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 Forum index » Modding Central » Red Alert 2 Editing Forum
Mobile Vehicle Power Generator + Update Loading Screens
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nadirofficialsc
Civilian


Joined: 07 Jul 2021
Location: Los Angeles, CA. USA

PostPosted: Sun Aug 01, 2021 12:20 am    Post subject:  Mobile Vehicle Power Generator + Update Loading Screens
Subject description: A Few opinions would be welcome about coding this Vehicle
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Hello, Im actually Working on my own mod i still never posted a picture or any medias about it.

Meanwhile, i reached a section where i have to add a special Tank to French Side, so i made two special Tanks, The first a Double Barreled Tank, the Second is a Mobile Power Generator so here comes the mess lol.

First i made the Tank Entry Which is this :

RulesMD.Ini :
Code:

; Vehicles List
90=MCVPOWR


; Allied Vehicles
[MCVPOWR]
UIName=Name:MCVPOWR
Name=French Mobile Power Generator
Prerequisite=GAWEAP,GAREFN
Primary=PowerDeployer
CanPassiveAquire=no
TargetLaser=yes
Strength=1200
Category=Support
RadarVisible=false
RadarInvisible=true
Armor=steel
IsTilter=yes
Crewed=yes
TooBigToFitUnderBridge=true
TechLevel=7
Sight=8
Speed=2
Crewed=yes
Crusher=yes
Owner=British,French,Germans,Americans,Alliance
RequiredHouses=French
Cost=1700
Soylent=1000
Points=20
ROT=5
Unsellable=false
IsSelectableCombatant=no
PreventAttackMove=no
ToProtect=yes
AllowedToStartInMultiplayer=no
Explosion=TWLT036,S_BANG24,S_BRNL30,S_CLSN22,S_TUMU30
DebrisTypes=TIRE
DebrisMaximums=5
VoiceSelect=MCVAlliedSelect
VoiceMove=MCVAlliedMove
VoiceAttack=MCVAlliedMove
DieSound=GenVehicleDie
AmbientSound=JammerMoveLoop
MaxDebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Crusher
ThreatPosed=0
BuildLimit=4
DamageParticleSystems=BigRedSmokeSys
DamageSmokeOffset=100,100,275
Weight=4
Accelerates=false
CrateGoodie=no
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
PoweredSpecial=yes
OpportunityFire=yes
Trainable=no


ArtMD.ini :

Code:
[MCVPOWR] ; French MCV Power Generator
Cameo=MCVPOWRICON
AltCameo=MCVPOWRUICON
Remapable=yes
Voxel=yes


I had 3 Ideas in Mind :

First i wanted to use the Primary as a weapon to charge the Power Plants, but Looks like i need to figure out how to use the attack as a charger to power plants : this is what i did with Weapon, Projectile, Warhead

Weapon Code :

Code:
[PowerDeployer]
Damage=1
Power=800 ( Still not sure if i should put it here, need your opinions)
ROF=1
Range=25
Speed=100
Projectile=PowerDeployerProj
Warhead=PowerDeployerWH
RevealOnFire=no
Report=PowerOn


Projectile Code :

Code:

Not Sure if it's the right entry
[PowerDeployerProj]
ROT=1
Inviso=yes
Image=none
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
AG=yes
AA=no


Warhead :

Code:
[PowerDeployerWH]
Verses=0%,0%,0%,0%,0%,0%,2%,0%,0%,0%,0%
Temporal=yes
InfDeath=0
AnimList= Will put it soon



Verses are Programmed to Attack only Powers and Reactors.
Still thinking should i put Power Code on WH section?
 Laughing

I Tested the code somehow not giving the result i wanted, so i am wondering where i messed up. Your Corrections guys will be most welcome.

2nd Idea :

Just Put Power code on the Tank Directly it will power up the base when created and make it simple.

3rd Idea :

Deployement Code : is there anyway to make it deployable into power directly and not a structure? same as GI or Guardians? somehow when i press Deploy it Generates power?

Until Then, i am pausing this one and Going to Work on other tanks and buildings. meanwhile i will wait for your interactions guys, any help will be most welcome, and if you have any question i will be happy to answer all of you.

Thank you for reading this.

Regards.

Last edited by nadirofficialsc on Sat Aug 07, 2021 12:45 pm; edited 1 time in total

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Aug 01, 2021 12:42 am    Post subject: Reply with quote  Mark this post and the followings unread

This doesn't belong in this subforum.

What makes you think Power= works on weapons?

Why not deploy into a structure that looks just like the vehicle?
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nadirofficialsc
Civilian


Joined: 07 Jul 2021
Location: Los Angeles, CA. USA

PostPosted: Sun Aug 01, 2021 1:46 am    Post subject: Reply with quote  Mark this post and the followings unread

I didn't knew where to post it. thank you for clarifing that to me  Very Happy  Very Happy  Very Happy  much appreciated.

Basically (Power=) gives the ability to power something or somewhere so i thought it would work since i want to use the warhead as a charger.

I thought about deploying it, but it's already full of power buildings on the Mod, i Gave France a 4 Limited Tanks for Power if in case lost all power buildings they still have Tanks Generates energy.

Any ideas to make it work?

Thank you Smile

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Mon Aug 02, 2021 3:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

https://modenc.renegadeprojects.com/Power
it works just for building types. And tiberium, but that is something else.
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DonutArnold
General


Joined: 18 Jan 2005
Location: Finland

PostPosted: Tue Aug 03, 2021 4:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Moved to RA2 Editing Forum

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed Aug 04, 2021 2:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Very Happy It's simply impossible so don't waste time on it.
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I DON'T extract models from Rivals.
I play Rivals tho, PM me for a fight.

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silverwind
AA Infantry


Joined: 11 Jun 2016

PostPosted: Thu Aug 05, 2021 1:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you're willing to make it a BuildLimit=1 vehicle, you can use a Battery Superweapon (Ares required) to give a similar effect:

Use this these lines to make your superweapon

[FrenchPowerSW]
SW.AlwaysGranted=yes ; doesn't require buildings
SW.InitialReady=yes ; for when you start with that vehicle
SW.ShowCameo=no ; hidden from player
SW.AuxBuildings=GAPOWR,NAPOWR,YAPOWR,NANRCT ; if you want it to only work with other power buildings. comment out if otherwise.
SW.AutoFire=yes ; no player control
SW.AITargeting=ParaDrop
SW.Designators=MCVPOWR ; only fires when the vehicle is around
SW.ChargeToDrainRatio=20 ; lasts about 12 seconds. need to keep this low to prevent the power from remaining for long after the vehicle is destroyed
Type=Battery
Battery.Power=500 ; you decide
RechargeTime=0.01 ; just over half a second

As a bonus, you are then free to make that tank itself behave however you want (even make it that double-barrelled), or even to allow this tank to overpower all your defences when it's around. Battery is capable if being a very overpowered superweapon (pun intended).

Let us know if that works.

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Mr.Hymn
Flamethrower


Joined: 01 May 2020

PostPosted: Sat Aug 07, 2021 4:52 am    Post subject: Reply with quote  Mark this post and the followings unread

So technically we can't make unit that consume power too. so sad. Only robot tank logic is possible.

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nadirofficialsc
Civilian


Joined: 07 Jul 2021
Location: Los Angeles, CA. USA

PostPosted: Sat Aug 07, 2021 12:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

I am very thankful to you guys for your interactions and opinions, it's great to have such helpful community still making this game alive and very enjoyable.

So replying to @silverwind, is Ares Stable as a Modding Program? i've seen many people complaining about it. and i want to know is it possible to add Sides from it ( new countries) without experiencing issues? I may Use NPatch and i want your opinion about it too. (basically does it have the same power logic you gave me on NPatch?

i still never used a Modding Program Yet, just inserting Animations files SHP VXL's and making new Projectiles WH weapons Units but for SW once i reach that step i may have to choose between NPatch or Ares lol

I will Use that Coding Logic you gave me once i reach that Unit again, i am working on LoadingScreens now. I will post an exclusive content about what i am woking on right now, so you guys can see and interact.

@DonutArnold Thank you for moving my Thread to the right place, i appreciate your most help ! Wink

LoadScreens :

If Anyone have any request about a special country i can make you one. just reply here i will send you Original PSD file with PCX, PAL and SHP files.

Thank you again !


Allied French LoadScreen.png
 Description:
 Filesize:  336.87 KB
 Viewed:  277 Time(s)

Allied French LoadScreen.png



Rising Sun LoadScreen.png
 Description:
 Filesize:  363.76 KB
 Viewed:  277 Time(s)

Rising Sun LoadScreen.png



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