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 Forum index » Modding Central » Red Alert 2 Editing Forum » Ares (Unofficial Forum)
Ickus' Random ARES logic questions.
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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Sun May 21, 2017 1:31 am    Post subject:   Ickus' Random ARES logic questions.
Subject description: Sorry to pester.
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Howdy all. I am just curious regarding some ARES logic questions. By no means this a logic request but more of a..is it possible at this point in time, I have been rifling through the ARES documentation and seems its time to ask for some help and some general questions.

Turret limit rotation.

I am not sure if this is possible, but anyway to limit the turn radius of a turret. Locking it to rotate by only so much? Ie only locked to rotate in front of the unit.  

Spotlight's on vehicle type, any way to define their point of origin other than the center of a unit or a unit's turret? Like weapon FLH?

I am also a bit confused, I am using a SHP grid template that is often linked. It is a large one that appears as 5X5, with 25 cells but ingame its requires an 8x8 foundation. I am missing something? It lines up with the grid in SHP builder, but am just curious.

Also any way to easily find a building's turret offset?

and mod the main menu to directly link to the skirmish option, and quit >_>


Thank you
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NucleiSplitter
Cyborg Cannon


Joined: 28 Oct 2016
Location: Somewhere in Asia

PostPosted: Mon May 22, 2017 4:20 am    Post subject: Reply with quote

Finding the Turret Offset is just a Trial by Error, just keep messing around with it, and you're eventually gonna get it...

There's no way to link the main menu to the skirmish menu on startup, seriously? Do you hate Campaign missions or Multiplayer?
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silverwind
Cyborg Soldier


Joined: 11 Jun 2016

PostPosted: Mon May 22, 2017 2:05 pm    Post subject: Reply with quote

you can, however, hide the campaign button

http://ares-developers.github.io/Ares-docs/ui-features/menubuttoncustomization.html

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Ickus
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Joined: 25 Nov 2002
Location: @__@

PostPosted: Mon May 22, 2017 8:08 pm    Post subject: Reply with quote

Thanks for the replies so far.

No I don't not hate the options, or campaigns Wink
It's mostly for testing and convenience to condense the menu into one screen.

Thank you, Hiding the buttons, didn't realize how helpful that was!
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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue May 23, 2017 8:36 pm    Post subject: Reply with quote

TurretAnimY= & TurretAnimX= offsets are measured in pixels and start from the center of the image. So with RA2's 30x60 cell size, to place a turret on the ground at the center of a 1x1 building use TurretAnimX=0 & TurretAnimY=15. For a 2x2 building use TurretAnimX=0 & TurretAnimY=30 etc. If the turret is placed high up on top of a building or not on the center you can just measure the distance from the center of the image to where you want to place the turret in an image editing program to find the correct offset.

There is also TurretAnimZAdjust= which is used to change the layer order of the turret so it is rendered in front or behind the building &/or it's anims. Use a negative number to make it render on top or a positive one to make it render below.
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