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iamn00b
Jumpjet Infantry


Joined: 23 Apr 2010
Location: indonesia, sticking at keyboard

PostPosted: Wed Sep 28, 2011 10:59 pm    Post subject:  n00b question vault Reply with quote  Mark this post and the followings unread

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?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Sep 29, 2011 1:18 am    Post subject: Reply with quote  Mark this post and the followings unread

What exactly do you want? A emp SW or a weapon that uses emp?

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iamn00b
Jumpjet Infantry


Joined: 23 Apr 2010
Location: indonesia, sticking at keyboard

PostPosted: Thu Sep 29, 2011 1:28 am    Post subject: Reply with quote  Mark this post and the followings unread

something like TS, a giant cannon has turret, fire a big EMP but controlled by SW

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Thu Sep 29, 2011 3:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Not sure that can quite be done with Ares at the moment, but it can be simulated fairly well short of the turret part.

Quote:
2) can specific weapon has specific attack cursor?

Not at this time, but superweapons can have their own.

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¥R_M0dd€r
Cyborg Soldier


Joined: 03 Jan 2011

PostPosted: Thu Sep 29, 2011 12:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

1) Will be possible in 0.3 if I remeber correctly.
2) Possible in NPatch, only.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Sep 30, 2011 5:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

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 Razz

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Fri Sep 30, 2011 9:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

NPatch=EMP turret-rotate logic
Ares=EMP effect logic

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.

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iamn00b
Jumpjet Infantry


Joined: 23 Apr 2010
Location: indonesia, sticking at keyboard

PostPosted: Fri Dec 09, 2011 6:00 am    Post subject: Reply with quote  Mark this post and the followings unread

another question : is possible to activate fog of war ?

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Nikademis Von Hisson
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PostPosted: Fri Dec 09, 2011 7:18 am    Post subject: Reply with quote  Mark this post and the followings unread


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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Fri Dec 09, 2011 8:21 am    Post subject: Reply with quote  Mark this post and the followings unread

EricAnimeFreak's MLEP has a workaround, by having utilizable gapgens in all the corners.

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Mav.EricK
a.k.a SuperMario649


Joined: 15 Oct 2011
Location: Your grave.

PostPosted: Sat Dec 10, 2011 8:49 am    Post subject: Reply with quote  Mark this post and the followings unread

^^ true, but remember, if you have custom maps, you have to add such buildings to them, read MLEP's documentation on those buildings and how to modify them.

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iamn00b
Jumpjet Infantry


Joined: 23 Apr 2010
Location: indonesia, sticking at keyboard

PostPosted: Sun Dec 11, 2011 1:05 am    Post subject: Reply with quote  Mark this post and the followings unread

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

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Dec 11, 2011 4:46 am    Post subject: Reply with quote  Mark this post and the followings unread

(1) ModEnc
(2) No

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Mav.EricK
a.k.a SuperMario649


Joined: 15 Oct 2011
Location: Your grave.

PostPosted: Sun Dec 11, 2011 12:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

1) If a sight multiplier was applied and the resulting sight went above 10, you get an IE.

2) No, but you can give units (and buildings) extra light, i think it was something like:
ExtraInfantryLight=....

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Mon Dec 12, 2011 6:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Mav.EricK wrote:
1) If a sight multiplier was applied and the resulting sight went above 10, you get an IE.


He wasn't actually asking about sight, but actually the tag GapRadiusInCells, which has a maximum of 127. MLEP suggests 126 in my manual.

Mav.EricK wrote:
2) No, but you can give units (and buildings) extra light, i think it was something like:
ExtraInfantryLight=....


Well using:

LightVisibility=
LightIntensity=
LightRedTint=
LightGreenTint=
LightBlueTint=

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.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Mon Dec 12, 2011 1:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Mon Dec 12, 2011 1:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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iamn00b
Jumpjet Infantry


Joined: 23 Apr 2010
Location: indonesia, sticking at keyboard

PostPosted: Tue Dec 27, 2011 8:29 am    Post subject: Reply with quote  Mark this post and the followings unread

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?

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iamn00b
Jumpjet Infantry


Joined: 23 Apr 2010
Location: indonesia, sticking at keyboard

PostPosted: Tue Dec 27, 2011 1:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh, and are possible inaccurate projectile with arching=no ?

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Tue Dec 27, 2011 3:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think you meant Arcing=no. Are you asking whether Arcing=no projectile can be inaccurate or not?

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iamn00b
Jumpjet Infantry


Joined: 23 Apr 2010
Location: indonesia, sticking at keyboard

PostPosted: Tue Dec 27, 2011 3:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Dec 28, 2011 9:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Small ROT, CourseLockDuration... those can really mess up the accuracy.

But Inaccurate=yes should work, since missiles are not arcing.

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=======================
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Dec 28, 2011 5:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
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PostPosted: Wed Dec 28, 2011 6:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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iamn00b
Jumpjet Infantry


Joined: 23 Apr 2010
Location: indonesia, sticking at keyboard

PostPosted: Thu Dec 29, 2011 4:39 am    Post subject: Reply with quote  Mark this post and the followings unread

im not using Lobber=yes, i just want to make straight shoot inaccurate. Well, so i try ROT and CourseLockDuration

ROT=5
CourseLockDuration=15
Inaccurate=yes

its work! yeah, and damn "circling missile bug" appear. i try...

Ranged=yes

nothing happen.. the bug still appear

Proximity=yes

i just trying, and that bug still appear
so i try to decrease the ROT and CourseLockDuration value

ROT=1
CourseLockDuration=1

bug still appear, but not crazy as before.. i wonder if i decrease the value again..

ROT=-1
CourseLockDuration=-1

i dont know how the effect if i give it negative value, but hey, it WORKS!

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Thu Dec 29, 2011 4:56 am    Post subject: Reply with quote  Mark this post and the followings unread

iamn00b wrote:

ROT=-1
CourseLockDuration=-1


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.

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iamn00b
Jumpjet Infantry


Joined: 23 Apr 2010
Location: indonesia, sticking at keyboard

PostPosted: Wed Feb 22, 2012 1:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

after several test.. yes, ROT=-1 works for inaccurate straight shoot! yeah!

and is that possible has infantry with a weapon against other infantry and can repair vehicle too? i try to give:

primary = the gun for attack infantry
secondary = repair weapon, from repair IFV weapon

but it dont work.. i try to make positive damage value with negative verses against vehicle, but still didn't work..

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Feb 22, 2012 2:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Right now its not yet possible, You can only heal units of the same TechnoTypes.

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iamn00b
Jumpjet Infantry


Joined: 23 Apr 2010
Location: indonesia, sticking at keyboard

PostPosted: Wed Feb 22, 2012 3:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

well i could make a vehicle heal infantry before, but dunno why this can't work in vice versa

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Wed Feb 22, 2012 9:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Technically it can be done, but via a quick particle hack. It's buggy though so it's usually not worth it.

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