since i have much question, i ask it in a thread..
1) how to recreate EMP cannon SW (fire a weapon, turret rotate to target) in YR+Ares? i dont use NPatch
2) can specific weapon has specific attack cursor? _________________
Ares has enough SW tags to where this is pretty much already doable. I havent tried it yet, but Just by taking a quick glance at the manual and various tags, this indeed looks like it can be accomplished using a turreted building equipt with a SW. I mean EMP is already there, and by using various tags, and utilizing the sw animation and wh animation with a directional weapon anim, sounds like it's doable to me. Maybe I'll experiment with this later this weekend.
Ive already pretty much duplicated the IonCannon, ChemicalSpecial, and the HunterSeeker SW's, dont see why this would be any different. But I could be wrong, I'm good at that sometimes _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
So for now you'll just have to wait. So yes with NPatch you can make an EMP Cannon that fires something other than EMP and in Ares you can make an EMP Weapon.
The best possible is a little much but can be done in Ares. Create an EMP Cannon without EMP cannon logic but with an EMP weapon that has a four minute ROF (3600 I think) or whatever you want. And make sure it doesn't auto-fire. But this is old news, so just sit back and wait. _________________ Tiberium Uprising (a few missions for TS): http://www.ppmsite.com/forum/viewtopic.php?t=31029 QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Dec 09, 2011 8:21 am Post subject:
EricAnimeFreak's MLEP has a workaround, by having utilizable gapgens in all the corners. _________________ "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
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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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: 23 Apr 2010 Location: indonesia, sticking at keyboard
Posted: Sun Dec 11, 2011 1:05 am Post subject:
Tried it and it worked! Thanks!
Another question :
1) is there limit for sight range? How far?
2) is there a way to darken the map lightning globally without editing the maps one by one? Ini edit or something _________________
on the fog of war buildings of MLEP might get close to the results he's looking for, but i seriously doubt it would work well or behave like he wants either.
On another thought:
It's really too bad that Fa2 script generated ion storms "or whatever effect you use like rain etc;" "which read the tags in general and not on the superweapon" don't read new ares tags like lighting and lightning rods. But from asking ares team members implementing that would expand way too much time and not really be worth the effort.
As for the MLEP packs ion storms, without ares he will end up losing his weather controller SW, but with ares you just add the new ares tags with the original weather storms settings to the SW and your good to go. _________________ 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 know that FA2 scripts aren't hardcoded to the program, they can be created? You should open the .fscript files with a program like Notepad. QUICK_EDIT
You know that FA2 scripts aren't hardcoded to the program, they can be created? You should open the .fscript files with a program like Notepad.
And to add to this, the manual/help files that come with FA2 have a documentation on the script language used. Kinda obvious but shouldn't be overlooked. _________________ QUICK_EDIT
Joined: 23 Apr 2010 Location: indonesia, sticking at keyboard
Posted: Tue Dec 27, 2011 8:29 am Post subject:
Starkku wrote:
m7 wrote:
You know that FA2 scripts aren't hardcoded to the program, they can be created? You should open the .fscript files with a program like Notepad.
And to add to this, the manual/help files that come with FA2 have a documentation on the script language used. Kinda obvious but shouldn't be overlooked.
what is .fscript file? how to use that? sorry, im rather new to mapping.
and, is there a way to control gapgen shroud grow speed? _________________
Joined: 23 Apr 2010 Location: indonesia, sticking at keyboard
Posted: Tue Dec 27, 2011 3:41 pm Post subject:
yes.. i try to make [cannon] projectile shoot straight and inaccurate, but if i set the arcing to no, the projectile is going to be accurate even with inaccurate=yes _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Dec 28, 2011 9:18 am Post subject:
Small ROT, CourseLockDuration... those can really mess up the accuracy.
But Inaccurate=yes should work, since missiles are not arcing. _________________ "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
are you by any chance using Lobber=yes on the weapon? You really shouldnt be using a Lobber, Arcing type weaspon unless your using it for grenades, artillery type, or similiar weapons.
You can try these on your projectile as well,
Ranged=yes ; Not homing, but ranged -- check fuse, explode if near target coords
Inaccurate=yes ; Bullets do not snap onto targets when "close enough".
FlakScatter=yes ;This weapon will scatter it's shots _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Inaccurate=yes is useless on tracking projectiles (ROT > 0), or at least, it does not behave in any sort of consistent or useful manner.
Only types of projectiles I've found that obey Inaccurate=yes in any useful fashion are Arcing=yes ones. Same seems to apply for FlakScatter=yes except that it seems to work for Inviso=yes projectiles as well. They both use the same value (CombatDamage -> BallisticScatter) to determine the maximum scatter distance. _________________ QUICK_EDIT
My notes on this, sorry for no replies up till now.
Before you had duration set to =15 which would be 1 game second, which means it would no longer "not adjust it course after 1 game second making it accurate. When you set it to -1 it gave the value infinite value which translates too: never change the initial trajectories course after x frames which = infinite instead of 15 frames you had it set as before.
Because the course is never allowed to change from the initial firing coordinates it becomes inaccurate as it never tries to change its course. If it was allowed to change it course then it would check Rot to see how fast it could do so "of course is the value is too low it will make it harder for it to correct it course.
To my knowledge when initial firing takes place it decides a cell to attack, and locking course forever results in the bullet not trying to fix its course to that cell during flight. When the cell is chosen, is the time in which it takes Inaccurate and other such tags into consideration, thus resulting in it appearing to be inaccurate. Ranged will make it explode after running out of fuel type of effect. And proximity will make it blow up if its within Warhead range of the target instead of continuing to try and hit the unit or detonate at the target cell. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Technically it can be done, but via a quick particle hack. It's buggy though so it's usually not worth it. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
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