Posted: Thu Mar 04, 2021 7:29 pm Post subject:
Somebody can help me?
Subject description: I'm working on my mod and i would need a hand...
Hello, this is my first topic on PPM Forum, i am new, my name is Lupin III...
I have a problem... i want to put into game a delay sistem for SEAL's and VIRUS's weapons, like in Mental Omega, i saw Ares Documentation, but i cannot make it. If somebody give me an example for how to put and create a delay sistem for these infantry, i would be grateful.
In description i wrote i'm working on a mod, yeah, if i make it as soon as possible, i will share my mod to you.
I hope that somebody can read this topic and can help me anyway.
[DelayedC4]
Report=Dummy; no bomb-placement sound for those who don't own this unit
Warhead=IvanBomb; can be any warhead with "IvanBomb=yes"
IvanBomb.Delay=75; 5 seconds. (15 frames == 1 second)
IvanBomb.Warhead=Super; if you make a new warhead for this instead of an existing one, make sure you add it to the [Warheads] list
IvanBomb.Damage=600; this is how the actual bomb does damage
IvanBomb.AttachSound=SealPlaceBomb; use "Report=" instead to make all players able to hear the bomb being planted. this one only lets its owner hear it
IvanBomb.TickingSound=CrazyIvanBombLoop; make sure the sound you use here has "Loop" as part of its "Control=" tag
IvanBomb.DetonateOnSell=yes; bomb explodes instead of disappearing when building is sold (that is, when you sell it and it fully disappears with EVA announcing "Structure sold" & you get money)
IvanBomb.Detachable=no; engineers can't defuse this one
IvanBomb.DestroysBridges=yes; bomb destroys bridge when it explodes on the nearby Bridge Repair Hut
IvanBomb.Image=BOMBCURS; if you make a new image, make sure RA2's "mouse" palette is loaded when you save it
IvanBomb.FlickerRate=0; Ares 3.0 feature - the bomb image counts down smoothly instead of flickering back and forth like Crazy Ivan's dynamite does
MO's Virus also uses this system.
Hopefully this is a good start. I don't know how much modding experience you have so I didn't want to overwhelm you with too much code. The above code is just the basics of getting that kind of weapon to work. QUICK_EDIT
Yep, IvanBomb, that's what MO used for them.
Do note that this also cause a problem that only one bomb can be attached to the target, so groups of such units won't deal more damage as they have to wait for the bomb's explosion to plant the next one. QUICK_EDIT
I will do some try and i will see if this method works or not.
(in case I will post some screenshots of the code so you can see if I wrote well)
Again thank you very much.
I started modding around September 2020, so I really don't know anything about modding, in fact I would like to insert another function in the game, the spotlight as in Tiberian Sun...
Spotlight is already restored by Ares, so as long as you are using it (code above is using Ares tag, in case you don't know that), just copy the TS tower and it should be ok. Remember to check Ares Documentation, it has a list of all the features added/restored.
http://ares-developers.github.io/Ares-docs/restored/spotlights.html QUICK_EDIT
Spotlight is already restored by Ares, so as long as you are using it (code above is using Ares tag, in case you don't know that), just copy the TS tower and it should be ok. Remember to check Ares Documentation, it has a list of all the features added/restored.
http://ares-developers.github.io/Ares-docs/restored/spotlights.html
I saw this documentation, i've tried to put in the game spotlight system, but i'm not able to do that... I've tried to model a Sensor Tower in Blender, i've putted into RA2, but the spotlight system didn't work.
If you can give me the code, i can try to put this system into the game. QUICK_EDIT
[DelayedC4]
Report=Dummy; no bomb-placement sound for those who don't own this unit
Warhead=IvanBomb; can be any warhead with "IvanBomb=yes"
IvanBomb.Delay=75; 5 seconds. (15 frames == 1 second)
IvanBomb.Warhead=Super; if you make a new warhead for this instead of an existing one, make sure you add it to the [Warheads] list
IvanBomb.Damage=600; this is how the actual bomb does damage
IvanBomb.AttachSound=SealPlaceBomb; use "Report=" instead to make all players able to hear the bomb being planted. this one only lets its owner hear it
IvanBomb.TickingSound=CrazyIvanBombLoop; make sure the sound you use here has "Loop" as part of its "Control=" tag
IvanBomb.DetonateOnSell=yes; bomb explodes instead of disappearing when building is sold (that is, when you sell it and it fully disappears with EVA announcing "Structure sold" & you get money)
IvanBomb.Detachable=no; engineers can't defuse this one
IvanBomb.DestroysBridges=yes; bomb destroys bridge when it explodes on the nearby Bridge Repair Hut
IvanBomb.Image=BOMBCURS; if you make a new image, make sure RA2's "mouse" palette is loaded when you save it
IvanBomb.FlickerRate=0; Ares 3.0 feature - the bomb image counts down smoothly instead of flickering back and forth like Crazy Ivan's dynamite does
MO's Virus also uses this system.
Hopefully this is a good start. I don't know how much modding experience you have so I didn't want to overwhelm you with too much code. The above code is just the basics of getting that kind of weapon to work.
The system works very well, i like this method for create a delay weapon...
Nice work!
Unluckily, i found problems to the building explosion with this system (i want to put the same effect, when the SEAL destroy a building).... Help me please
Furthermore this is the code:
Code:
[Virusgun]
ROF=100
Range=11
Projectile=InvisibleLow
Speed=100
Report=VirusAttack
Warhead=VirusCooldown;HollowPoint
RevealOnFire=no ; Doesn't clear shroud when fired
IvanBomb.Delay=160
IvanBomb.Damage=125
IvanBomb.DetonateOnSell=no; bomb explodes instead of disappearing when building is sold (that is, when you sell it and it fully disappears with EVA announcing "Structure sold" & you get money)
IvanBomb.Detachable=no; engineers can't defuse this one
IvanBomb.DestroysBridges=no; bomb destroys bridge when it explodes on the nearby Bridge Repair Hut
IvanBomb.Image=VIRUSCURS; if you make a new image, make sure RA2's "mouse" palette is loaded when you save it
IvanBomb.FlickerRate=0; Ares 3.0 feature - the bomb image counts down smoothly instead of flickering back and forth like Crazy Ivan's dynamite does
IvanBomb.Warhead=Virus
IvanBomb.TickingSound=Dummy; No sound
IvanBomb.AttachSound=VirusAttack
Code:
[Sapper]
ROF=100
Range=1.5
CellRangefinding=yes
Projectile=Invisible;Invisible5
;AntiNaval=yes
;AntiUnderwater=yes
;AntiOrganic=no;to make exception for squid and dolphin
AntiBuilding=yes
Warhead=C4Place ;gs please do not use the warhead marked "do not use" Super
Report=SealPlaceBomb
SabotageCursor=yes
Cursor.Attack=Sabotage
IvanBomb.Delay=100
IvanBomb.Damage=600
IvanBomb.DetonateOnSell=yes; bomb explodes instead of disappearing when building is sold (that is, when you sell it and it fully disappears with EVA announcing "Structure sold" & you get money)
IvanBomb.Detachable=no; engineers can't defuse this one
IvanBomb.DestroysBridges=yes; bomb destroys bridge when it explodes on the nearby Bridge Repair Hut
IvanBomb.Image=C4CURS; if you make a new image, make sure RA2's "mouse" palette is loaded when you save it
IvanBomb.FlickerRate=0; Ares 3.0 feature - the bomb image counts down smoothly instead of flickering back and forth like Crazy Ivan's dynamite does
IvanBomb.Warhead=Super
IvanBomb.TickingSound=Dummy; No sound
IvanBomb.AttachSound=SealPlaceBomb
Problem.gif
Description:
I've attacched the effect to Sapper (C4 weapon for SEAL and TANYA) but it doesen't work to the building and i don't know how to fix this thing...
You have to change the Warhead Versus of MP5 against buildings to 0% to make seals not attack buildings with their mp5 (or make a new WH). Units will always use their Primary at the target as long as its Warhead, LandTargeting and NavalTargeting allows, only fall to Secondary when at least one of them does not allow it. The vanilla C4=yes on unit is not a weapon, as a result it doesn't cause this behavior.
Or check the Chrono Legionnaire's weapon warheads, iirc he has another MP5 that cannot target buildings, to force him use a FakeC4 on buildings, due to how teleport mechanic works.
For spotlight, I think simply add HasSpotlight=yes should be ok? QUICK_EDIT
You have to change the Warhead Versus of MP5 against buildings to 0% to make seals not attack buildings with their mp5 (or make a new WH). Units will always use their Primary at the target as long as its Warhead, LandTargeting and NavalTargeting allows, only fall to Secondary when at least one of them does not allow it. The vanilla C4=yes on unit is not a weapon, as a result it doesn't cause this behavior.
Or check the Chrono Legionnaire's weapon warheads, iirc he has another MP5 that cannot target buildings, to force him use a FakeC4 on buildings, due to how teleport mechanic works.
For spotlight, I think simply add HasSpotlight=yes should be ok?
Yeah i used different warhead to MP5 gun "HollowPoint4" and it works very well
Hello, somebody can help me with Client, like MO and CnC Net YR.
I created my MOD Client, it works, but i can't launch the game, as in MO and CnC Net YR.
The problem is that the game launching , but it show me the original menu, the map doesn't load.
I don't know how to fix this problem.
(If you need detailed information I will bring it under your answers)
I hope that somebody , with more MOD experience than me, can help me. Thank you. QUICK_EDIT
I have good news, i managed to get what I wanted, with a lot of patience.
I have seen the tutorials in the ARES section well.
Anyway, thank you for your availability.
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