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(Replacing page with 'I am sorry for my long absence and failure to do what I said I would. The code for the Stealth Generator has been moved to the Mobile Stealth Generator page. Thanks for mak...')
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All right, this is the rules code for a mobile stealth generator in YR. It acts like the one in TSF. The only known bug is a "new rally point established" sound one when moving the generator from its deployed position. It works pretty well, though. It is stealth, not gap, so please don't complain about that. It is also currently alphabetized. I will fix that style error as soon as possible.
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I am sorry for my long absence and failure to do what I said I would. The code for the Stealth Generator has been moved to the [[Mobile Stealth Generator]] page. Thanks for making use of this code, if you have.
  
<pre>[MOGAPB]
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Also please note I have removed all comments added before this one.
Adjacent=5
 
AIBuildThis=no
 
Armor=steel
 
BaseNormal=yes
 
Bombable=no
 
BuildCat=Combat
 
BuildLimit=-5
 
Capturable=no
 
ClickRepairable=no
 
CloakGenerator=yes
 
Cloakable=yes
 
CloakRadiusInCells=10
 
Cost=2500
 
Crewed=no
 
HasRadialIndicator=yes
 
Image=GAGAP
 
ImmuneToPsionics=yes
 
IsBaseDefense=yes
 
IsSimpleDeployer=no
 
Name=Mobile Stealth Generator
 
Owner=British,Americans,Germans,French,Alliance,Russians,Confederates,Africans,Arabs,YuriCountry
 
Points=250
 
Powered=yes
 
Power=-50
 
Prerequisite=GAGAP,GACNST
 
RadarInvisible=yes
 
Repairable=yes
 
SensorArray=yes
 
Sight=10
 
Soylent=2000
 
Strength=1000
 
TechLevel=-1
 
ThreatPosed=10
 
UIName=Name:MOGAPB
 
UndeploysInto=MOGAPV
 
Warpable=no</pre>
 
<br />
 
<pre>[MOGAPV]
 
AllowedToStartInMultiplayer=no
 
Armor=heavy
 
Bombable=no
 
BuildLimit=-5
 
Category=Support
 
Cost=2500
 
Crusher=yes
 
DeploysInto=MOGAPB
 
Image=SREF
 
ImmuneToPsionics=yes
 
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
 
MovementZone=Crusher
 
Name=Mobile Stealth Generator
 
OmniCrushResistant=yes
 
Owner=Americans,Alliance,Germans,French,British
 
Parasiteable=no
 
Points=250
 
Prerequisite=GAGAP,FACTORY
 
RadarInvisible=yes
 
SelfHealing=yes
 
Sight=10
 
Size=4
 
Soylent=2000
 
Speed=5
 
Strength=1000
 
StupidHunt=yes
 
TechLevel=10
 
Trainable=no
 
UIName=Name:MOGAPV
 
Warpable=no
 
Weight=3</pre>
 
 
 
-The user must still edit the string table for the name.-
 
 
 
:<b>RE:</b>Fixed the formatting so we can see the code clearly. Your code is rather badly organised - it's usually advised to follow Westwood's convention of having UIName, Name, Prerequisites, Strength and such at the top of the section, and add the more uncommon tags near the bottom. Also, CNST is not a prerequisite. It's not like FACTORY, BARRACKS, RADAR or TECH, it doesn't exist. You have to use one of the existing Conyards (see [[The Prerequisite System]]). Also, the correct tag is {{tt|[[SelfHealing]]}}, no hyphen. If your vehicle isn't showing up as a Prism Tank in game, make sure it is listed in the <tt>[[VehicleTypes]]</tt> list.
 
:<i>P.S.</i> - You've got TechLevel=11 on your structure. If you've got AIBuildThis=no, you don't need the TechLevel to be 11. Set it to -1 instead. Also, when I say your code is badly organised, I don't mean it's all over the place, you've alphabetised it, I mean that it's against standard convention.
 
::~ [[User:Nighthawk200|Nighthawk]] 23:34, 8 October 2007 (CEST) ~
 
 
 
::Oh yeah, sorry about the errors. I typed the wrong thing in rulesmd, so my copy and paste didn't work too well. I also wrote this according to an alphabetical format, so it was typed in alphabetical order. The prism tank part is weird... it may be an error in coding. I am truly sorry for my mistakes, and I thank you for looking out for me. I am currently working on country weapons and objects (Russia uses Tesla, Iraq uses radiation, etc.), so fixing this page may take a while.
 
 
 
::Oh, and could someone tell me where the actions for superweapons are actually defined? I cannot find the coding, and I don't want to take apart the .exe if I don't have to. Rockpatch is not letting me do custom actions for sw's.
 
::: -[[User:Demon_Red_Storm]]
 
 
 
:::<b>RE:</b>Don't apologise, we're here to help, not criticise. The actions for super weapons are hardcoded into the EXE file. If you have the RockPatch, you can follow the [[RockPatch_Docs:Adding_custom_Actions|Adding Custom Actions]] tutorial to add your own. If you are having trouble getting your own actions into the game, check that you have the correct numbers for your cursor frames in the <tt>[MouseCursors]</tt> (<tt>[MousePointers]</tt> for versions preceding 1.08SE).
 
:::~ [[User:Nighthawk200|Nighthawk]] 22:26, 14 October 2007 (CEST) ~
 
 
 
Thank you. I checked, and unless the animationinterval, minimapframe, or minimapframenumber matter in actually having the cursor, it works out, I think. It acts as if I don't have a cursor set and fires to a random cell. On weapons, it shows the standard arrow cursor. My cursor, building, and superweapon are as follows:
 
 
 
<pre>[MouseCursors]
 
IonCannon=279,20,4,-1,-1,12345,12345</pre>
 
<br />
 
<pre>[IONCAR]
 
UIName=Name:IONCAR
 
Name=Russian Ion Cannon
 
Image=GAWETH
 
BuildCat=Combat
 
Prerequisite=NATECH,NACNST
 
TechLevel=10
 
Strength=1000
 
Powered=true
 
Adjacent=2
 
RequiredHouses=Russians
 
Armor=concrete
 
Sight=5
 
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
 
AIBasePlanningSide=1
 
Cost=3000
 
Points=30
 
Power=-200
 
Crewed=yes
 
Capturable=false
 
RevealToAll=yes
 
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
 
SuperWeapon=IonCannonSpecial
 
Nominal=yes
 
ThreatPosed=1
 
AIBuildThis=yes
 
Spyable=yes
 
ChargedAnimTime=1
 
ProtectWithWall=yes
 
BuildLimit=1
 
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
 
MaxDebris=14
 
MinDebris=7</pre>
 
<br />
 
<pre>[IonCannonSpecial]
 
UIName=Name:IonC
 
Name=Russian Ion Cannon
 
RechargeTime=5
 
Type=IonCannon
 
Action=IonCannon
 
SidebarImage=IONCICON
 
ShowTimer=yes
 
DisableableFromShell=no
 
IsPowered=true</pre>
 
 
 
I checked the firing, and using a prexisting cursor and deleting it from where it should be (the weatherstorm currently has no action) works. The trouble is adding the action and it working properly. For future reference, I use RPCE #0055 and #0052 (0055 is more recent, but 0052 is a bit faster). Thank you for your help. I'll check it again, though, and give the result as soon as I have the time.
 
 
 
:<b>RE:</b> This may seem like a rather stupid question, but have you actually got mouse.sha in your RA2 directory? The minimap frames don't matter, you don't need them, just keep them as -1 if you don't want them. The animation interval is necessary, it controls how fast your cursor animates.
 
::~ [[User:Nighthawk200|Nighthawk]] 11:22, 16 October 2007 (CEST) ~
 
 
 
I think after completing this tutorial you should create a new wiki page, like this one: [[Adding A Kamikaze Airstrike To RA2/YR]] and remove it from the User Discussion page, because it doesn't fit here. But then don't forget to include it to the "Tutorials" Section.
 
Nice tutorial Demon Storm! --[[User:Gordon-creAtive|Gordon-creAtive]] 19:33, 17 October 2007 (CEST)
 
 
 
I finally managed to get it working. For some reason, putting the entry at the top of the list made it work. I got a sort of speed problem, but the game works fine (YR's load song usually times out when loading a skirmish map now and the actual gameplay speed is much less; a few other programs have been affected as well, so it may be something else as well.) In any case, thank you for your assistance. When I make the tutorial page, the code will be sorted according to convention. I hope that will help. It will take a bit to do, since I can't work on it right this second. I will also probably make a subcategory on the [[:Category:Tutorials]] page for "Reimplementing Features That Were In Previous Games To RA2/YR". Thanks again!!!
 
 
<br>
 
<br>
//[[User:Demon Red Storm|Demon Red Storm]] 19:46, 21 October 2007 (CEST)//
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//[[User:Demon Red Storm|Demon Red Storm]]//

Revision as of 22:08, 26 March 2008

I am sorry for my long absence and failure to do what I said I would. The code for the Stealth Generator has been moved to the Mobile Stealth Generator page. Thanks for making use of this code, if you have.

Also please note I have removed all comments added before this one.
//Demon Red Storm//