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Help with Cloning Nuclear Missle ARES 3.0
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happy072893
Vehicle Driver


Also Known As: Reii
Joined: 18 Nov 2024

PostPosted: Wed Nov 27, 2024 1:12 am    Post subject:  Help with Cloning Nuclear Missle ARES 3.0
Subject description: First time using ares
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Hello guys. In need of expertise on ARES 3.0 standalone
I've only been using NPatch before, just decided to try Ares.

On NPatch I was able to duplicate a dozen of silos same with some other superweapons like iron curtain with NPatch. I'm totally new to Ares and there's a lot of new tags, I've been reading off of the website to study the tags, as well as the average google search, I've read some at this forum as well(https://ppmforums.com/topic-69399/what-lines-of-ares-code-am-i-missing-to-make-a-usable-nuclear-silo-clone-to-use-more-nukes/). I've tried what they did but mine seems to not work.

After about 24 hours straight I decided to post here in hopes of help.

Here's the code I have at the moment. the timer appears, the icon and mouse icon appears, but it can't fire. plus the original nuke silo goes crazy with the active animation when the clone's active animation timer is ready. I tested building the original nuke silo right after the clone is ready to fire at 0:00(yes it can not fire), and the animation for active missle(when it opens, about ready to fire) loops crazy.

[BuildingTypes]
A1=NASONUKE1

[SuperWeaponTypes]
13=NewNukeSpecial1

[WeaponTypes]
1=NukeCarrier1

[Warheads]
A4=NukeCarrier1WH

[NASONUKE1];Soviet Missile Building 1
UIName=Name:NAMISL
Name=Soviet Nuclear Missile Silo
BuildCat=Combat
SuperWeapon=NewNukeSpecial1
Prerequisite=NATECH,NACNST
Strength=3000 ;1000
Armor=concrete
TechLevel=10
Adjacent=8 ;2
Sight=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
;AIBasePlanningSide=1 ;gs 0 for Allies, 1 for Soviets, 2 for Yuri
Cost=300; 6000
Points=30
Power=-300 ;-200
Crewed=yes
Capturable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
SpecialThreatValue=1
NukeSilo=yes
Nominal=yes
RevealToAll=yes
HasStupidGuardMode=false
Spyable=yes
ChargedAnimTime=3  ;Number of minutes left at which weapon should switch to charged state  Geoff is god!
AIBuildThis=yes
SuperAnimThree=NAMISL_G
SuperAnimThreeYSort=543
SuperAnimThreeZAdjust=-4
ProtectWithWall=yes
BuildLimit=1
DamageSelf=yes
Explodes=yes
;DeathWeapon=NUKEDemobomb
;BuildTimeMultiplier=0.33

[NewNukeSpecial1];Soviet Missile Warhead Clone 1 ; Superweapon
UIName=Name:Nuke
Name=N U K E !!!
WeaponType=NukeCarrier1
IsPowered=true
RechargeVoice=00-I154
ChargingVoice=
ImpatientVoice=
SuspendVoice=
;RechargeTime=15
RechargeTime=5
Type=MultiMissile
SidebarImage=NukeIcon
Action=Nuke          ;check out the Adding custom Actions page to find out more about this
ShowTimer=yes
DisableableFromShell=no
AIDefendAgainst=yes ;AI will use AISuperDefense system to decide to block this
Range=7
LineMultiplier=2
;New Tags
SW.ActivateSound=NukeSiren   ;Activating sound
Light.Ambient=90
Light.Blue=25
Light.Green=70
Light.Red=120
SW.CreateRadarEvent=yes
SW.Warhead=NukeCarrier1WH           ;Damaging warhead
SW.AITargeting=MultiMissile ;Nuke
Cursor=Nuke
NoCursor=NoCanDo

;Nuke.TakeOff=NUKETO                 ;Taking off anim
;SW.NukeDamage=1000                    ;Damage points when nuclear bomb explodes (regardless of source) )
;NukeFirstAnim=NUKEBALL             ;The anim played before the explosion itself
;Nuke.Payload=NukePayload            ;Damaging weapon
;Nuke.PsiWarning=PSIWARN             ;PsiWarn animation
;Nuke.SiloLaunch=yes

[NukeCarrier1] ; WeaponTypes
Projectile=GiantNukeUp
Speed=100
Warhead=NukeCarrier1WH

[NukeCarrier1WH] ; Warhead
NukeMaker=yes

I'm also guessing it has something to do with "Action=Nuke" because both the original nuke and the clone uses it, but I'm not sure how to add under "[MouseCursors]" all i have is "NoCanDo=248,1,5,88,1,Center,Middle" which I copied from the Mental Omega Rules(i've only opened their rulesmo to somehow study how they coded ares)

Any help would greatly be appreciated, thank you.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Nov 27, 2024 10:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Ares replaces Action= with Cursor=, so you can remove or leave Action= it doesn't matter. Ares adds a list of default cursors that you can use without having to add them to the [MouseCursors] section.

SW.Warhead= is used as an alt/override for the Nuke.Payload= warhead, so should be changed to NUKE or removed. If you have/keep SW.Warhead= then you need to have Nuke.Payload= too as it will override the default setting.

SW.NukeDamage= isn't a real tag, not sure were you got that from?

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happy072893
Vehicle Driver


Also Known As: Reii
Joined: 18 Nov 2024

PostPosted: Thu Nov 28, 2024 5:09 am    Post subject:   Reply with quote  Mark this post and the followings unread

Thank you for responding Mig Eater,

I appreciate the new info! thank you.

I was able to make the clone work now but I was only able to do it when I tested to remove the "Action=Nuke" on the original NAMISL,

before that I've tried removing the action on the clone, all it does is fire the superweapon once I click on the sidebar, then the timer resets, it doesnt let me select a target.

i tried to add a new action making a "[MouseCursors]" section, with NewNM1=319,10,4,513,1,Center,Middle. The result is the same, it launches as soon as I click on the sidebar. I think the problem is how to add a new Action, because when I list a new one under MouseCursors it doesn't seem to work, also tried Cursor=.

here are the new codes.

[NASONUKE1];Soviet Missile Building 1
UIName=Name:NAMISL
Name=Soviet Nuclear Missile Silo
BuildCat=Combat
Prerequisite=NATECH,NACNST
Strength=3000 ;1000
Armor=concrete
TechLevel=10
Adjacent=8 ;2
Sight=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
;AIBasePlanningSide=1 ;gs 0 for Allies, 1 for Soviets, 2 for Yuri
Cost=300; 6000
Points=30
Power=-300 ;-200
Crewed=yes
Capturable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
SpecialThreatValue=1
Nominal=yes
RevealToAll=yes
HasStupidGuardMode=false
Spyable=yes
ChargedAnimTime=3  ;Number of minutes left at which weapon should switch to charged state  Geoff is god!
AIBuildThis=yes
ProtectWithWall=yes
BuildLimit=1
DamageSelf=yes
Explodes=yes
SuperWeapon=NewNukeSpecial1
NukeSilo=yes
;DeathWeapon=NUKEDemobomb
;BuildTimeMultiplier=0.33

[NewNukeSpecial1];Soviet Missile Warhead Clone 1 ; Superweapon
UIName=Name:Nuke
Name=N U K E !!!
IsPowered=true
RechargeVoice=00-I154
ChargingVoice=
ImpatientVoice=
SuspendVoice=
;RechargeTime=15
RechargeTime=5
SidebarImage=NukeIcon
ShowTimer=yes
DisableableFromShell=no
AIDefendAgainst=yes ;AI will use AISuperDefense system to decide to block this
Range=7
LineMultiplier=2
;New Tags
SW.ActivateSound=NukeSiren   ;Activating sound
Light.Ambient=90
Light.Blue=25
Light.Green=70
Light.Red=120
SW.CreateRadarEvent=yes
SW.AITargeting=MultiMissile ;Nuke
 
Type=MultiMissile
Action=Nuke
WeaponType=NewNukeCarrier1
;NoCursor=NoCanDo
SW.Warhead=NEWNUKE1  
Nuke.Payload=NewNukePayload1            ;Damaging weapon  
;Cursor=Nuke

;Nuke.TakeOff=NUKETO                 ;Taking off anim
;SW.NukeDamage=1000                    ;Damage points when nuclear bomb explodes (regardless of source) )
;NukeFirstAnim=NUKEBALL             ;The anim played before the explosion itself
;Nuke.PsiWarning=PSIWARN             ;PsiWarn animation
;Nuke.SiloLaunch=yes

[NewNukeCarrier1]; Nuke up/blastoff
Projectile=GiantNukeUp
Speed=100
Warhead=NEWNUKE1

[NEWNUKE1]
NukeMaker=yes

[NewNukePayload1]; Nuke Down
Damage=600
Range=30
Projectile=GiantNukeDown  ;MultiMissile
Speed=10
RadLevel=500
Warhead=NEWNUKEX1
NukeMaker=yes
Report=

[NEWNUKEX1]; the explosion
CellSpread=10
PercentAtMax=.02 ;used to be .8
WallAbsoluteDestroyer=yes
Wood=yes
Verses=100%,100%,100%,200%,100%,100%,60%,100%,8%,100%,100%
InfDeath=7;
Sparky=no
Tiberium=yes
;AnimList=NUKEBALL ; SJM: Activated from code now... see Bullet AI
AnimList=NUKEANIM ; SJM: This is once again the warhead-related anim
;ShakeXlo=4
;ShakeXhi=4
;ShakeYlo=20
;ShakeYhi=20

How to add a new action under [MouseCursor]? I tried
[MouseCursor]
NewNM1=319,10,4,513,1,Center,Middle
Then added "Action=NewNM1" but it does the same thing, it fires once I click the sidebar, any help would be appreciated thank you

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happy072893
Vehicle Driver


Also Known As: Reii
Joined: 18 Nov 2024

PostPosted: Thu Nov 28, 2024 5:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Nevermind, stupid me, I was basically modding yuri vanilla, I forgot to add the Ares Patch on the mod folder that was created. Everythings working now, thanks !

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