Posted: Fri Dec 07, 2012 8:00 pm Post subject:
How to create Generals' SCUD Storm-like SW in Ares?
Subject description: Please help me, comrades
Good day, modders. I am new here. I want to create a mod for YR with the Yuri side changed to Arabs. And I have an idea. The idea is to create a SCUD Storm-like superweapon. How do you think can I make it using the Type=LightningStorm?
PS: Sorry for my very, VERY poor English. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Dec 07, 2012 8:11 pm Post subject:
Would be messy.
You would first have to set clouds to a huge number then create an fall anim for the bolt. And even then, you can't do anything that the bolt instahits. Tho maybe if you set clouds to a small-height, use the fallanim as cloudanim, and INVISO as bolt, you might can sync the hit with the actual falling. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Dec 07, 2012 8:50 pm Post subject:
I was more thinking of cooking up something upon that Kenosis-Gangster Nuke SW thingie... but haven't got there yet. That might work with Inaccurate=yes, and Burst=9.
Otherwise indeed, I don't think Scud Storm should be coded into Ares as an explicit feature. QUICK_EDIT
Oh, I forgot about one important thing. The custom RadEruption or something on its warhead. I know that some guys tried to make Napalm as a custom radiation effect, but the area was coloured green when the warhead was fired.
Can I realize few custom different-coloured radiation effects on Ares? QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Dec 07, 2012 9:23 pm Post subject:
Custom Rads are not implemented within Ares.
The bug you mention (rad colors gets ignored on snow) will be fixed in 0.3. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Ah sadly that custom radiation is not implemented in Ares yet, and I am sure it existed in some Rock/Npatch. I used to create two radiations, one original green for toxin and yellow for radiation.
Graion Dilach, maybe adding RadColor=R,G,B to weapon with RadLevel= tag should help visually in some further version of Ares. or its time for my lazy ass once for all to go to blueprints and write request. _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Dec 07, 2012 10:36 pm Post subject:
There is a request already for that. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
I have an interesting concept for Scud launcher. And I know it works. However it is complicated to implement.
Use Unit delivery SW for the scud launcher.
This buildings will deliver 9 different buildings.
Each of these buildings will deliver a build up animation of a missile falling from sky, the animation for building will be a dummy with no image, and have an active animation of a missile smashing into ground. "this active animation will play for a second before the bomb detonates.
Now create 9 identical 1x1 or 2x2 or 3x3 or 4x4* buildings in code, "it can also allow for a larger impact zone." The larger sizes will insure the buildings are spread further apart in enemy base. "To increase further spread make the initial SW only target buildings." Each has its own clone version of Generic SW. This sw will fire after .001 game mins or 1 frame. This Generic SW will instantly destroy the Missile building, and deliver the SW damage per missile. The building will not be a legal target and be invulnerable"ares custom armor type" and insignificant. Further you can add a deathweapon to building to create a shake and ripple effect for the missile or missile debris.
If you need a demonstration or help coding it let me know should you choose to use it. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Isn't it a problem, firing it into a base, where delivering a building would either: A) Have no spot to be placed or B) instakill infantry with crushing animation instead of desired animation. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Don't forget to add in PlaceAnywhere Flag on the Dummy Buildings.
I know Ive been away for awhile and dont have time to look at the disassembly, but going by my "horrible" memory isnt PlaceAnywhere= a non-working tag? _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Here's the code for anyone who wants to implement this in their mod. It's my Deliver SW version of the Scud launcher.
Feel free to tweak it, and adjust and make your own animations etc to compliment it.
Code:
Artmd.ini
[SCUDMISS]
Image=INVISO
remappable=no
Foundation=2x2;Tweak this to spread the Bombs out, placeanywhere is useless.
Height=-999999999
Buildup=nukdnmk
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=no
Nuke Down shp I got from here from PPM user JAH!
http://www.ppmsite.com/forum/viewtopic.php?t=7592
_________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
You could instead of just making one building make up to how many scud missiles you supposedly need. With each new one having a longer build up. I'm assuming DeliverySW delivers the TechnoType in which order you put it up so that might also help if you still want it to use PlaceAnywhere Flag. _________________ ~ Excelsior ~ QUICK_EDIT
PlaceAnywhere tag on buildings causes all buildings to be delivered in the same exact cell with no spread. Buildings and their build ups are all delivered at the same time, but the buildings need to be "detonated" either with delayed SW's as I have done or deathweapons on buildings if destroyed by other scuds, which I have also done. Two or more auto fire SW's cannot fire in the same frame, it causes a glitch.
Yes your right, multiple different building sizes "impact zones", and buildups "Missiles" can be used to create various missile delays and sizes etc. If a buildup delay is not enough you could also have each missile spawn the next missile with a delay, so:
SW A shoots Building A.
Building A Shoots Building B with slight delay, then Uses SW Detotnation A.
Building B shoot Building C with slight delay, ETC....
Also with this logic you could do this:
SW A shoot Building A.
Building A Spawns a Nuke type SW, Secondary SW spawns building B and uses it's SW animation to destroy itself.
Now building B just repeats what A did till the amount of missiles adds up to the value you want.
In effect a Delayed Nuke/Scud Bombardment.
Of course these other 2 methods require twice the amount of work, due to more SW's being used. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Oh, another question. Can I 'ADD' new resource type in YR excepting standard ore and minerals? If no, were there any requests for additional resource types in Ares? QUICK_EDIT
not that I knew RA2 modding, but is it really all that difficult to get some nukes fall from the sky? I'd try the Drop Pods. _________________ Free Tibed!
EA for worst company of the decade! QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Dec 09, 2012 8:27 pm Post subject:
Astral wrote:
Oh, another question. Can I 'ADD' new resource type in YR excepting standard ore and minerals? If no, were there any requests for additional resource types in Ares?
The 3rd and 4th ore also there. Tho on some maps WW put third ore instead of first one. 4th is entirely unused.
PS:
1. This code is UNFINISHED yet, I should work with warheads, anims etc, and you have to find falling missile's SHP or rewrite the Lightning.Bolts list.
2. Animation of falling SCUD missiles must to be convrted to ANIM.PAL, like the explosions. I think you already know it.
3. And the third is... I've forgot what is third.
Ahhh! Poor English! QUICK_EDIT
Well I decided to take another stab at this and slightly revise my old method. But much to my frustration it seems this new method is not fully working and I have no clue why.
My old method used buidup animations as falling nukes and placed all 9 nukes at same time, and used generic warhead to make the damage..
My new method places 9 buildings/targeting cells, and independently fires a Real Nuke SW at each of those target spots with editing done on each Missile to make them fall at different times. Thus producing a spread of real nukes.
Problem, 2 of the nukes seem to fire alright and all building/Target cells are placed. But some SW's just don't seem to be going off.. It's really frustrating...
I thought maybe if I put up the code others might see where I screwed up or might try it out themselves.
[GiantSCUDUp]
Arm=2
Shadow=no
Image=INVISO
Acceleration=1
Vertical=yes ; Not a missile or a projectile. Just go up until...
DetonationAltitude=20000; All this does is create the downward pointing one over the target
FirersPalette=yes
_________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Dec 15, 2012 9:19 pm Post subject:
A single day. I know him well enough to know all that, lol. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
The initial coding didn't take that long, it was the testing for each nuke to get them to Impact at different times.
A day is about right. Less if you consider I had it more or less codded already and just needed to test and fix numbers based on tests etc, otherwise probably a good 8 hours total I sunk in, must spent on testing.
I'm gonna take a break from this SW though, It's not really done yet and has some kind of problem when spawning Nukes. I think further testing is required the find the culprit. I have a theory which I could already probably test for, but I will put off.
Out of boredom I've just been thinking of different kinds of SW's that are possible with Ares, So why not post them I thought.
I'm thinking of maybe making a Black Hole or Chrono Implosion SW. If that goes well I'll post codes etc and maybe a video of it. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
[BLACKSPECIAL2]
UIName=NOSTR:Hole Close
Name=Hole2
RechargeTime=0.5
SW.ShowCameo=no
ShowTimer=no
DisableableFromShell=no
SW.AITargeting=Self
SW.AutoFire=yes
SW.ManualFire=no
SW.FireIntoShroud=yes
SW.AffectsHouse=enemies
SW.AffectsTarget=infantry,units,buildings
SW.CreateRadarEvent=yes
SW.FireIntoShroud=yes
SW.RequiresTarget=land,water,empty,infantry,units,buildings
SW.Range=1
Range=1
Type=GenericWarhead
Action=GenericWarhead
SW.Damage=5000
SW.Warhead=BLACKEWH
EVA.Detected=Dummy
EVA.Ready=Dummy
EVA.Activated=Dummy
SW.Animation=INVISO;I need a black hole closing animation!
SW.AnimationHeight=0
SW.AnimationVisibility=all
[Warheads]
195=BLACKWH
196=BLACKEWH
[BLACKWH]
Wall=yes
Wood=no
CellSpread=11
PercentAtMax=0.15
Verses=50%,40%,30%,70%,60%,50%,40%,15%,30%,40%,40%
InfDeath=5
Bright=no
AnimList=INVISO;;I need a black hole Pulsing animation!
_________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
For me I'd probably just make a 9x9 Dummy Building with a Destroy Anim which looks like the 9 Missiles dropping down. Give it a Self-Damaging Weapon which kills it and causes its Deathweapon. _________________ ~ Excelsior ~ QUICK_EDIT
Joined: 19 Aug 2009 Location: Moscow State University
Posted: Sun Dec 16, 2012 5:07 pm Post subject:
I wonder why would you call it "nuke"…
ok,the most difficult point is to add radiation to the sw. debris tricks cannot do that,only true sw do have radiation. then you would have tons of code to add. drop some buildings and let them call down missile strike……the effort will be huge to make all the different buildings,different sw, and different buildups.
my solution:
use a paradrop sw
invisible plane drop invisible tanks with invisible parachute
tanks have a big fire height set in art
tanks fire an airburst weapon that creates a vertical weapon,1burst _________________ Tired of grabbing my random SHP conversions? Why not learn to create SHPs for yourself? Last edited by kenosis on Sun Dec 16, 2012 5:32 pm; edited 3 times in total QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Dec 16, 2012 5:18 pm Post subject:
IIRC it is a Missile SW. In RA2 Nuke is the default missile. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 19 Aug 2009 Location: Moscow State University
Posted: Sun Dec 16, 2012 5:43 pm Post subject:
oh,forget the way I said. Drop a cyclic gattling tank and set it 14 weapons,then you have 7 firing FLH, set it some proper airburst weapon with proper ROF to create missiles that fall, as I said above, give it a special armor that can be damaged only by a special warhead, set the sw animation a delayer that next to a killing anim, done _________________ Tired of grabbing my random SHP conversions? Why not learn to create SHPs for yourself? QUICK_EDIT
No, that's original Kenosis nuke, which is the base code of Gangster's, duh.
In case of Kenosis exhibitions, it's not the art what matters but the actual effect.
But why did missile miss completely that War Factory first time and destroyed it second time?
Is its purpose actually to be randomized just like that or it was bug? _________________
Edit: I've found the anims, but I don't remember where, so the next pack you'll download from Depositfiles: http://depositfiles.com/files/4derx1tgk
Look for Vacuum2.shp, I think it's good anim for the black hole or smth. QUICK_EDIT
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