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[ARES] Recreating the Fleajump/Jumpjet Ability
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu May 31, 2012 3:33 am    Post subject:  [ARES] Recreating the Fleajump/Jumpjet Ability
Subject description: From RA3/KW
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Using Ares we can now recreate these 2 Abilities from the newer games. For this tutorial I will be using the Terror Drone.

First we need to create a new dummy unit which acts as the jump zone of the terror drone.

Code:

; ArmorTypes Section introduced by Ares
[ArmorTypes]
PounceMe=light

; New Warhead for Jumping around
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
Versus.PounceMe=100%
Versus.PounceMe.ForceFire=yes
Versus.PounceMe.PassiveAcquire=no
Versus.PounceMe.Retaliate=no
Parasite=yes
Rocker=yes
InfDeath=1


Then we'll need to create a superweapon for which to create the jump marker unit.

Code:

[FleaJumpSpecial]
UIName=NOSTR:Flea Jump
Type=UnitDelivery
Action=UnitDelivery
Deliver.Types=JUMPBEACON ; Up to you...
ShowTimer=no
DisablefromShell=no
SidebarImage=XXXXX ; Up to you...
RechargeTime=.1
FlashSidebarTabFrames=0
IsPowered=false
SW.Sound=XXXXX ; Up to you...
SW.AITargeting=none


Next will be the Beacon Unit...

Code:
[b]Vehicle Version:[/b] (I assume its going to be a SHP)
;Drone Beacon
[DRONBEACON]
UIName=NOSTR:Drone Beacon
Name=Drone Beacon
Prerequisite=NAWEAP
Category=AFV
Strength=80
Armor=PounceMe
Parasiteable=yes
Primary=BeaconWep
AttackFriendlies=yes
CanPassiveAquire=yes
OpportunityFire=yes
CanMobileFire=yes
GuardRange=255
DefaultToGuardArea=yes
OmnicrushResistant=yes
Crusher=no
TechLevel=-1
Sight=3
Speed=3
CrateGoodie=no
Owner=Russians
AllowedToStartInMultiplayer=no
Cost=500
Soylent=500
Turret=no
Points=5
ROT=40
Crewed=no
Explosion=JUMPEXPL
VoiceSelect=TargetPaint
VoiceMove=TargetPaint
VoiceAttack=
VoiceFeedback=
DieSound=
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=0   ; This value MUST be 0 for all building addons
Insignificant=yes
ImmunetoRadiation=yes
ImmunetoPsionics=yes
ImmunetoPoison=yes
IdleRate=1
Size=15
IsSelectableCombatant=yes
DamageSelf=yes


Now comes the Jump Projectile & Weapon for the Terror Drone, which it will use to simulate jumping in the air. The Weapon must be set as the Primary to work properly.


Code:

; Imma hoppin' hoppin'
[DroneHop]
Damage=80 ;This ensures it kills the Dummy Unit.
ROF=120
Range=14 ; To be certain I can jump over cliffs
Projectile=DRONHOP
Speed=10
Warhead=DroneHopWH
LimboLaunch=yes
Report=TerrorDroneAttack

[DRONHOP]
Image=DRONP
Shadow=yes
Ranged=yes
AA=no
AG=yes
Arcing=true
Lobber=yes
FirersPalette=yes
SubjectToClifs=no
SubjectToElevation=no
SubjectToWalls=no
Level=no

;Beacon Weapon
[BeaconWep]
Damage=8
Range=-2
ROF=90
AreaFire=yes
OmniFire=yes
Projectile=InvisibleAll
Warhead=DroneBeaconWH
AffectsEnemies=no
Report=DUMMY

[BeaconWH]
CellSpread=.5
Wall=yes
Wood=yes
PercentAtMax=1
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
AffectsAllies=yes
AffectsEnemies=yes
Conventional=yes
InfDeath=0


One more note... You will need to put this bit of information on every other Warhead aside from DroneHop & on the weapon the Beacon uses to damage itself.


And finally some tweaks to the Original Terror Drone...

For the Terror Drone we removed its Virtual Scanner and replaced that with Guard Range which achieves the same effect.

Code:

; Terror Drone,  ooohhh scary
[DRON]
UIName=Name:DRON
Name=Terror Drone
Category=AFV
Prerequisite=NAWEAP
Primary=DroneJump
Secondary=DroneHop
NavalTargeting=6

IsSimpleDeployer=yes
DeployingAnim=DUMMY
UnloadingClass=JUMPDRON
DeployFire=yes
Deployer=yes

Strength=100
SuppressionThreshold=5; damage below this amount won't suppress the parasite
ReselectIfLimboed=yes ; If selected when limbo on attack of infantry, reselect when unlimbo

DefaultToGuardArea=yes ; the much awaited terror drone default to move and attack when resting
GuardRange=5
Armor=special_1
TechLevel=4
Turret=no
IsTilter=no
CrateGoodie=no
Sight=4
Speed=10 ; gs Don't go higher than 20, or he gets stuck running in circles
Owner=Russians,Confederation,Arabs
Cost=500
Soylent=500
Points=20
ROT=40
AllowedToStartInMultiplayer=no
Crusher=no
Crewed=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=TerrorDroneSelect
VoiceAttack=TerrorDroneAttackCommand
VoiceMove=TerrorDroneMove
VoiceFeedback=
DieSound=TerrorDroneDie
MoveSound=TerrorDroneMoveLoop
MaxDebris=2
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1};<drive>{55D141B8-DB94-11d1-AC98-006008055BB5}
MovementZone=Destroyer
ThreatPosed=25   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=.5
ImmuneToPsionics=yes
ImmuneToRadiation=yes
Parasiteable=no
Explodes=no
AccelerationFactor=5 ; really fast
DeaccelerationFactor=5 ; This is TS's mizspelingg knot min
ZFudgeColumn=8
ZFudgeTunnel=13
Size=2
Accelerates=false
Trainable=yes
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
SelfHealing=yes
Bunkerable=no; Units default to yes, others default to no

;Dummy Jump Drone
[JUMPDRON]
Image=DRON
UIName=Name:DRON
Name=Terror Drone
Category=AFV
Prerequisite=NAWEAP
Primary=DroneJump
Secondary=DroneHop
NavalTargeting=6
Strength=100

IsSimpleDeployer=yes
UnloadingClass=DRON
Deployer=yes

SuppressionThreshold=5; damage below this amount won't suppress the parasite
ReselectIfLimboed=yes ; If selected when limbo on attack of infantry, reselect when unlimbo

DefaultToGuardArea=yes ; the much awaited terror drone default to move and attack when resting
GuardRange=5
Armor=special_1
TechLevel=-1
Turret=no
IsTilter=no
CrateGoodie=no
Sight=4
Speed=10 ; gs Don't go higher than 20, or he gets stuck running in circles
Owner=Russians,Confederation,Arabs
Cost=500
Soylent=500
Points=20
ROT=40
AllowedToStartInMultiplayer=no
Crusher=no
Crewed=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=TerrorDroneSelect
VoiceAttack=TerrorDroneAttackCommand
VoiceMove=TerrorDroneMove
VoiceFeedback=
DieSound=TerrorDroneDie
MoveSound=TerrorDroneMoveLoop
MaxDebris=2
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1};<drive>{55D141B8-DB94-11d1-AC98-006008055BB5}
MovementZone=Destroyer
ThreatPosed=25   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=.5
ImmuneToPsionics=yes
ImmuneToRadiation=yes
Parasiteable=no
Explodes=no
AccelerationFactor=5 ; really fast
DeaccelerationFactor=5 ; This is TS's mizspeling knot min
ZFudgeColumn=8
ZFudgeTunnel=13
Size=2
Accelerates=false
Trainable=yes
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
SelfHealing=yes
Bunkerable=no; Units default to yes, others default to no


The New Terror Drone can now jump over to selected beacons. Though it requires alot of micromanagement.
1) Place Beacon
2) Select Drone
3) Deploy Drone
4) Force Fire on Beacon
5) Undeploy Drone

And viola... you can now have flea jumping terror drones to further cause headaches to your enemies. Very Happy

This can also be used as a work around for a Chrono Tank-Style Unit by giving the Jumping Weapon infinite range(Probably InvisibleAll Projectile & 100 Speed with Turboboost=yes) and changing the death animations of the Beacon Unit into the appropriate Chrono Smoke.

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Last edited by Atomic_Noodles on Wed Sep 05, 2012 11:50 pm; edited 2 times in total

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Mon Jun 04, 2012 1:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice.
A possible bug is if the drone have an other target while placing the beacon.
Why is TurretSpins used?
And when the drone is "jumping", I assume it just travel in a straight line rather than move upwards like Lobber=yes would do?

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Jun 04, 2012 1:23 am    Post subject: Reply with quote  Mark this post and the followings unread

ArvinCool wrote:
Nice.
A possible bug is if the drone have an other target while placing the beacon.
Why is TurretSpins used?
And when the drone is "jumping", I assume it just travel in a straight line rather than move upwards like Lobber=yes would do?


I've tried putting Lobber yes but it pretty much just flies toward the target like other missile style projectiles.

TurretSpins=yes is for if your using a Voxel VehicleType Dummy Target. Though I prefer Infantry more since they aren't hardcoded to explode.

Banshee mentions in the News Thread you can also allow area damage. This can be achieved by giving the dummy target unit a deathweapon that has AffectsEnemies=no. on its Warhead. In this case, a VehicleType is much preferred as it already has a "explosion" effect to simulate shellshock explosion.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Jun 04, 2012 6:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Infantry can explode too. It's just that they use DeathAnims instead of Explosion.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Jun 04, 2012 12:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Infantry can explode too. It's just that they use DeathAnims instead of Explosion.


Yeah that's what I'm trying to point out. VehicleTypes are hardcoded to explode where as Infantry don't. So unless your planning on not using an "exploding jump" you could use Infantry. Smile

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Mon Jun 04, 2012 1:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
VehicleTypes are hardcoded to explode where as Infantry don't.


No, they are not hardcoded to do anything like that. The explosion animation(s) used for VehicleTypes, AircraftTypes & BuildingTypes is specified by Explosion, which takes comma-separated list of animation ID's. Game plays one explosion animation per each cell taken by the object in question (always 1 with vehicles & aircraft), picked randomly(?) from the list. You can omit Explosion all together if you don't want vehicles to show explosion animations when destroyed.

Additional explosions can be added through DeathWeapon, which itself required Explodes flag to be set to true to work. This one also works with InfantryTypes, of course.

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Tue Jun 05, 2012 5:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh my God. Flea Jumping in RA2? How far we've come to put in all of these crazy abilities nobody would've dreamed about ten years ago. Now the challenge is to find a good use for it without cloning the Sickle.

That said, there isn't a gif is there? I want to see this. Lol.

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Tue Jun 05, 2012 6:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pic isint needed. It looks like a terror drone with a longer range really.
Its also difficult to implement this, we would need a 32 frame rotation of a unit.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Jun 05, 2012 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Plus IMO using a SW makes it just too annoying to use ingame, I imagine.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Jun 06, 2012 1:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Some people might not like lots of micromanaging so its not for everyone.

Well you could get away by just making 4 copies of each frame.

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Lin Kuei Ominae
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Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Jun 06, 2012 1:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Starkku wrote:
Atomic_Noodles wrote:
VehicleTypes are hardcoded to explode where as Infantry don't.


No, they are not hardcoded to do anything like that.

he should have said it the other way round.
"Infantry are hardcoded to ignore the Explosion key." Wink

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Wed Sep 05, 2012 11:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Updated the Tutorial. Now only uses a Vehicle Dummy Unit exclusively.

I've had problems with the Custom ArmorType but changing the Drone into a SimpleDeployer seems to work for it. Though this means yet another step for the big micromanagement already... Confused

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NimoStar
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Joined: 07 Nov 2012
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PostPosted: Wed Nov 14, 2012 10:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Infantry can explode (at least in Ares RA2YR) if you use Explodes=yes and a DeathWeapon... they just don't use a "explosions" lists but this can be put on the DeathWeapon Warhead code.

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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Wed Nov 14, 2012 10:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, because it uses DeathAnims instead of Explosions... which has the sideeffect of overriding all death animations.

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gameaddict11707
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Joined: 15 Jul 2011

PostPosted: Wed Jun 12, 2013 12:29 am    Post subject: Reply with quote  Mark this post and the followings unread

I tried emulating the RA1 Chrono Tank using this, and found an interesting issue:

The tank still uses the "hop" weapon even while it's undeployed and mobile.

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Atomic_Noodles
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PostPosted: Wed Jun 12, 2013 1:25 am    Post subject: Reply with quote  Mark this post and the followings unread

You could try IsSimpleDeployer?

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gameaddict11707
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PostPosted: Wed Jun 12, 2013 2:33 am    Post subject: Reply with quote  Mark this post and the followings unread

I did. No change.

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DaRTzO
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PostPosted: Wed Jun 12, 2013 1:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

I demand a preview GIF!

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NewbieisGood
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PostPosted: Mon Jan 13, 2014 10:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Can it use for SICKLE ?

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