any chance of implementing a xxxwotur option? Vehicles with turrets can use spawns but the turret image doesn't change. _________________
ayylmao on Discord QUICK_EDIT
MindControl.Permanent=yes on an airburst weapon permanently controls buildings even if the parent weapon and the airburst weapon do not target buildings with a versus set to 0%.
EDIT: Actually any mindcontrol airburst captures buildings regardless of warhead versus.. _________________
ayylmao on Discord QUICK_EDIT
The new 20.89.898 and 20.93.970 seem to cause some infantry that can be anti-deployed to fail to deploy... xD _________________ I use Google translate. QUICK_EDIT
You rather meant that they can't be undeployed after deploying? Because that's what happens.
It seems to be a problem only for infantry, though.
Also, something was changed with railguns, their particles exist awfully long now. Much longer than in previous Ares builds (and switching to older build "fixes" it). QUICK_EDIT
Is it normal to have InitalPayload respected when dealing with pre-placed bunkers?
Currently, bunkers pre-placed on the map via map editor respect InitialPayload (unless my version is outdated), meaning that bunkers you'd want to be empty (abandoned base, etc) are not. QUICK_EDIT
Can you fix the bug where the spawn aircraft no longer accept any command after first order finished. I want to make drone like generals and they have unlimited ammo but after first order with landable=no they attempt to land but can't do so and keep repeating like this until destroyed. So I want spawn with landable=no no longer return to land but insted fly around above the spawner? QUICK_EDIT
Work around: have the thing spawn but then "attack" the spawner using a dummy weapon that doesn't deal damage against the spawner (custom armor allows this). Though how to get the drone to attack the actual spawner and not just another instance of the Techno is beyond me, assuming it's possible.
If you want the drone to do anything else (damaging/healing) then use InitialPayload and add infantry with the weapons you originally intended for the spawn.
If you wan things like "self-destruct when InitialPayload has no more ammo and the spawn drone doesn't actually do anything anymore" then you ought to request a SelfKillPayloadNoAmmo flag or something.
Unless someone else knows a workaround here too? Like, a NoAmmo weapon for the InitialPayload? But can Suicide=yes weapons on InitialPayload damage the containing vehicle or will they just kill the contained techno? _________________ One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
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.
Too late for asking a fix for the permanent Mindcontrol of vehicles/buildings when deploy/undeploy (The TibSun logic used by the Tick Tank)? I can't migrate from a custom Ares 0.8 without that bug fixed _________________ C&C:Reloaded > GDI, Nod, Allies, Soviets & Yuri... & TS terrain!
[ Discord ] [ ModDB ] [ YouTube Channel ] [ Telegram Channel ] [ Official Forums@Revora ] QUICK_EDIT
Posted: Sun Jul 19, 2020 6:41 pm Post subject:
4 Feature Requests
@AlexB
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1. Trains incomplete abandoned logic
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Logic for Trains that has been used in Tiberian Sun is incomplete and abandoned in Red Alert 2: YR, so, actually presents original game bug, so is it possible this to be fixed and Trains to be workable again in RA2YR?
This will bring other problems, and other questions will rise from it, like, what about with terrain included in RA2YR does it have everything what is need to serves the Trains to work like they should?
Of course this doesn't need to be linked to Tunnels because that is a whole another story. However, trains and rails can be used in very different scenarios (mods/maps) without tunnels.
In some later stage of development (of course if it is possible and accepted by you - the developers) In-Game RandomMap Generator also should support this logic.
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2. Hackers from Generals
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Is it possible Hackers from Generals to be back ported to RA2YR?
Just one man to sit with his laptop somewhere near and not so near to the enemy's base and start hacking the refinery from there, process that will steal some amount of money by some interval.
Expected values that can be controlled by tags should be probably something like:
and Elite and Veteran tags that can change above tags.
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3. Destroying bridges by multiple unit's weight.
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Bridges in Tiberian Sun can be destroyed by multiple unit's weight. Similar to crushing the ice in the same game by the same reason (heavy weight from many units between solid points.)
Tag(s) like:
BridgesDestroying.Weight=yes/no
or
BridgeDestroying.Weight=yes/no
If some player wants to give to other player money (credits) that simply is not possible in the game, like how it is implemented in Age Of Empires II, there for that matter some player in AOE2 can even pay an extortion to another player.
So it will be very useful feature of this kind to be available.
If someone makes a crate or even a dummy object that costs $5.000 and someone crash it, then that one to "pic up" $5.000 credits.
Any other ideas for sending/receiving money are welcome. Last edited by wiwimax on Mon Jul 20, 2020 3:34 pm; edited 1 time in total QUICK_EDIT
Posted: Mon Jul 20, 2020 5:05 am Post subject:
Re: 3 Feature Requests
wiwimax wrote:
Trains incomplete abandoned logic
Trains are untouched and work. The only thing you'd need is suitable terrain which doesn't exist in vRA2. The Terrain Expansion has graphics for the rails and has trainbridges.
It's a bit of a hassle to enable (especially NewUrban because the TX folks messed up a bridge-tile), but you don't need Ares for Trains at all.
Also, Tunnels are still untouched and working (Trains+Tunnels work!). Again, just a lack of tiles (and support to add tubes via map-editor, so you need to add the tunnels' code from the Tunnel Drawer manually into the map with Notepad/Notepad++).
Wait, doesn't the Disk's drain weapon thingie work for infantry and at range?
If it does, then no need for this.
Although I suppose it'd be nice for InfantryTypes to generate money while Idle or Deployed (depending on modder's whim)
wiwimax wrote:
Destroying bridges by multiple unit's weight.
Neat feature! But did it really happen in TS?
wiwimax wrote:
Buildable cash money crate
Workaround: MO has a game-mode where crates are spawned close to a certain building. I think it was called "scavenger" or something.
They did this by making a HunterSeeker SW. It spawns a dummy unit that kills itself and drops a crate.
From what I can tell, there is no way to tell the game to explicitly drop cash crates and nothing else yet.
So maybe support CrateBeneathIsMoney=yes on Types that have CarriesCrate=yes (or make a tag with the same effect)?
In Ares, SWs can cost money.
Since you probably want the crate to be at a special spot rather than one close to a building, you'll need to use the UnitDelivery SW, or maybe even Paradrop (to "drop" the crate). Last edited by TAK02 on Mon Jul 20, 2020 7:10 am; edited 1 time in total QUICK_EDIT
Posted: Mon Jul 20, 2020 3:36 pm Post subject:
Re: 4 Feature Requests and 2 more
@TAK02
Thank for your directions.
TAK02 wrote:
wiwimax wrote:
Destroying bridges by multiple unit's weight.
Neat feature! But did it really happen in TS?
- It happened, but the right question is: In which version, original or Firestorm extension or in both?
How Ares works together with Terrain Expansion?
Are there any bugs, crushes, fatal errors...?
And 2 more Feature requests:
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5. Underwater buildings (Cloak.Permanent) support
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Starkku wrote:
wiwimax wrote:
Feature 2:
Support underwater buildings;
Already supported in same capacity as underwater units are, even without Ares. Granted it could probably improved by allowing them to not uncloak even when fired upon.
but probably @AlexB missed it, so can tag as:
Cloak.Permanent=yes/no
be implemented for BuildingTypes?
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6. Jumpjet Hijacker
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Is it possible for "Hijacking" to be made to work in air?
Example: Jumpjet Hijacker - as James Bond, or air terrorist kiddnaping air units as ZEP, DISC or BLACKHAWK (when are positioned above water). QUICK_EDIT
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Mon Jul 20, 2020 9:24 pm Post subject:
You can already give other players a money crate, the problem is that it requires a unit delivery that has a unit that instantly blows up. This means that, from now on if you have crates enabled, an additional existence of crates will be on the map. This is noticeable in smaller maps. If Ares could do two things, it would be great.
1) Allow Animations to spawn crates, possibly even expand upon other overlay and terrain objects (I have been trying to make it so I can allow a subfaction to deploy trees! Unless additional walls are possible, I cannot think of a way)
2) Force the game to check how many existing crates there are before spawning another one, or perhaps create a new fake crate that doesn't follow the same rules when spawning new crates but absolutely does give the same bonuses.
Giving us more control over crates in general would be great. Having it so we can create a list of new crate bonuses and effects, such as what animations deploy, what weapons deploy (for explosions), what money is given, what unit(s), superweapons, etc. It would be interesting if you gave us the ability to tell AI to intentionally travel towards a crate too. QUICK_EDIT
Posted: Wed Jul 22, 2020 3:08 pm Post subject:
Expansion of Reverse Engineering
MRMIdAS wrote:
cxtian39 wrote:
TAK02 wrote:
Wait, doesn't the Disk's drain weapon thingie work for infantry and at range?
The only way to be "at range" is directly above the victim in the same cell so such infantry has to fly.
Also hackers generate money, they don't steal it from others.
Then we need only AlexB to expand this Oil Derrick's logic to work on InfantryTypeS:
ProduceCashAmount=<number> ; Amount every Delay
ProduceCashDelay=<number> ; Frame delay between Amounts
Obviously there is a list of reverse-engineered technology that infiltrated player has have which is cleared with
SpyEffect.UndoReverseEngineer=yes
so, will be very useful if spy beside just UNDO the reverse-engineered technologies for the infiltrated player, also to steal "reversed projects" from the infiltrated player's list and make available to the owner of the spy.
In this scenario someone will make an effort to "take" (via mindcontrol, hijacker, whatever) different types of units and reverse them all, but some other player when infiltrate the spy to proper building to steal all reverse-engineered plans that first player reversed so far.
Of course the best option is both things to be customizable:
- Spy to be able to remove all technology that infiltrated player has reverse-engineered so far.
- Spy to steal all reverse-engineered items so far from infiltrated player's list and make all of them available for the spy owner.
Ex.: SpyEffect.StealReverseEngineer=yes Last edited by wiwimax on Sat Jul 25, 2020 6:23 pm; edited 1 time in total QUICK_EDIT
Posted: Wed Jul 22, 2020 4:11 pm Post subject:
Re: Expansion of Reverse Engineering
Your ideas are genius. Although...
wiwimax wrote:
- Spy to be able to remove all technology that infiltrated player has reverse-engineered so far.
This current logic is kinda limited.
Imagine a spy entering a War Factory. Instead of just blocking production of reversed tanks, the spy'd also block reversed infantry.
Then again, I guess you could argue the tag UndoReverseEngineer was designed to be put on things like Battle Labs and Tech Centers rather than the actual factory. QUICK_EDIT
Posted: Sat Jul 25, 2020 6:01 pm Post subject:
Re: Expansion of Reverse Engineering
TAK02 wrote:
Your ideas are genius.
Thank you.
TAK02 wrote:
Although...
wiwimax wrote:
- Spy to be able to remove all technology that infiltrated player has reverse-engineered so far.
This current logic is kinda limited.
Imagine a spy entering a War Factory. Instead of just blocking production of reversed tanks, the spy'd also block reversed infantry.
Then again, I guess you could argue the tag UndoReverseEngineer was designed to be put on things like Battle Labs and Tech Centers rather than the actual factory.
Reverse is mean to be global for all technologies of any type (building, infantry, vehicles, aircraft), if techs are separated modder will have a lot available choices and combinations, but then maybe gameplay will become very complicated... QUICK_EDIT
Posted: Sat Jul 25, 2020 6:05 pm Post subject:
1 Feature request
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8. Kill Everyone In Building
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We need similar to this setting:
[InfantryType]->VehicleThief.KillPilots=yes/no
to be available for BuildinsTypeS also, someone as Spy to be able when enters in Bio Reactor (or similar building) to kill all "Passengers" or "Occupiers" in it.
Something as
[InfantryType]->Infiltrator.KillEveryoneInBuilding=yes/no QUICK_EDIT
Posted: Sat Jul 25, 2020 6:57 pm Post subject:
Re: 1 Feature request
wiwimax wrote:
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8. Kill Everyone In Building
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We need similar to this setting:
[InfantryType]->VehicleThief.KillPilots=yes/no
to be available for BuildinsTypeS also, someone as Spy to be able when enters in Bio Reactor (or similar building) to kill all "Passengers" or "Occupiers" in it.
Something as
[InfantryType]->Infiltrator.KillEveryoneInBuilding=yes/no
There is an vanilla tag called Assaulter. Except of not working with Engineer, Infiltrator and any other tags related with entering the building, that is what you want. Tagged infantry kills all garisoned enemies in a building when entering it. QUICK_EDIT
Posted: Sat Jul 25, 2020 8:01 pm Post subject:
Re: 1 Feature request
Virgil wrote:
wiwimax wrote:
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8. Kill Everyone In Building
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We need similar to this setting:
[InfantryType]->VehicleThief.KillPilots=yes/no
to be available for BuildinsTypeS also, someone as Spy to be able when enters in Bio Reactor (or similar building) to kill all "Passengers" or "Occupiers" in it.
Something as
[InfantryType]->Infiltrator.KillEveryoneInBuilding=yes/no
There is an vanilla tag called Assaulter. Except of not working with Engineer, Infiltrator and any other tags related with entering the building, that is what you want. Tagged infantry kills all garisoned enemies in a building when entering it.
Assaulter tag works for "Occupiers" but not for "Passengers", so it work on Soviet Bunker, but not on the Yuri Bio Reactor. QUICK_EDIT
Posted: Tue Jul 28, 2020 12:32 am Post subject:
2 Feature requests
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9. Enable Passengers in Naval Vehicles
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Swimming (amphibious) infantries (Seal, Tanya, etc) to be able to enter from water in amphibious and other water-only naval vehicles that have 'Passengers' string added to their rules code, and of course to be able to exit from them also in the water.
An issue will arise from this:
What gonna be with infantry that doesn't swim? - They all will die. In AOE2 you can exit specific unit from the ship transport, but this is RA2YR not AOE2, so let we stay on the subject, and don't go off topic.
With naval-only vehicles (ships and submarines) we have clear deal, only amphibious infantries actually is possible to enter in it because the ship/submarine never left the water, so no one else will be possible to enter and no one will die.
Of course there is a possibility for Chrono Legionnaire or other chrono unit to enter the ship/submarine, but that is acceptable lost, and maybe AlexB will be able to program the Chrono Legionnaire when exiting to automatically choose the first free ground cell to teleport there.
In amphibious, there is problem of exiting, not entering actually, because for an example in a middle of a water Tanya can enter the transport but the transport in that moment maybe contain other non-water units as thanks or other vehicles and non-swim infantries. So no one goes out, or otherwise if Tanya goes out, then all other non-amphibious units going to die.
For that matter maybe game already has some partial logic for transport to not drop/exit passengers to certain death - i.e. if they don't have where to go like when Paraplane drops different infantries which include SEAL too, then SEAL can actually falls directly in the water, but everyone else will fall on the closest ground/beach free cell.
Lacking of feature for supporting passengers on Ships is actually frustrating, because if the player has special ops team to deploy it fast in the water, they can’t exit from the ship??? They must be able to jump in the water - that is realism!
The tag probably should be something as:
TehnoType->
NavalVehicle.EnablePassengers=yes/no
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10. Enable Jumpjet to be "passenger" in Naval Vehicles
------------------------------------------------------------------
In the same context will be very useful if Jumpjet infantries are able to lend on amphibious and on water-only naval vehicles that have 'Passengers' string added to their rules code, and of course to be able to exit from the ships* only also in the air.
*To be able to land in amphibious too, but not to exit from it in water.
Original RA2/YR Jumpjet actually goes from point A to point B directly without landing at all, so this looks completely unnecessary, but if his code is changed like that one in Tiberian Sun then the jumpjet can goes on foot for short distance and take off to fly for the long distance or to go to close but unreachable places from the ground by walking. So his ability for landing on the naval vehicles make perfect sense from realistic point of view. QUICK_EDIT
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Thu Jul 30, 2020 6:08 pm Post subject:
XxpeddyxX wrote:
Defeated players can use AlwaysGranted supers. Using latest release.
It's a bit late but to follow up, it appears the player isn't even defeated. This means that the player cannot lose even if everything is destroyed. QUICK_EDIT
[BUG] Random Map Generator
..
Structures= (list of BuildingTypes)
..
This feature has a bug: The logic doesn't respect the tag "WaterBound=yes" in the structure's code and places it on the ground instead on the water. QUICK_EDIT
That makes sense, seeing as that flag is for urban areas. I doubt urban areas were designed to ever be placed on anything but clear terrain (what, the buildings being around roads and all) QUICK_EDIT
That makes sense, seeing as that flag is for urban areas. I doubt urban areas were designed to ever be placed on anything but clear terrain (what, the buildings being around roads and all)
Actually I was wrong in the report.
The game for neutral tech structures that need to be placed somehow beside rmgmd.ini, reads the rulesmd.ini line too:
So this bug, will be very usefull to be fixed, how naval tech buildings can be randomly placed on a random maps in water where it should be.
Other thing is that the game itself or with Ares doesn't place any building in water at all, so the logic needs to be extended here too. QUICK_EDIT
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Wed Mar 10, 2021 5:26 am Post subject:
Units, including aircraft, with Insignificant=yes cannot be used for the "Alternate Prerequisites with Non-Buildings" feature. It could be nice if this could be addressed so that 0 cell buildings don't have to be used for covert prerequisites. QUICK_EDIT
Is it possible to create a multi-threaded function [multi-core CPU no longer only uses a single CPU] to improve FPS and solve game lag?
Making software use threads is more than just a compiler flag, the entire state of every action has to be made to operate asynchronously to the main thread, and then you need additional code to listen and re-synchronize those child threads. The way you code the engine would have to target a specific number of parallel threads for optimal results, knowing that on some cpus this would actually slow down the game...
Medic or any infantry with negative damage weapon don't work well with CanDrive tag.
-Medic will try to "heal" the damaged and unmanned vehicle and refuse to enter even when it has full health.
-If it's a transport, however, medic can enter and drive as intended without trying to "heal" if damaged.
By "heal" I mean that regardless of the warhead's versus value, medic will see the non-transport vehicle as a weapon target and give off the select or repair cursor instead. QUICK_EDIT
upon having made all of the art for a firestorm generator, i have found animation transparency can be controlled for the
anim listed under FirestormIdleAnim=, but not the ones listed under GroundAnim= nor AirAnim=. I have also found that the
firestorm wall sections have layering issues and dont properly render beneath units. i suggest also enabling
the FirestormWarhead= to play its animlist and its particle= entry, if its not too inconvenient
EDIT: upon having made all of the art for a set of 8 civilian buildings i have found that rubble images dont render for buildings
with custom foundations that dont have the topmost tile occupied. also infantry have pathfinding errors trying to enter a building
which doesnt have its 'center' tile filled and finally infantry exit far from buildings which dont have their bottommost tiles filled _________________ visit my moddb profile for .shp downloads and stuff QUICK_EDIT
I wish we have de-hardcode the building damaged sound and destroy sound because it's not fun when hearing a placeholder building that fires multiple superweapons and killself having blowup sound.
I removed sound from [audiovisual] and that causing all buildings went silent.
BTW I wish the game respect more of spawning debris in weapon on animation damage. QUICK_EDIT
Do you realize that Ares is most likely gone?
You can wish wish and wish, but AlexB most likely won't come back soon toi work on another Ares. There is Phobos and try to suggest that here, we have thread. If you are lucky to get answer from them as well _________________
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