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 Thu Apr 18, 2024 12:06 am
All times are UTC + 0
Advice implementing HunterSeeker SW?
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [4 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Lee3y
Disk Thrower


Joined: 09 Feb 2018

PostPosted: Fri Aug 13, 2021 4:04 pm    Post subject:  Advice implementing HunterSeeker SW?
Subject description: Plus anim issue...
Reply with quote  Mark this post and the followings unread

Hi guys, was hoping for some advice on implementing the Hunterseeker type superweapon, which has apparently been reactivated. I thave been experimenting, using the related Ares tags, but had no luck so far.

I have a specific aircraft-type unit for the H.S. vehicle (a missile voxel I made, which works when fired from another unit), and a H.S. building that grants the superweapon. I also have made an animation to show the building is ready.

Problems; the building animation doesn't display (the base building stays as is), and when I activate the weapon not only do I get no chance to select when/where to fire (it just fires instantly, even though by the tag descriptions I thought it would), and when it fires, nothing fires from the building (the H.S. vehicle doesn't appear.

I have thus far tried to test it so it is meant to only target enemies on water targets, and I made a map with a trapped enemy hovercraft on water, but I guess it's irrelevant at the moment as I don't get the chance to select the target...

Here is the code so far;

Rulesmd;



[General]
HunterSeekerDetonateProximity=150
HunterSeekerDescendProximity=700
HunterSeekerAscentSpeed=100
HunterSeekerDescentSpeed=150
HunterSeekerEmergeSpeed=10

[SuperWeaponTypes]
18=Clubk1Special

[AircraftTypes]
43=CLUBKROCKET    ;   this is my H.S. launch vehicle

All [sides] have been given;
HunterSeeker=CLUBKROCKET

[CLUBKROCKET]
UIName=Name:CLUBKROCKET
Name=CLUB-K Missile
Image=K300Msl        ; shares the same look as the missile voxel I made for
                              ; my K-300P system.
HunterSeeker=yes
FireAngle=1
Strength=250
Category=AirPower
Armor=special_2
DeathWeapon=ISKboom   ; valid weapon I made used on other stuff
Spawned=yes
MissileSpawn=yes
TechLevel=-1
Sight=1
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Ammo=1
Speed=30
Owner=British,French,Germans,Americans,Alliance,YuriCountry,Russians,Confederation,Africans,Arabs,Belarus,China
Cost=50
Points=5
ROT=21
Crewed=no
Explodes=no
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8}
MovementZone=Fly
ThreatPosed=10
DamageParticleSystems=SmallGreySSys
AuxSound1=V3Attack
MoveSound=IntruderMoveLoop
ImmuneToPsionics=yes
NoShadow=yes
Selectable=no
Trainable=yes
DontScore=yes

[Clubk1Special]       ;   the H.S. superweapon
UIName=Name:Clubklaunch
Name=Club-K Missile Strike
IsPowered=true
SW.MaxCount=2
EVA.Detected=EVA_HunterSeekerDetected
EVA.Ready=EVA_HunterSeekerReady
EVA.Activated=EVA_HunterSeekerLaunched
SW.RangeMaximum=120
SW.RangeMinimum=40
SW.Shots=4
RechargeTime=2
Type=HunterSeeker
HunterSeeker.Buildings=cablushipbpreck
HunterSeeker.Type=CLUBKROCKET
SW.ManualFire=yes
SW.FireIntoShroud=no
SW.RequiresTarget=water
SW.RequiresHouse=enemies
SW.AITargeting=MultiMissile
SidebarImage=NukeIcon
ShowTimer=yes
AIDefendAgainst=yes
LineMultiplier=2

[cablushipbpreck]    ;   building that grants the SW.
Image=cablushipb    ;    uses This building as a base to copy from
UIName=Name:cashipcon
Name=Test Building
TechLevel=-1
Strength=1200
Cost=5
Insignificant=yes
Nominal=yes
Capturable=yes
Spyable=yes
SpyEffect.SabotageDelay=15
RadarInvisible=no
LeaveRubble=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=12
MinDebris=7
DebrisAnims=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm
Points=15
Armor=steel
Owner=British,French,Germans,Americans,Alliance,YuriCountry,Russians,Confederation,Africans,Arabs,Belarus,China
Selectable=yes
IsBase=yes
BaseNormal=no
Sight=6
ClickRepairable=no
CanBeOccupied=no
SolidHeight=1
SolidLevel=1
SuperWeapon=Clubk1Special
ChargedAnimTime=1

Artmd;

[cablushipb]   ;   Art of base building
Foundation=1x2
NewTheater=yes
DemandLoad=true
Height=3
DamageFireOffset0=12,12
DamageFireOffset1=22,19
CanHideThings=true
CanBeHidden=false
OccupyHeight=3
PrimaryFirePixelOffset=0,44
SuperAnim=cablushipckactive
SuperAnimYSort=543
SuperAnimZAdjust=-2
SuperAnimDamaged=cablushipckactive_d

[cablushipckactive]   ;  anim for building when superweapon ready (doesn't
                             ;  play)
Normalized=yes
Start=0
End=19
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
StartSound=NuclearSiloReady

[cablushipckactive_d]   ; the damaged anim, also doesn't play
Normalized=yes
Start=0
End=19
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
StartSound=NuclearSiloReady



I have tried many different possibilities, but have failed so far...

On the vehicle itself, do the following tags interfere/are they necessary;

Spawned=yes
MissileSpawn=yes   ?

On my active anims, which currently won't play, the anims (so far) have only 1 frame (plus a shadow frame), but I have just put;
Start=0
End=19
But does it matter? Should they both be set to 1? I was hoping it would just loop the same frame..

Any advice would be appreciated.

Back to top
View user's profile Send private message
m7
Commander


Joined: 17 Apr 2009

PostPosted: Fri Aug 13, 2021 4:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ares documents that HunterSeeker needs to be a VehicleType, not an AircraftType.


Quote:
[SuperWeapon]?HunterSeeker.Type= (VehicleType)
   The Hunter Seeker unit to spawn. Only set this to use a specific unit instead of each players’ side default. Defaults to the side’s HunterSeeker.

Back to top
View user's profile Send private message
Lee3y
Disk Thrower


Joined: 09 Feb 2018

PostPosted: Fri Aug 13, 2021 5:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

m7 wrote:
Ares documents that HunterSeeker needs to be a VehicleType, not an AircraftType.


Quote:
[SuperWeapon]?HunterSeeker.Type= (VehicleType)
   The Hunter Seeker unit to spawn. Only set this to use a specific unit instead of each players’ side default. Defaults to the side’s HunterSeeker.


Hi m7, Now that is interesting, though it does seem counterintuitive.. I shall try setting it as a vehicle type, which can fly, and see if that does anything. That said, I still don't get offered a chance to target the SW...

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


Joined: 22 Jul 2018

PostPosted: Fri Aug 13, 2021 6:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lee3y wrote:
That said, I still don't get offered a chance to target the SW...

HS does not need a target and cannot be manually targeted.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [4 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: 0.1353s ][ Queries: 11 (0.0099s) ][ Debug on ]