Didn't know there was a tag for columns, tried but nothing o_o
I've tried all sorts of numbers with NumberImpassableRows= and doesn't work, used different arts and building sizes too, even a completely passable building and it won't work.
hm
There is no such tag Guess we should request one.
NumberImpassableRows is in wrong direction and should never work for your case. QUICK_EDIT
If defeated AI owned SW.AlwaysGranted=yes and SW.AutoFire=yes Superweapon, it still able to active that supwerweapon on some battle. (In my case, AI [AmerParadropSpecial] target its own ConsYard even if it doesn't exist and AI was defeated.) _________________ Red Alert : Reinforced [On hold]
Armored Assault : Operation MOBA [In dev] Last edited by zenoniations on Fri Jul 12, 2019 8:19 am; edited 1 time in total QUICK_EDIT
If defeated AI owned SW.AlwaysGranted=yes and SW.AutoFire=yes Superweapon, it still able to active that supwerweapon on some battle. (In my case, AI [AmerParadropSpecial] target its own ConsYard even if it doesn't exist and AI was defeated.)
Also if you're an observer and get a country with an always granted SW, it doesn't appear in the sidebar but you can still click on where the icon shouldbe and use the super.. lol _________________
ayylmao on Discord QUICK_EDIT
You can upgrade the RAM easily tho. Those old laptops shouldn't have had their RAM soldered to the board yet, and generally more user-accessible than today's.
Your machine is using DDR2 RAM?
That's not how it works. Some machines have RAM limitations because of the motherboard. I have a notebook that has max 2GB DDr2. If you attack more, it crashes.
****
Anyways as for Ares, some nice features. But there are others unsolved that previous versions broke.
For example this:
Quote:
IsSonic Waves and Hardcoded Ranges
IsSonic=yes waves were hardcoded to disappear if they were farther away from their source than six diagonal cells, equaling a cell range of about 8.5. If the weapon’s range was longer than that, the sonic waves would dissolve before reaching their target.
In Ares this has been changed to use the weapon’s actual range.
This destroys the original functionality that a wave would be fired *only* at, say, 5 range but then could damege other units behind as a sort of scatter effect. Now shooting range is same as effective range, which wasn't the intended RA2 behaviour. In fact this affects Dolphin functionality of the original game.
A tag like Sonic.WavePropagation=8.5 independent of the weapon's Range= would make this moddable. _________________
You can upgrade the RAM easily tho. Those old laptops shouldn't have had their RAM soldered to the board yet, and generally more user-accessible than today's.
Your machine is using DDR2 RAM?
That's not how it works. Some machines have RAM limitations because of the motherboard. I have a notebook that has max 2GB DDr2. If you attack more, it crashes.
I'm pretty sure I wrote that, a long time ago.
On topic, yes, you are right, but I can't fathom why you'd ever need more than 2GB RAM attached to the board to run RA2, Ares-enhanced or not.
Unless you're doing something horribly wrong or doing too much multitasking than the machine was originally supposed to handle. QUICK_EDIT
I discovered a bug with KeepAlive. It has worked as expected for the most part. And I'm really thankful for this tag too! I couldn't play without Short Game on anymore because every other battle would have some aircraft still existing somewhere way out of map boundaries, but now I added the tag to every PadAircraft (since they're useless without a place to land anyway).
However, in this match, I cannot complete it due to an enemy aircraft still existing. Using stealth-detecting units, it began popping up on the radar while traveling where their base was, despite it not being a cloaked unit. The weird thing is the unit isn't actually visible/there, yet does take up the cell space, and cannot be targeted. The unit disappeared for a bit, as in I could now target the area and no unit was being detected. I decided to surround the cell with laser turrets and have them firing at it expecting the unit to "reappear," which it did! Its name comes up, but again, it can't be fired and the cell is inaccessible. The unit has KeepAlive=no, and I can't say I've ever encountered this bug before, at least not where the unit is supposedly still on the map.
My guess -- don't aircraft sometimes "fall through the ground" if dropped by a Magnetron? That very well may have happened when I blasted their base with chaos gas earlier in the match, and their Magnetron went for their aircraft.
Anyone experiences that sound/voices got cut when playing halfway occasionally usually after some point of the game
This sounds like your sound controls (in SoundMD.ini) are messed up, which makes sounds overlap and disable eachother. You have to be really careful with those, or stuff like this happens. QUICK_EDIT
My test results on the new map events / actions. I omitted the ones that work as expected.
EVENTS
#74 Abducts Something of House
The parameter house is checked against the house of the abducted unit after it has been abducted - which can be different one from the actual abducted unit's house due to the abductor weapons being able to change owners. Might not really be a bug in logical sense but I think it goes against the idea here.
#77 Superweapon activated near waypoint
The format I gave previously for FAData.ini didn't match with the documented format for this event type. Assuming the documentation isn't wrong, following adjustments should be made:
Code:
[ParamTypes]
49=Waypoint,17,2
[EventsRA2]
77=Superweapon activated near waypoint ...,49,20,0,0,Triggers when the specified super weapon is used near the waypoint.,0,1,77,1
That said, I couldn't get it to work with any SW type even with the format fixed.
#78 TechType reverse-engineered & #79 Reverse-engineers TechType
These work, but the format I gave previously for the events for FAData.ini was wrong. Following additions/adjustments should be made:
Code:
[ParamTypes]
-2=Unused,0,2
[EventsRA2]
78=TechType reverse-engineered ...,-2,46,0,0,Triggers while the owning house has access to reverse-engineered tech type.,0,1,78,1
79=Reverse-engineers anything,0,0,0,0,Triggers when the attached building successfully reverse-engineers any tech type.,0,1,79,1
80=Reverse-engineers TechType ...,-2,46,0,0,Triggers when the attached building successfully reverse-engineers specific tech type.,0,1,80,1
#81 House owns TechType & #82 House doesn't own TechType
Can't seem to get these to work at all. The 'any house' variants seem to work just fine under otherwise identical circumstances.
ACTIONS
#147 Kill drivers of attached units
Has been mentioned before on a couple of occassions but I'll repeat it again here - this one doesn't seem to work at all. _________________ QUICK_EDIT
When this unit is destroyed?not four survivors apoc,
number of apoc is random ?
Such a unit must not have Explodes=yes and Crewed=no.
yes,i've set it like this.but number of apoc is random still?
[XXX]
……
Crewed=yes
Explodes=no
;Maxdebris=3
;DebrisTypes=TIRE
;DebrisMaximums=6
;Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Size=50
Passengers=50
InitialPayload.Types=APOC
InitialPayload.Nums=4
SizeLimit=50
Survivor.PassengerChance=100
Survivor.RookiePassengerChance=100
Survivor.VeteranPassengerChance=100
Survivor.ElitePassengerChance=100
besides ,If APOC is replaced with e1, number of e1 is correct QUICK_EDIT
VehicleTypes aren't guaranteed to survive their transport's death no matter what survivor rate you use, especially if there are many of them inside. There is always a slight chance the vehicle won't spawn.
Might be because they take an entire cell so the game isn't able to spawn multiple of them as the cell is already occupied, or because the game has additional handling for vehicles in a transport. Either way, that's what happens. Last edited by mevitar on Thu Aug 15, 2019 1:50 pm; edited 1 time in total QUICK_EDIT
I would imagine it's a pathfinding error where there's not enough space to place 4 units (only 3 open cells in pathfinding which for some reason only chooses 1 direction i.e. SE, S, SW or NW, N, NE). 3 infantry can occupy 1 cell. It works for exiting from transports because it's 1 at a time and it allows time for the space to be emptied before exiting the transport. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Passengers and crew use a simple method: generate a random coord near the transport, try to place. If it fails, the units to spawn are killed. No retry, no fallback. If the cells around are blocked, units are killed. _________________ QUICK_EDIT
,,if cells around are blocked"... but how many of cells are we talking? One cell near explosion or two or...? At how many cells does it try to spawn, then terminate it and kill units instead? _________________
Yeah, I get why it's been coded as it has, but if it could be expanded to maybe 1.5 cells around the unit, that might work better. _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
I would assume so, it certainly seems that way, although I may be incorrect in my observation. _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
Request a tag [Warhead]->SuperWeapon=
This Warhead immediately launches the superweapon at where it denotes (same owner).
Then you can invoke a unit-delivery SW using DeathWeapon->Warhead to ensure 100% survivors QUICK_EDIT
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done.
This thread is for comments & bug reports of Ares v3.0, try to keep requests to the "Ideas & suggestions" topic.
Your request is also for a modified version of Final Alert 2 which is outside the purview of Ares, so you'll need to look elsewhere for help. AFAIK no one in the community is working on hacking FA2 though, so probably the only way your request will be implemented is if you learn to do it yourself. _________________
This thread is for comments & bug reports of Ares v3.0, try to keep requests to the "Ideas & suggestions" topic.
Your request is also for a modified version of Final Alert 2 which is outside the purview of Ares, so you'll need to look elsewhere for help. AFAIK no one in the community is working on hacking FA2 though, so probably the only way your request will be implemented is if you learn to do it yourself.
Wha..? No, I already have FA2 handled. I was only using it as an example/screenies so people know what I'm talking about.
I meant a "stretch" feature to force the game to fill out the whole screen/monitor, regardless of resolution.
I use DisplayChanger for FA2 for that job, but that's not an option for RA2, with or without Ares, hence the request.
I'm not sure if DisplayChanger can actually do the job and I missed something, but I tried and failed.
Maybe you'll have luck than I did. QUICK_EDIT
This thread is for comments & bug reports of Ares v3.0, try to keep requests to the "Ideas & suggestions" topic.
Your request is also for a modified version of Final Alert 2 which is outside the purview of Ares, so you'll need to look elsewhere for help. AFAIK no one in the community is working on hacking FA2 though, so probably the only way your request will be implemented is if you learn to do it yourself.
Wha..? No, I already have FA2 handled. I was only using it as an example/screenies so people know what I'm talking about.
I meant a "stretch" feature to force the game to fill out the whole screen/monitor, regardless of resolution.
I use DisplayChanger for FA2 for that job, but that's not an option for RA2, with or without Ares, hence the request.
I'm not sure if DisplayChanger can actually do the job and I missed something, but I tried and failed.
Maybe you'll have luck than I did.
1. I want to design a troop carrier with a variety of weapons, so I set up the initial passenger A of the troop carrier.
I adding MovementRestrictedTo = Weeds to the initial passenger A to avoid the initial passenger being unloaded.
However, when one passenger B enters the troop carrier and unloads B, and another new passenger tries to enter the troop carrier, the troop carrier seems to be in a dead circle and the new passenger cannot enter.
The troop carriers must be moved to new position, new passengers could enter carriers
Can we solve this problem? For example, add in unit attributes
Passengers. DisallowedOut = A?
2. In order to achieve some functions, I need a unit X that only attacks its own side, a target Y that is attacked by X. AttackFriendlies = yes in unit attributes, AffectsOwner = yes in warhead attributes, AffectsEnemies = yes and specific armor can achieve my goal.
But when my X,my Y encounter the enemy Y , my X will constantly aim at the enemy Y, so it can not achieve the original function...
Can AffectsEnemies = no be added to the unit attribute?
1. I want to design a troop carrier with a variety of weapons, so I set up the initial passenger A of the troop carrier.
I adding MovementRestrictedTo = Weeds to the initial passenger A to avoid the initial passenger being unloaded.
However, when one passenger B enters the troop carrier and unloads B, and another new passenger tries to enter the troop carrier, the troop carrier seems to be in a dead circle and the new passenger cannot enter.
The troop carriers must be moved to new position, new passengers could enter carriers
Can we solve this problem? For example, add in unit attributes
Passengers. DisallowedOut = A?
2. In order to achieve some functions, I need a unit X that only attacks its own side, a target Y that is attacked by X. AttackFriendlies = yes in unit attributes, AffectsOwner = yes in warhead attributes, AffectsEnemies = yes and specific armor can achieve my goal.
But when my X,my Y encounter the enemy Y , my X will constantly aim at the enemy Y, so it can not achieve the original function...
Can AffectsEnemies = no be added to the unit attribute?
(Crazy amount for testing)
It just heals mid-combat. (No, I dont have a tech machine shop/hospital)
EDIT:
Okay so...
I just copy pasted the code from a unit where the combat delay DID work. And it magically worked, even though there is no spelling issue whatsoever. Very strange. QUICK_EDIT
Hello again, after a kinda long work break, I uploaded a new testing build (19.335.566), which contains a few fixes and few new features.
If all goes well (and it never does), I'll now focus on fixing more of the known bugs.
Minor additions
Fixed a regression that broke Prism Forwarding
House Owns Techno Type Map Event fixed
Fixed a distance calculation bug in the Super Weapon Near Waypoint Map Event
Fixed AbductsSomethingOfHouse Map Event to trigger using the original owner
The Kill Drivers Of Map Action uses Special house if the parameter is -1
Optimized Map Events testing for the presense of TechnoTypes like 60 and 61
Fixed squids being promoted by killing allies
Fixed a broken fix for non-custom spy effects, causing allies to give bonuses
Better support for UseChargeDrain and SW.InitialReady
Never grant always granted super weapons to observers
Fixed crash when bouncing animation damage or warhead are not set
Sonic wave weapons respect their Warhead's Wall setting
The Hunter Seeker SW now sets harvesters to go to harvest
Removed PrismForwarding.MyHeight for it had no effect
Fixed NoSpawnAlt=yes units under temporal effect always showing the no spawn body
Rewrote the handling of NoSpawnAlt, which should allow turrets
Breaking a few eggs
I would like to remove a few things from Ares, or change a few features, which would all break currently working INI codes:
- The AlternateFLH fallback for Prism Forwarding (it should have no effect)
- The hardcoding of Rubble Destroyed settings (already removed in this unstable)
The following settings were hardcoded:
Capturable=no
TogglePower=no
Unsellable=yes
CanBeOccupied=no
- Some tags aren't read if a feature isn't enabled (like IvanBomb tags when IvanBomb=no). This is unlike all other tags, and undocumented. Removing this shouldn't have consequences. In the worst case, tags you have in the INIs will mean what they're supposed to mean, if they don't do now, so this is still a potentially breaking change.
All KeepAlives Destroyed Trigger Events
This works like All Buildings Destroyed trigger event 10, but will use the number of KeepAlives on the map.
The format is
87,0,<house> All KeepAlives Destroyed: Triggers when the specified house has no more KeepAlive=yes objects.
88,0,<house> All KeepAlive Buildings Destroyed: Triggers when the specified house has no more buildings with KeepAlive=yes.
These are situational and persistent. _________________ QUICK_EDIT
Removing the hardcoded RubbleDestroyed settings might actually do the opposite of breaking for me. I might be able to simplify my code and might be able to implement one of my ideas in a more desirable way. QUICK_EDIT
Breaking a few eggs
The following settings were hardcoded:
Capturable=no
TogglePower=no
Unsellable=yes
CanBeOccupied=no
This is temporary, right?
I mean, what replaces the functionality of those tags if they're now permanently hardcoded? Last edited by TAK02 on Tue Dec 03, 2019 2:21 pm; edited 1 time in total QUICK_EDIT
Breaking a few eggs
The following settings were hardcoded:
Capturable=no
TogglePower=no
Unsellable=yes
CanBeOccupied=no
This is temporary, right?
Good job taking it out of the context
AlexB wrote:
I would like to remove a few things from Ares, or change a few features, which would all break currently working INI codes:
...
- The hardcoding of Rubble Destroyed settings (already removed in this unstable)
No reason for that to be temporary when it actually gives more control to the modders.
Also thanks for your work Alex.
EDIT:
• Event 74 (Abducted Unit of a House) seems to work as intended now.
• Event 77 (SW Activated Near WP) seems to work properly now.
• Events 81 & 82 (House Owns TechType) seem to work properly now.
• Action 147 (Kill Drivers) hasn't changed at all and still doesn't actually kill drivers.
• The previously hardcoded rubble building settings are now customizable as they should.
• The new KeepAlive events seem to work correctly.
You misunderstand. They were hardcoded for Rubble logic, but are no longer hardcoded.
My question: "Better support for UseChargeDrain and SW.InitialReady" means what exactly? Are the logics just handled more efficiently now or is there more that can utilize it? _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
I'm working my way back and forth through the comments, gathering what has been verified and what bugs have been reported. Sorry for the late and unordered answers.
@XxpeddyxX: I split GroupAs= from a proposal to also group BuildLimit=, because the latter is very complicated to get right. I thought about working on that just a few months ago, and there's no satisfying and easy solution to this problem. I delayed this for now.
Regarding docking cells (July): Wouldn't it almost make more sense to define a new set of tags like the foundation for all passable cells, so you could have rows, columns, corners, ... on all sides of the building?
@4StarGeneral:The SW was initially set to the status "charging" if it were UseChargeDrain=yes, even if the SW was initially ready. Now it gets the status "ready". So you should now see the correct text on the cameo.
@TAK02: Migrating the Rubble to the new Ares requires you to add the following four lines (which I should have mentioned earlier):
Capturable=no
TogglePower=no
Unsellable=yes
CanBeOccupied=no
This un-un-hardcodes the previously hardcoded settings, which the latest build un-hardcodes. Mind that this manual fix wouldn't add a new hardcoding, as the four lines can be changed again at will later.
The added freedom is supposed to be permanent, I fear. Deciding not to use a freedom is using the very freedom to do so; thus, you have no choice but to use it, so choose wisely. _________________ QUICK_EDIT
Request a tag [Warhead]->SuperWeapon=
This Warhead immediately launches the superweapon at where it denotes (same owner).
Then you can invoke a unit-delivery SW using DeathWeapon->Warhead to ensure 100% survivors
Request a tag [Warhead]->SuperWeapon=
This Warhead immediately launches the superweapon at where it denotes (same owner).
Then you can invoke a unit-delivery SW using DeathWeapon->Warhead to ensure 100% survivors
I think it's a good idea.
Just need to provide some way to materialize units from thin air, either via weapon or animation. I didn't suggest animation because most animation is ownerless. If would be very cool if Ares can add owners to weapon firing animation and warhead explosion animation. Also need to fix that animation weapon loses its owner from its animation. _________________
Would it be possible for -1 duration attacheffects on buildings to switch owner once the building has been captured?
Maybe a tag for engineers to EMP a building for a couple of frames when entering?
That should refresh the attacheffect, right? QUICK_EDIT
Why not simply a AttachEffect.RecreateOnCapture=yes or something like that. I'm always for direct solutions than for shoehorning in some unrelated logics to achieve something completely different. _________________ QUICK_EDIT
Are we ever getting waypoint mode for airplanes and buildings or will that break too much? Yes, it's rather pointless for buildings, but how hard is it to enable it for the few nutjobs we have?
I know a certain youtuber who's been testing the game could use such a feature for accurate measurements for his test videos. QUICK_EDIT
Why not simply a AttachEffect.RecreateOnCapture=yes or something like that. I'm always for direct solutions than for shoehorning in some unrelated logics to achieve something completely different.
Well yes, obviously.
Figured something like that would have been added already if it had such as direct solution as you say it has, thus suggested an indirect workaround.
Can't say I am knowledgable enough in regards to coding Ares to know what you can fix easily and cannot. QUICK_EDIT
Do assume that what's there is there for a reason. But do not assume that what's not there is absent for a reason as well. It's more likely that no one ever requested it, or that there simply was no time to add it, or there was no one would would have added it yet.
Remind me after Ares 3.0 is finished. I'll post some news about it soon. The RC is available with a new Syringe and preliminary documentation, but i'll announce it properly soon. _________________ QUICK_EDIT
Cheers Alex, the version number still claims it as "2.0P1" though, I assume that's an oversight on your part with updating the version numbers? _________________ MIdAS - Turning wages into beer since 2002 QUICK_EDIT
Cheers Alex, the version number still claims it as "2.0P1" though, I assume that's an oversight on your part with updating the version numbers?
The checksum of Ares.dll in 3.0rc1.rar is b5d8964e, same with the one in ares_2.0p1.zip, so I guess Alex mistakenly uploaded the wrong version. Let's hope Alex will upload the correct version soon QUICK_EDIT
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