
Bobble
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Rename the file from *.yrm to *.map and put it in the "/Custom" folder.
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!!!SIEGE UPDATE [VERSION 1.3)!!! - Welcome to F[AI]r Mod
Bobble replied to BRCKHAN88's topic in RA2/YR Maps
Can you make a version of F[AI]r AI we can copy-paste into maps for use with CnCNet for online multi-play. CnCNet maps don't allow use of Ares or Phobos etc, so everything has to be done purely via ini editing within the map file. Thanks. -
!!!SIEGE UPDATE [VERSION 1.3)!!! - Welcome to F[AI]r Mod
Bobble replied to BRCKHAN88's topic in RA2/YR Maps
Your AI is a good idea. It's a shame to waste effort without it reaching an audience. Hence if you are able to make your AI a simple copy-paste for that works without Ares etc, then people who make MOD maps can use. I would certainly add it into maps I make. Thanks. p.s. I always wanted to make/get a fair AI that plays mass-army maps like redzone and rekool (makes many MCV/warfactory/barracks and does coordinated attacks with a big army), if nothing else your work could be a good starting point. -
For anyone still looking to auto ally, best way is set it up in your map using... ``` [Basic] TeamStartMapping0=A,A,B,B,C,C,D,D TeamStartMapping1=A,A,A,A,B,B,B,B TeamStartMapping2=A,A,A,B,B,B TeamStartMapping0Name=2v2v2v2 TeamStartMapping1Name=4v4 TeamStartMapping2Name=3v3 ``` Then in cncnet use Players > Enable Auto Allying option. Also you can set the other cncnet options using... ``` [ForcedOptions] ;;;Pre-set cncnet client. chkShortGame=true ;Short Game. chkRedeplMCV=true ;MCV Repacks. chkCrates=false ;Crates Appear. chkMultiEng=false ;Multi Engineer. chkIngameAllying=false ;Ingame Allying. ;Game Speed. cmbCredits=5. ;Credits $10000 cmbStartingUnits=0 ;Starting Units. ; chkBrutalAI=false ;Brutal AI. chkDestrBridges=true ;Destroyable Bridges. chkSuperWeapons=false ;Superweapons. chkBuildOffAlly=true ;Build Off Ally ConYards. chkRA2Mode=false ;Red Alert 2. chkNoSpawnPreviews=false ;No Spawn Previews. chkNoSpy=true ;No Spy. chkNoYuriNoFrance=true ;No Yuri/No France. chkNoDogEngiEat=false ;No Dog Engineer Kills ```
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I tried WAE could never get it to work, so sticking to FA2. But WAE looks good!
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I been asking for a year now for cncnet to bind usernames (to an email etc) or stop instant name changes. Around 500 active players worldwide, and a lot of them are toxic A-Holes on a 20 year old game, behaving as if they were still 9 lol. Many change thier game name literally daily to bash noobs, or continue thier toxic behavior (general abusive chat etc). If cncnet is able to tell you when the user was last on (!seen command) and thier previous names (!whois command), then a few lines of code can fix this toxicity by simply limiting name changes to 1 per month. Literally 1 line of code to ensure current user name is <30 days old. They haven't fixed basic things like this, which can stop a lot of toxicity. Lastly regarding cheating, a lot players do it, only way to counter it (for me) is play with people you know (boring vs same players every time), because noting the cheaters username is useless as they can change in 5 seconds 1000x daily if they want lol.
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!!!SIEGE UPDATE [VERSION 1.3)!!! - Welcome to F[AI]r Mod
Bobble replied to BRCKHAN88's topic in RA2/YR Maps
Another example, I been asking for a year now for cncnet to bind usernames (to an email etc) or stop instant name changes. Around 500 active players worldwide, and a lot of them are toxic AHoles on a 20 year old game, behaving as if they were still 9 lol. Many change thier game name literally daily to bash noobs, or continue thier toxic behavior (general abusive chat etc). If cncnet is able to tell you when the user was last on (!seen command) and thier previous names (!whois command), then a few lines of code can fix this toxicity by simply limiting name changes to 1 per month. Literally 1 line of code to ensure current user name is <30 days old. They haven't fixed basic things like this, so adding a new AI has ZERO chance. Sorry, but it's reality. -
!!!SIEGE UPDATE [VERSION 1.3)!!! - Welcome to F[AI]r Mod
Bobble replied to BRCKHAN88's topic in RA2/YR Maps
Forget wanting to get it applies to cncnet, it'll never happen. People have been wanting basic things for years, and it's never happened (e.g. a few extra cameos for MOD maps which literally take a few seconds to add-in and some people made a few generic cameos already). If you are able to make your AI a simple copy-paste add-in for MOD maps, without needing Ares etc, it's probably the best way for now. Get people adding it in to their maps to build traction. -
This is awesome, especially adding mod maps like Rekool. It'd be great to add other popular mod maps like RedZone Recon Error Fix 3v3 (though it still does a lot of reconnection errors so should be called something else lol) as that is another popular map people keep editing. Great work by all involved. Thanks.
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8. Solution. www.modenc.renegadeprojects.com/CanApproachTarget
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I think I avoided the aircraft is a aircraft problem by instantiatIng a aircraft but then declaring it again and overriding the image, locomotor, etc to what I want. Not sure how stable it is or why it works but although so far so good (but I have no idea how to debug or load test a map, so maybe it will cause a issue later; most of my testing is done like in these videos of other units I did a few days ago https://m.youtube.com/channel/UCdJPNHFHbvr79V4__IT2Zig/videos (forgive the poor quality, I have to use better recording settings, these are quick excerpts for my reference)). My theory was like declaring a airburst or shrapnel weapon on a dummy object (eg XCOMET) etc, if the first object is a correct aircraft the game would load, there after declaring the object again but changing locomotor and not using certain keys like fighter=yes would work (assumed ini file was read sequentially and each [SOMESECTION] listing read/loaded at a time). Anyway it works, but a new issue is the build queue behaviour is not intuitive (behaviour is correct, but who can remember to move jumpjet AircraftType off the pad to continue the build queue, especially when infantry and vehicle build queues are click and forget). Hence my thoughts are better way is to build a 0x0 building giving a free unit, then killing the building (but not sure how to delay killing the building so unit has enough time to spawn and launch e.g. https://ppmforums.com/topic-45889/remove-0x0-after-some-amount-of-time/ doesn't work for me because I don't know how to delay self destruct and my buildings die immediately) so will try that next. P.S. I already looked at your amazing gigamod map (which is one of the best map mods I've seen) for inspiration, but realised it is based on triggers and set waypoints, which is something I want to avoid to a) allow for maps where players can build anywhere (eg a airport anywhere), and have units appear correctly at the location, b) avoid triggers etc to make files easier to edit for more casual new modders like me, and c) I vaguely recall reading to avoid triggers on very intensive maps (1000+ units alive) to reduce recon and IE errors etc. Finally, If anyone knows of a working code listing or tutorials of how to... 1. build a building, that self destructs after giving it's free unit (delay the self destruct) 2. how to build not-aircrafts via the AircraftTypes queue. ...that would be really super helpful. Thanks. ?
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Regrading mindlines I think you can set an empty line colour in art.ini. if you work out, do post the answer. 1. DistributedFire is probably best and easiest way. Not 1-to-1 but better than before. 2. In warhead avoid miners by doing... Verses=x%,x%,x%,x%,0%,x%,x%,x%,x%,x% x% 3. Could try changing the projectile to AA=yes so targets air units too. Not sure if it will work though. 4. Try SelfHeal=yes or make them ClickRepairable=yes (I think it may work as if garrisoned then it belongs to you, so click repair may work, try it). 5. Has to be pre placed on map. If you don't want it to undeploy into a MCV then you must clone the building (so it is a new building, which looks and behaves exactly like old one). 6. Can't. Loading is single file I think. 7. Give the weapon and warhead a lot of damage e.g. 2000+ to destroy a con yard. 8. There is a key that stops eg IFV chasing aircraft, I think it is something like GuardRange=x with DefaultToGuardArea=yes or similar. I think the behaviour is set for the Primary weapon only. So, you can set the Primary to target AG (so will hit and chase) and Secondary for AA (so will hit but not chase). There is another key that returns a unit to its previous place (or maybe it's GuardRange or GuardArea or something that does it, I forgot). But in summary is is possible. Seen people use it to stop IFV running across map trying to shoot a plane, and hence getting killed by tanks because it's attack is still focused on plane (I think CanRetaliate=yes fixes that issue too). Anyway hope it helps. ?
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So, this is a long shot question for map makers, does anyone know the best way to build a vehicle (e.g. a new tank or helicopter such as [NEWHELI]) using the AircraftTypes build queue (e.g. listed as [AircraftTypes].[NEWHELI]) without using the fly locomotor? The reason to do this is to be able to constantly train new units from that queue too which are not restricted to being airportbound/pad aircraft, such as a jumpjet helicopter or even a tank. This would be great for maps like Rekool or RedZone where building Infantry and Tanks non-stop is a must. Hence players could also keep training a third queue too which are not just grounded planes. So far I can make the units build in AircraftTypes queue without a build limit (PadAircraft=x restricts the quantity to available pads), but have to manually move each unit off the pad before they work properly, and that is tedious; it is exactly the same thing as how Kirov is spawned in a warfactory on the ground, and only rises up once it starts to move out of the factory (it is this moving to the factory exit-coordinate/rally-point that initialises the jumpjet logic, but airports don't have rally-point or exit-coord and so the player must manually move the unit off else the build queue is stops and is "On Hold" because there is no space for the next unit until the previous one is moved off). I think I recall seeing some McPwny maps use the [AircraftTypes] to make buildings so think making units reliably is possible. Lastly regarding the locomotor, you can instantiate a unit with the fly locomotor and then override it to a jumpjet locomotor to avoid IE issues, but as written the jumpjet won't rise until moved. Thanks. Hoping someone more experienced has some insight. I've only just started modding. ?
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Easiest way to remove mind line is set it to 0 or 1 (-1 is infinite). Also, looking at this there is a way to permanently mind control too with LimboLaunch/Thief, but you'll have to hunt through the rules yourself to find the logic, but it looks like it does exist. Hope it helps. ? [MINDANIM];gs played on Mind controlled fellows LoopCount=-1 Rate=300 [MINDANIMR];gs played on permanently Mind controlled fellows LoopCount=-1 Rate=300
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Complete nonsense with pips when infantry in transport.
Bobble replied to CCCP84's topic in RA2/YR Maps
Set up your pips. https://www.modenc.renegadeprojects.com/Pip