting some nasty crashes at the start of any game with different EIPs on the latest build 42
I can provide excepts if necessary
While I'm at it, how does Phobos fixes Jumpjets not turning to firing to target?

Phobos page on states that "Fixed jumpjet units being unable to turn to the target when firing from a different direction."

But how?

_________________
I'll throw bananas at your general direction.

Back to top
View user's profile Send private message
NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue Jul 09, 2024 4:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, I also had this question. My units still behave the same bugged ra2 way, so it must need some code.

I Also use release candidate, but haven't been getting unusual crashes except for one thing: You should not kill the process by closing the window. There are RAM corruption problems. Resetting the PC ended the AI issue that was plaguing my games after a while.

_________________

Back to top
View user's profile Send private message Visit poster's website
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Jul 10, 2024 9:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Jumpjet units should be fixed by default, if you are using OmniFire= on the unit's weapon then you need to remove it.

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
Display posts from previous:   
Post new topic   Reply to topic Page 6 of 6 [262 Posts] Goto page: Previous 1, 2, 3, 4, 5, 6
Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.2099s ][ Queries: 14 (0.0251s) ][ Debug on ]