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> #0003 -- BuildingTypes and related bugs
SeekSomethingNew
post Jul 31 2009, 05:20 PM
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HyperPatch Development Discussion #0003

Topic Theme: Adding possible new logic's to BuildingTypes, fixing existing bug and moving some global values to BuildingTypes.

This topic is for everything related to BuildingTypes, what new things would you like to see? What bugs would you like to be fixed? And what global values (eg. SpotlightAngle= for example) moved to BuildingTypes to have a wider arrange of visual effects and logic's

-Hyper

This post has been edited by CCHyper: Aug 3 2009, 12:12 AM


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Bittah Commander
post Jul 31 2009, 05:54 PM
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One thing that'd surely be useful is if building would accept all flags units do, aside from movement related flags (like speed, locomotor, speedtype, etc.).
That way you could for example have buildings which deploy into another one and then back into itself; this could be a productive and defensive mode for example.
Other than that I can only think of a couple Art.ini flags; StartFiringFrame FiringSyncFrame1 and FiringSyncFrame2 (and also have the firing frames work when firing a SW... Although that should happen already if the EMP SW logic is used). The "Stand" anim could be useful as well (as an idle anim), although it doesn't even work for units...


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Lin Kuei Ominae
post Jul 31 2009, 09:46 PM
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Why don't you use the activeanims instead of a stand anim for buildings?
The firing frames are imo also not very useful, since 8 facings for the animated turret would look bad for buildings. That's why there should be first a new standard developed for animations.
1. make 32 facings for SHP units without turret work. This way you would get the necessary code for 32 facings firinganims too.
2. make 32 facings animated SHP turrets work for buildings.

FiringSyncFrame for buildings could be also avoided by making a discharge anim which is played right after the chargeanim.
e.g.
[BuildingType.DischargeAnim]=
[BuildingType.DischargeAnimRate]= ;speed at which the anim plays (similar to TurretChargeAnimRate)

The building2building deploy is indeed a good thing. Then the TibDawn Bunker SAM would be finally possible again. (or the FMV raising Laser turret) An automatic deploy and undeploy would be also useful for this.
e.g.
[BUNKERSAM]
BuildingType.DeploysInto=DEPSAM
DeployToFire=yes
[DEPSAM]
Primary=RedEye2
BuildingType.UndeploysInto=BUNKERSAM
BuildingType.UndeployInactivityDelay=90 ;after 90 frames without any activity like shooting aircraft, the SAM automatically undeploys

Some very important keys which need to be moved to BuildingType.
ReloadRate= ;so Helipads can have a different reloadrate (though maybe it would be even better to move this to aircrafttype, so a hightech banshee needs longer for reload than simple orcas)
BuildupTime= ;to give big buildings a slower Buildup anim than small ones
BuildSpeed= ;to make hightech buildings build slower and base defenses a bit faster independant from the costs
GateUp=
GateDown= ;for different gate sounds on different gates
TeslaCharge=
TeslaZap= ;for different charge and firing sounds on different basedefenses with charge logic

Reload= ;this key doesn't exist in game.exe but still stands in rules.ini from Ra1 and should be made working again, so can set the automatic reload time for the unit/building
On buildings you can use already Ammo, but they reload instantly when the ammo is depleted (units one the other hand reload only on a repairbay or when they play an idleanim like infantry). So this key would be not only useful for buildings but for units too.

BuildingType.FreeInfantry= ;so we can give a free infantry
BuildingType.FreeUnitNumber= ;so you can give more than just one vehicle
BuildingType.FreeInfantryNumber= ;so you can give more than just one infantry

The ConstructionYard= key is the only one that allows to undeploy a building and sell the building. All other deploy keys make selling of the building impossible. Unfortunately is the ConstructionYard key bound to MCVDeploy in the multiplay menu and it has to be active to allow undeploying.
A deployer key which works like ConstructionYard but without the connection to MCVDeploy would be very useful.
e.g.
BuildingType.Undeployable=yes
a key to specify the direction of the deploying unit would be also good (this is normaly bound to the deployerkeys like ConstructionYard or TickTank)
BuildingType.UnitDeployDirection=[Byte 0-7] ;0 facing north, rotating clockwise

ExitCoord= doesn't work for barracks. should be fixed to make it work on vehicle factories and other factories too.
i would suggest a 2-dimensional value defining the cell where the unit spawns.

I think i don't have to tell you again about the NukeSilo and Superweapon stuff as you were working on that one already, right? smile.gif

The art.ini powered activeanims are all only working when you are low on power, but keep running when you manually shut down the building.

Custom Foundations in art.ini would be great.

\EDIT
Garrison of buildings would be a nice addition too. If possible in the RA2 way which also changes the image and allows "passengers" to shoot out of the building.

This post has been edited by Lin Kuei Ominae: Jul 31 2009, 10:09 PM


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Machine
post Jul 31 2009, 11:30 PM
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Well I'll reiterate what I've always wanted to have for upgrades, which IMO are one of the coolest features of TS, but they're quite limited.

For upgrades, it could be useful to have several new tags.

"UpgradesInto=[BuildingType]" (this would go into the upgrade itself), when a building gets upgraded by this upgrade, it is replaced by the building specified by the tag (being built on top of it).
This would allow to have units unlocked as prerrequisites by upgrades, and also buildup animations for upgrades.

"SellsInto=[BuildingType]" (this tag would be found in the building), when this structure is sold, it is replaced by the specified building in the tag.
This could be used to un-upgrade structures, if used in conjunction to the previous tag.

Example:
[GAROCK]
Name=RPG Upgrade
PowersUpBuilding=GACTWR
UpgradesInto=GARTWR
Cost=600

[GARTWR]
Name=RPG Tower
Primary=RPGTower
SellsInto=GACTWR ; when sold it spawns a normal component tower
Cost=800 ; 600 (from the upgrade) + 200 (from the component tower)
Soylent=300 ; half the cost of the upgrade, the money refunded when you sell the building

As you see this way you can give GDI, a more versatile defense mechanism. Also adding a tag like "Soylent=NUMBER" in YR could be useful to separate the money refunded (which should be only equal to half of the upgrade's cost), and the cost for veterancy issues.
Though the deploy tag suggested by LKO could be used for the same purpose already (returning the component tower to it's basal state).
Finally this would enable you to have several component tower clones, and not be limited in the number of upgrades (which could be used for several other stuff, like adding armor to buildings, or making them non-capturable), and have all the buildings tag applicable to "upgrades".

Also it could be useful to make the "PowersUpBuilding=[BuildingType]" tag accept more than one building, so you can upgrade several different buildings with just one upgrade, like blubb intended to do with his garrison mechanic in Tiberian Sun ². But his would cause conflicts with my proposed upgrade mechanic, so maybe the "UpgradesInto=[BuildingType]" tag could be also placed on buildings.


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Bittah Commander
post Jul 31 2009, 11:53 PM
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QUOTE (Lin Kuei Ominae @ Jul 31 2009, 11:46 PM) *
Why don't you use the activeanims instead of a stand anim for buildings?

Because an active anim won't stop playing when the building is not idle (like when the firing anim plays for example).
QUOTE (Lin Kuei Ominae @ Jul 31 2009, 11:46 PM) *
The firing frames are imo also not very useful, since 8 facings for the animated turret would look bad for buildings. That's why there should be first a new standard developed for animations.
1. make 32 facings for SHP units without turret work. This way you would get the necessary code for 32 facings firinganims too.
2. make 32 facings animated SHP turrets work for buildings.

I made the suggestion about the firing anim with buildings without a turret in mind. SHP units with a turret can't have a firing anim to begin with (it would of course be great if they could)... 3
Also, 32 Facings will be added without saying, considering Hyper has done the hack already for DTA (meaning he already knows how). I noted the necessary steps to do it in a text file, in case anyone needs it prior to the release of HP.


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Machine
post Aug 1 2009, 12:29 AM
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On the issue of the 32 facings hack, I guess it should be left as a tag in rules.ini's [General] section, as having 32 facings means that all the shp units need 32 facings, something that is a lot of work actually, for units with more than 1 walking frame, or units with attacking frames.
As an example lets take a unit without a turret, with 15 walk frames and 15 attack frames only.
This means 32*(15+15) frames for the actual unit which is 960 frames, however this is not taking into account the shadow frames, which would double the amount of frames to a big total of 1920 frames.

On a side note, this is also the reason why I'm against tilting frames for shp units, considering that each of the 32 facings would require an up and down frame at least, so in this example the unit would have 5760 frames.


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Bittah Commander
post Aug 1 2009, 01:23 AM
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It shouldn't be a problem if the tilting frames are optional... And it would indeed also be better if there'd be an option between 32 and 8 facings (and maybe even also 16 facings) for SHP units.
By the way... When making an SHP unit with a lot of facings, isn't it just reordering the frames after rendering them (if that's even necessary) which takes a lot of work (although FAFAIK the frames can be rendered in the exact order they need to be in)?


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Lin Kuei Ominae
post Aug 1 2009, 08:54 AM
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QUOTE (Bittah Commander @ Aug 1 2009, 02:23 AM) *
maybe even also 16 facings for SHP units.

This doesn't work as you need the 8 main directions and the remaining 8 frames can't be arranged to make a round rotation.
I think we let Hyper decide how and if he implements the 32 facings animated turret. He now knows for what and how it's needed so i think he can find a good solution.

@Machine: The upgrade stuff is a really great idea. Also the way you intend it to work seems extremely versatile. I hope Hyper can implement this.
I just wonder what would happen if you have a building with 1x1 foundation and then add a 3x3 upgrade on it. Though maybe the foundation could be ignored as soon as the game reads the upgrade logic.

This post has been edited by Lin Kuei Ominae: Aug 1 2009, 08:55 AM


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Bittah Commander
post Aug 1 2009, 01:05 PM
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I was thinking of 16 facings because the ships in RA1 have it... Also, if you have the normal 8 facings and you'd add facing in between all of those facings, you'd have a perfectly round rotation for as far as I can tell.


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Lin Kuei Ominae
post Aug 1 2009, 01:52 PM
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I just draw a small diagram and had to notice that 16 frames indeed work. sorry. (i think i mixed it up with 24 which doesn't work)
So 8,16 and 32 would be fine. 8 for tiny units like infantry, 16 for medium like Wolverine and 32 for big units should give them all enough detail while keeping at the same time the frames number low.

But while you are talking already about ships, a working TurretOffset for SHP units would be nice. Maybe also support for multiple turrets.
Big base defenses with multiple turrets would be a nice addition too.

This post has been edited by Lin Kuei Ominae: Aug 1 2009, 01:59 PM


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my public units for you
Nod units:____________________________GDI units:
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Nod Tachyon Tank______________________GDI Medusa (Triple Cannon Mech)
Nod Goliath___________________________GDI Behemoth (medium size Mech)
Nod Cobra (fast medium mech)__________GDI Battleship Aurora
Nod Siegebot (light MG-Mech)__________GDI Fortress Tower (Heavy Base Defense)
Nod Redeemer (4 legged heavy Cyborg)__GDI Triton (Titan support Mech)
Nod/Scrin WotW Tripod_________________GDI Exciter
______________________________________GDI Ion Charge Collector
Misc and Fun units:
X-Mech Calendar 28 SHP Units
Star Wars Mechs ATAT/ATST
Cyborg Barrack on PPM_________________Mech Factory
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Rampastring
post Aug 2 2009, 09:29 AM
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This is not directly related to the topic, but how about adding a "AudioVisual.ExtraBuildingLight=[floating point]" key to the game (ExtraBuildingLight to the AudioVisual section)? It would help darker maps like the two spotlighted MP maps on my signature and many others (as far as I remember some TI maps are also having very dark buildings, at least in my opinion. Don't know if the staff thinks the same). The key could work like the other Extra light keys.

Also, would it be possible to make the maps' lighting settings affect buildings (see this)
QUOTE (The DvD)
When the engine switches to the ion storm mode, all terrain and objects, regardless of what palette they use will use the hue set in the ion storm map lighting settings. Obviously something was 'switched on' when the ion storm started.

I wonder if it would be possible to modify the game so that this is 'switched on' in normal gameplay too.. It would certainly make the game look much better!


This post has been edited by ^Rampastein: Aug 4 2009, 11:41 AM


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Revolutionary
post Aug 2 2009, 12:05 PM
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heres a few idea

the ability to sell upgrades but other peoples ideas and work arounds using other proposed logics are better than my 'Sellableupgrade=Yes' or 'Sellupgradefirst=Yea 'idea

#

seperate 'build down' anim when selling for example

Buildup=GANSTMK
BuildDown=GANSTDIE

it could be set up like this
if no buildup there is no 'builddown' unless one is entered
if there is a buildup 'builddown' is the same as buildup unless a name is entered
#
buildable conyards
#
navel yards
#
your spotlight example
#
and the ability for upgrades to be placed on more than one building
eg ion cannon node can be placed on both adv comms center and upgrade center


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SeekSomethingNew
post Aug 24 2009, 11:24 PM
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QUOTE (Bittah Commander @ Jul 31 2009, 06:54 PM) *
One thing that'd surely be useful is if building would accept all flags units do, aside from movement related flags (like speed, locomotor, speedtype, etc.).
That way you could for example have buildings which deploy into another one and then back into itself; this could be a productive and defensive mode for example.

See, i dont think i can make them "deploy" as you say, into another type, but what i can do it change its image on certain events...


QUOTE (Bittah Commander @ Jul 31 2009, 06:54 PM) *
Other than that I can only think of a couple Art.ini flags; StartFiringFrame, FiringSyncFrame1 and FiringSyncFrame2 (and also have the firing frames work when firing a SW... Although that should happen already if the EMP SW logic is used). The "Stand" anim could be useful as well (as an idle anim), although it doesn't even work for units...

Hm, i dont quite know how them keys work. But the SuperWeapon firing animation is already in the game, its just that, something stops it...


QUOTE (Lin Kuei Ominae) *
The firing frames are imo also not very useful, since 8 facings for the animated turret would look bad for buildings. That's why there should be first a new standard developed for animations.
1. make 32 facings for SHP units without turret work. This way you would get the necessary code for 32 facings firinganims too.
2. make 32 facings animated SHP turrets work for buildings.

FiringSyncFrame for buildings could be also avoided by making a discharge anim which is played right after the chargeanim.
e.g.
BuildingType.DischargeAnim=
BuildingType.DischargeAnimRate= ;speed at which the anim plays (similar to TurretChargeAnimRate)

Huh, Interesting. Noted.


QUOTE (Lin Kuei Ominae) *
The building2building deploy is indeed a good thing. Then the TibDawn Bunker SAM would be finally possible again. (or the FMV raising Laser turret) An automatic deploy and undeploy would be also useful for this.
e.g.

[BUNKERSAM]
BuildingType.DeploysInto=DEPSAM
DeployToFire=yes

[DEPSAM]
Primary=RedEye2
BuildingType.UndeploysInto=BUNKERSAM
BuildingType.UndeployInactivityDelay=90 ;after 90 frames without any activity like shooting aircraft, the SAM automatically undeploys

Im gonna shy away from the Building2Building deploy logic, im gonna look into the Tiberian Dawn way of doing things.


QUOTE (Lin Kuei Ominae) *
Some very important keys which need to be moved to BuildingType.
ReloadRate= ;so Helipads can have a different reloadrate (though maybe it would be even better to move this to aircrafttype, so a hightech banshee needs longer for reload than simple orcas)
BuildupTime= ;to give big buildings a slower Buildup anim than small ones
BuildSpeed= ;to make hightech buildings build slower and base defenses a bit faster independant from the costs
GateUp=
GateDown= ;for different gate sounds on different gates
TeslaCharge=
TeslaZap= ;for different charge and firing sounds on different basedefenses with charge logic

Reload= ;this key doesn't exist in game.exe but still stands in rules.ini from Ra1 and should be made working again, so can set the automatic reload time for the unit/building
On buildings you can use already Ammo, but they reload instantly when the ammo is depleted (units one the other hand reload only on a repairbay or when they play an idleanim like infantry). So this key would be not only useful for buildings but for units too.

All these are planned and im slowly working on wink1.gif


QUOTE (Lin Kuei Ominae) *
BuildingType.FreeInfantry= ;so we can give a free infantry
BuildingType.FreeUnitNumber= ;so you can give more than just one vehicle
BuildingType.FreeInfantryNumber= ;so you can give more than just one infantry

Planned, i think i might also add the PadAircraft logic to this...


QUOTE (Lin Kuei Ominae) *
The ConstructionYard= key is the only one that allows to undeploy a building and sell the building. All other deploy keys make selling of the building impossible. Unfortunately is the ConstructionYard key bound to MCVDeploy in the multiplay menu and it has to be active to allow undeploying.
A deployer key which works like ConstructionYard but without the connection to MCVDeploy would be very useful.
e.g. BuildingType.Undeployable=yes

This should be easy.


QUOTE (Lin Kuei Ominae) *
a key to specify the direction of the deploying unit would be also good (this is normaly bound to the deployerkeys like ConstructionYard or TickTank)
BuildingType.UnitDeployDirection=[Byte 0-7] ;0 facing north, rotating clockwise

This should be a easy one too...


QUOTE ([url=)
Lin Kuei Ominae[/url]' post='44578']ExitCoord= doesn't work for barracks. should be fixed to make it work on vehicle factories and other factories too.
i would suggest a 2-dimensional value defining the cell where the unit spawns.

ExitCoord should only work with GDIBarracks/NODBarracks=true, test this out...

This post has been edited by CCHyper: Aug 24 2009, 11:27 PM


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SeekSomethingNew
post Aug 24 2009, 11:33 PM
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QUOTE (Lin Kuei Ominae @ Jul 31 2009, 10:46 PM) *
The art.ini powered activeanims are all only working when you are low on power, but keep running when you manually shut down the building.

More info please?


QUOTE (Lin Kuei Ominae @ Jul 31 2009, 10:46 PM) *
Custom Foundations in art.ini would be great.

Planned long, long ago...


QUOTE (Machine @ Aug 1 2009, 12:30 AM) *
Well I'll reiterate what I've always wanted to have for upgrades, which IMO are one of the coolest features of TS, but they're quite limited.

For upgrades, it could be useful to have several new tags.

"UpgradesInto=[BuildingType]" (this would go into the upgrade itself), when a building gets upgraded by this upgrade, it is replaced by the building specified by the tag (being built on top of it).
This would allow to have units unlocked as prerrequisites by upgrades, and also buildup animations for upgrades.

"SellsInto=[BuildingType]" (this tag would be found in the building), when this structure is sold, it is replaced by the specified building in the tag.
This could be used to un-upgrade structures, if used in conjunction to the previous tag.

Example:
[GAROCK]
Name=RPG Upgrade
PowersUpBuilding=GACTWR
UpgradesInto=GARTWR
Cost=600

[GARTWR]
Name=RPG Tower
Primary=RPGTower
SellsInto=GACTWR ; when sold it spawns a normal component tower
Cost=800 ; 600 (from the upgrade) + 200 (from the component tower)
Soylent=300 ; half the cost of the upgrade, the money refunded when you sell the building

As you see this way you can give GDI, a more versatile defense mechanism. Also adding a tag like "Soylent=NUMBER" in YR could be useful to separate the money refunded (which should be only equal to half of the upgrade's cost), and the cost for veterancy issues.
Though the deploy tag suggested by LKO could be used for the same purpose already (returning the component tower to it's basal state).
Finally this would enable you to have several component tower clones, and not be limited in the number of upgrades (which could be used for several other stuff, like adding armor to buildings, or making them non-capturable), and have all the buildings tag applicable to "upgrades".

Wow, erm, this is quite a in depth logic, ill have to look to see if this is possible.


QUOTE (Machine @ Aug 1 2009, 12:30 AM) *
Also it could be useful to make the "PowersUpBuilding=[BuildingType]" tag accept more than one building, so you can upgrade several different buildings with just one upgrade, like blubb intended to do with his garrison mechanic in Tiberian Sun ². But his would cause conflicts with my proposed upgrade mechanic, so maybe the "UpgradesInto=[BuildingType]" tag could be also placed on buildings.

Upgrades are a messy logic, noted though.


QUOTE (^Rampastein @ Aug 2 2009, 10:29 AM) *
This is not directly related to the topic, but how about adding a "AudioVisual.ExtraBuildingLight=[floating point]" key to the game (ExtraBuildingLight to the AudioVisual section)? It would help darker maps like the two spotlighted MP maps on my signature and many others (as far as I remember some TI maps are also having very dark buildings). The key could work like the other Extra light keys.

So the game does not have ExtraBuildingLight anyways? I could do this i think...

Hm, the game reads ExtraLight from a BuildingTypes ART.INI section, could someone test this for me please? smile.gif


QUOTE (^Rampastein @ Aug 2 2009, 10:29 AM) *
Also, would it be possible to make the maps' lighting settings affect buildings (see this)

Hmm, i dont quite know how this works, i think LKO could fill me in here...


QUOTE (Revolutionary @ Aug 2 2009, 01:05 PM) *
The ability to sell upgrades but other peoples ideas and work arounds using other proposed logics are better than my 'Sellableupgrade=Yes' or 'Sellupgradefirst=Yea 'idea

Selling upgrades, but upgrades are on BuildingTypes, there animations once they are placed...


QUOTE (Revolutionary @ Aug 2 2009, 01:05 PM) *
seperate 'build down' anim when selling for example

Buildup=GANSTMK
BuildDown=GANSTDIE

it could be set up like this
if no buildup there is no 'builddown' unless one is entered
if there is a buildup 'builddown' is the same as buildup unless a name is entered

This is a good idea! I think i could do this smile.gif

EDIT: Actualy, i just spent the last 2 hours looking to this and i cant find where the game draws that image at, i know where it gets the pointer to the data though...


QUOTE (Revolutionary @ Aug 2 2009, 01:05 PM) *
buildable conyards, navel yards, your spotlight example

Im not too sure what gives you the bug when you build Construction Yards, Navel Yards are something that needs a lot of planning to do and of course, i can do the Spotlight globals.


QUOTE (Revolutionary @ Aug 2 2009, 01:05 PM) *
and the ability for upgrades to be placed on more than one building eg ion cannon node can be placed on both adv comms center and upgrade center

I dont see why this should be done, could you not just clone the upgrade for that?



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Lin Kuei Ominae
post Aug 25 2009, 11:36 AM
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QUOTE (CCHyper @ Aug 25 2009, 12:24 AM) *
ExitCoord should only work with GDIBarracks/NODBarracks=true, test this out...

tested long ago. Both GDIBarracks and NODBarracks make no difference and also in connection with ExitCoord there is no change.
The exit point for infantry is in some way bound to the foundation size.
On 2x2,3x2 it's the south edge of the building
On bigger foundations like 4x3 on my cyborg barracks it's the west edge of the building.

QUOTE (CCHyper @ Aug 25 2009, 12:33 AM) *
QUOTE (Lin Kuei Ominae @ Jul 31 2009, 10:46 PM) *
The art.ini powered activeanims are all only working when you are low on power, but keep running when you manually shut down the building.

More info please?

ActiveAnimPowered is an anim which should play only when the player has enough power and when the building has set Powered=yes.
If he is low on power, this anim should stop/freeze on the current frame.
However it only stops when he is low on power, but doesn't stops when he manually shuts down the building.

e.g. the GDI radar stops spinning when on low power, but keeps spinning when you just turn it off.

Since turning off a building is like being low on power just for this building, it should stop the powered anims too.

QUOTE (CCHyper @ Aug 25 2009, 12:33 AM) *
So the game does not have ExtraBuildingLight anyways? I could do this i think...

Hm, the game reads ExtraLight from a BuildingTypes ART.INI section, could someone test this for me please? smile.gif

ExtraLight in art.ini is a key which allows to raise the brightness of this building. It's just a key which helps you, when you have made your SHP too dark or bright and adjust it this way a bit afterwards.
However it's no global key which affects all buildings on a map.

QUOTE (CCHyper @ Aug 25 2009, 12:33 AM) *
QUOTE
Also, would it be possible to make the maps' lighting settings affect buildings (see this)
Hmm, i dont quite know how this works, i think LKO could fill me in here...

huh? how should i know how this works. I have no exe hacking powers like you. roll.gif

However my suggestion is that the game doesn't considers the unittem.pal when changing the map lighting setting via the [Lighting] section in the map.
Though it correctly changes the palette and applies the ion storm lighting settings when the ion storm is active.
So i would suggest comparing the normal lighting and the one of the ion storm. Maybe there is just a byte which says to disregard the palette for the normal lighting.


QUOTE ( @ Aug 25 2009, 12:33 AM) *
QUOTE (Revolutionary)
and the ability for upgrades to be placed on more than one building eg ion cannon node can be placed on both adv comms center and upgrade center

I dont see why this should be done, could you not just clone the upgrade for that?

The problem is, that you then have 2 or more upgrades in the sidemenu, which are basically the same.
This would be also useful when you have 2 powerplants and both can get the same upgrade turbine
or when you have 2 component towers (a weak low-tech and a strong high-tech) and both should get the same turret upgrades.

This post has been edited by Lin Kuei Ominae: Aug 25 2009, 11:39 AM


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post Aug 25 2009, 01:16 PM
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QUOTE (Lin Kuei Ominae @ Aug 25 2009, 02:36 PM) *
ExtraLight in art.ini is a key which allows to raise the brightness of this building. It's just a key which helps you, when you have made your SHP too dark or bright and adjust it this way a bit afterwards.
However it's no global key which affects all buildings on a map.

Yes, I meant it as a global key which could be used in maps (like the ExtraInfantryLight, ExtraAircraftLight and ExtraUnitLight keys)
QUOTE (Lin Kuei Ominae @ Aug 25 2009, 02:36 PM) *
However my suggestion is that the game doesn't considers the unittem.pal when changing the map lighting setting via the [Lighting] section in the map.
Though it correctly changes the palette and applies the ion storm lighting settings when the ion storm is active.
So i would suggest comparing the normal lighting and the one of the ion storm. Maybe there is just a byte which says to disregard the palette for the normal lighting.

Yes, then there's also that civilian buildings are affected not only by normal lighting, but also by lightposts. However, I'm not sure if players' buildings are affected by lightposts during Ion storm.

This post has been edited by ^Rampastein: Aug 25 2009, 01:17 PM


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