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 Dec 09, 2024 10:32 pm
All times are UTC + 0
One Time Use Super Weapon For All Players
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [14 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Nuclear Kommando
Civilian


Joined: 05 Apr 2021

PostPosted: Thu Apr 08, 2021 4:35 am    Post subject:  One Time Use Super Weapon For All Players Reply with quote  Mark this post and the followings unread

Hi,

I have been working on a small water map that expands on a timer.

After the expansion the map could really use at least 1 free chronosphere for each player to keep the gameplay active and fresh.

I tried using the 1-Time-Use SW Action but it bases its house on the factions, and if one of the factions is different it quickly results in an error and crashes the game.

TL;DR: Give every player a free single use Chronosphere, without crashing.

Any help would be appreciated!

Back to top
View user's profile Send private message
Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Thu Apr 08, 2021 4:48 am    Post subject: Reply with quote  Mark this post and the followings unread

If you are working for mods using Ares, there is a limited SW use time feature, and also ready when granted feature. If not, the only alternate way I could think of would be the one YR A4 used: grant the SW building and use timer events to destroy it after desinated period of time.

Back to top
View user's profile Send private message
Nuclear Kommando
Civilian


Joined: 05 Apr 2021

PostPosted: Thu Apr 08, 2021 6:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Virgil wrote:
If you are working for mods using Ares, there is a limited SW use time feature, and also ready when granted feature. If not, the only alternate way I could think of would be the one YR A4 used: grant the SW building and use timer events to destroy it after desinated period of time.


Yeah I guess thats the only way to do it without aura

Back to top
View user's profile Send private message
MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Apr 08, 2021 9:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Nuclear Kommando, hello and welcome to forums! I see that you joined recently. Hope you enjoy your stay! Smile

Regarding your question, as he explained. I also cannot think of anything else. I did not try, but I think that SW in Ares can have an owner. Technically you could add your houses. You can also have super weapon which is ,,offmap" it is granted without any building, for example, you do not need chronisphere building to have chronosphere at all. Then you could make chrono sphere offmap which is free and could be used only once.

_________________

PPM Halloween Season 2021

Back to top
View user's profile Send private message
Nuclear Kommando
Civilian


Joined: 05 Apr 2021

PostPosted: Thu Apr 08, 2021 2:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:
Nuclear Kommando, hello and welcome to forums! I see that you joined recently. Hope you enjoy your stay! Smile

Regarding your question, as he explained. I also cannot think of anything else. I did not try, but I think that SW in Ares can have an owner. Technically you could add your houses. You can also have super weapon which is ,,offmap" it is granted without any building, for example, you do not need chronisphere building to have chronosphere at all. Then you could make chrono sphere offmap which is free and could be used only once.


Thanks, looking forward to dabbling deep into Ares, there is a whole lot I want to try out and test. I will give that a try as soon as I get the chance.

Back to top
View user's profile Send private message
MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Apr 08, 2021 2:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nuclear Kommando wrote:

Thanks, looking forward to dabbling deep into Ares, there is a whole lot I want to try out and test. I will give that a try as soon as I get the chance.

You welcome man! I am glad to see you. Do you know where to find Ares and its documentation?
by the way, I like that name Nuclear Kommando haha... You will bring nucelar firepower here Very Happy

_________________

PPM Halloween Season 2021

Back to top
View user's profile Send private message
Nuclear Kommando
Civilian


Joined: 05 Apr 2021

PostPosted: Thu Apr 08, 2021 3:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:
Nuclear Kommando wrote:

Thanks, looking forward to dabbling deep into Ares, there is a whole lot I want to try out and test. I will give that a try as soon as I get the chance.

You welcome man! I am glad to see you. Do you know where to find Ares and its documentation?
by the way, I like that name Nuclear Kommando haha... You will bring nucelar firepower here Very Happy


Haha, someone actually referred me here and I have not yet touched ares or looked deep into it. Looking to finish touching up my map, before going deep into ares mods.

Yes I know where the documentation is, and aware of its insane modding capabilities.

Name actually started way way back, as Nuclear Power, then it became NuclearKamikaze and now its this lol. Im told I should just change it to Kommando.

I got so many things I want learn when it comes to map making and I already have plans in mind of making a high quality easy to follow video series, I already run 3 channels of my own, and have been making videos for years.

Back to top
View user's profile Send private message
MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Apr 08, 2021 7:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nuclear Kommando wrote:

Haha, someone actually referred me here and I have not yet touched ares or looked deep into it. Looking to finish touching up my map, before going deep into ares mods.

I will refer to you again! Smile
Oh, what map are you working on?

Nuclear Kommando wrote:
Yes I know where the documentation is, and aware of its insane modding capabilities.

But you should also beware of Phobos addition. It brings even more functionalities.
Phobos+Ares=Nuclear Power ! Very Happy

Nuclear Kommando wrote:
Name actually started way way back, as Nuclear Power, then it became NuclearKamikaze and now its this lol. Im told I should just change it to Kommando.

So, Nuclear Power, Nuclear Kommando, Nuclear Kamikaze.... is there something that is not nuclear powered? I mean, come on man! You must drive nuclear car Very Happy


Nuclear Kommando wrote:
I got so many things I want learn when it comes to map making and I already have plans in mind of making a high quality easy to follow video series, I already run 3 channels of my own, and have been making videos for years.

What about are those videos? How to tun nuclear reactor? Very Happy haha
But seriosly, I see that you are very productive man... Just keep working, I hope to see your work soon.

_________________

PPM Halloween Season 2021

Back to top
View user's profile Send private message
Nuclear Kommando
Civilian


Joined: 05 Apr 2021

PostPosted: Fri Apr 09, 2021 6:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

[quote="MasterHaosis"]
Nuclear Kommando wrote:

Haha, someone actually referred me here and I have not yet touched ares or looked deep into it. Looking to finish touching up my map, before going deep into ares mods.


lol here is the map:

https://mapdb.cncnet.org/search/?game=yr&search=kommando

This is the latest revision

Earlier I had used the sweet looking chrono time machine effect in multiplayer to transition between the map expansions but it seemed to cause problems such as halting oil production and at one point stopping me from being able to train any units from my naval yard.

I think it has something to do with a minimum safe frame set, maybe i need to set it to go for at least 2 full seconds.

Another problem it poses is the weird lag it produces after the effect is done animating, it slows the game down for about 10 seconds or so, then resumes to full speed.

Any experience with that?

Its either that or there was a cheater according to someone who enjoys playing it multiple times a day.

Im going to put it back and spectate another 5 games or so and watch out for any issues. Its a really cool effect that would be a waste not to use in my map.

"127 Chrono Screen Effect for ..."

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


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Fri Apr 16, 2021 1:32 am    Post subject: Reply with quote  Mark this post and the followings unread

- Make building

- Building has superweapon anim (to fire)

- Superweapon anim deals damage to building

- Building dies when firing superweapon

This does not even require mod.

PD: Actually, I am wrong. It does require mod since maps can't modify art. It does not require Ares, tho.

_________________

Back to top
View user's profile Send private message Visit poster's website
Nuclear Kommando
Civilian


Joined: 05 Apr 2021

PostPosted: Tue Apr 20, 2021 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

NimoStar wrote:
- Make building

- Building has superweapon anim (to fire)

- Superweapon anim deals damage to building

- Building dies when firing superweapon

This does not even require mod.

PD: Actually, I am wrong. It does require mod since maps can't modify art. It does not require Ares, tho.



Came up with an idea that works in Skirmish but not in CnCnet
Set the buildings to be on the map edges, changed them to be insignificant

Then set the rules to have the timer be 1 frame to be ready, and on trigger it changes the cooldown to be 99999. Which results in a 1 time chrono

But the trigger that changes the cooldown never works in cncnet lol

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


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Fri Apr 23, 2021 1:00 am    Post subject: Reply with quote  Mark this post and the followings unread

There is another option

The Nuke that comes in the crate (0% chance by default) is already a 1 time use superweapon.

So you need to change the nuke superweapon (give nuclear missile a different one) for a chronosphere and find a way to give that crate to players.

_________________

Back to top
View user's profile Send private message Visit poster's website
Nuclear Kommando
Civilian


Joined: 05 Apr 2021

PostPosted: Wed Aug 10, 2022 3:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

NimoStar wrote:
There is another option

The Nuke that comes in the crate (0% chance by default) is already a 1 time use superweapon.

So you need to change the nuke superweapon (give nuclear missile a different one) for a chronosphere and find a way to give that crate to players.


For future Reference this does work, sorry somehow I forgot to respond, ended up testing it much later, since I moved on to a new project.

Thanks for the help

Back to top
View user's profile Send private message
Overmind
Rocket Cyborg


Joined: 05 May 2022

PostPosted: Tue Aug 23, 2022 9:34 am    Post subject: Reply with quote  Mark this post and the followings unread

NimoStar wrote:
There is another option

The Nuke that comes in the crate (0% chance by default) is already a 1 time use superweapon.

So you need to change the nuke superweapon (give nuclear missile a different one) for a chronosphere and find a way to give that crate to players.


Does that actually practically work ?
What happens basically ? Nuke drop at crate location ?
I remember testing a long time ago and nothing happened.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [14 Posts] 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: 0.1969s ][ Queries: 11 (0.0081s) ][ Debug on ]