CCCP84 Posted April 28, 2021 Share Posted April 28, 2021 (edited) A rather serious problem exists in the RA2 mode on CNCNET. In the original RA2, the Soviet PsySensor unmasks mirages. This does not happen on CNCNET in RA2 mode. Example in the picture: Original RA2: RA2 mode on CNCNET: This is becoming a rather serious problem, since soviets have no way to deal with mirages in CNCNET in RA2 mode. The only option is to forcefully aim tanks at mirages, but with a large number of mirages, the player cannot quickly kill all the mirages, in this situation. The soviets become very defenseless. Can we hope for a quick solution of this problem by the CNCNET team? Or i have to try solve the problem myrself for own maps? And does such a solution exist for a separate map? Can someone tell me? The problem is very significant indeed. @Grant @RaVaGe @dkeeton Edited May 1, 2021 by CCCP84 1 Link to comment Share on other sites More sharing options...
CCCP84 Posted April 28, 2021 Author Share Posted April 28, 2021 (edited) The same happens with spyes.... CNCNET RA2: Original RA2: Edited April 28, 2021 by CCCP84 Link to comment Share on other sites More sharing options...
CCCP84 Posted April 28, 2021 Author Share Posted April 28, 2021 (edited) And the same is with naval units... CNCNET RA2: Original RA2: Edited April 28, 2021 by CCCP84 Link to comment Share on other sites More sharing options...
CCCP84 Posted April 28, 2021 Author Share Posted April 28, 2021 (edited) Apparently, the lines highlighted below should work, but they don't. [NAPSIS] UIName=Name:NAPSIS Name=Psychic Sensor BuildCat=Combat Prerequisite=NATECH,NACNST Strength=750 Armor=wood TechLevel=10 Adjacent=2 Sight=10 PsychicDetectionRadius=15 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=1000 Points=50 Power=-50 Powered=true Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg MaxDebris=15 MinDebris=5 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=220, 390, 150 AIBuildThis=no ; ;took it out at HY's request -DB To fool the player -- it's not like it's necessary. HasRadialIndicator=true ConcentricRadialIndicator=true ; SJM: If HasRadialIndicator, use a concentric-ring effect rather than radar sweep.DetectDisguise=yes DetectDisguiseRange=15 ;Sensors=yes ;GEF buildings and units use different methods of saying that they are sensors, grumbleSensorArray=yes SensorsSight=15 Edited April 28, 2021 by CCCP84 Link to comment Share on other sites More sharing options...
[CC] RaVaGe Posted April 30, 2021 Share Posted April 30, 2021 @CCCP84 The CnCNet development team is aware of the problem, thank you for reporting this issue. You can engage directly with staff on the CnCNet Official Discord: https://discord.gg/yEcsKMs Link to comment Share on other sites More sharing options...
CCCP84 Posted April 30, 2021 Author Share Posted April 30, 2021 8 hours ago, RaVaGe said: You can engage directly with staff on the CnCNet Official Discord: https://discord.gg/yEcsKMs Cant write there "you do not have sufficient rights to write a message." 1 Link to comment Share on other sites More sharing options...
Ezer_2000 Posted April 30, 2021 Share Posted April 30, 2021 That bug was reported few times in past few years. By now people just used to play "as is", I won't tell you the reason for some reason why that happened. Link to comment Share on other sites More sharing options...
bbglas007 Posted May 1, 2021 Share Posted May 1, 2021 (edited) I think the engine was changed by WW when they made Yuris Revenge As Cncnet modifies YR to make ra2 mode enabled, the original function won't be there. Maybe you can make a comprise and give the tower a weapon? Not great, but depending how you use it, might be ok - you could give it the MultipleMindControlTower weapon with PipScale=MindControl PipsDrawForAll=yes;gs don't have to be allied to see pips (Building property) [MultipleMindControlTower] Damage=3; number of mind control links ROF=100;125 Range=7 Projectile=PsychicControl Speed=100 Warhead=Controller ;Report=YuriMindControl Anim=YURICNTL FireOnce=yes Looking at the codes, there's not much difference Original ra2 on the left - YR on the right Ra2 code in text: Spoiler ;Psychic Sensor [NAPSIS] UIName=Name:NAPSIS Name=Psychic Sensor BuildCat=Combat Prerequisite=NATECH,NACNST Strength=750 Armor=wood TechLevel=10 Adjacent=2 Sight=10 PsychicDetectionRadius=15 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=1000 Points=50 Power=-50 Powered=true Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg MaxDebris=15 MinDebris=5 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=220, 390, 150 AIBuildThis=no ; ;took it out at HY's request -DB To fool the player -- it's not like it's necessary. HasRadialIndicator=true ConcentricRadialIndicator=true ; SJM: If HasRadialIndicator, use a concentric-ring effect rather than radar sweep. DetectDisguise=yes DetectDisguiseRange=15 ;Sensors=yes ;GEF buildings and units use different methods of saying that they are sensors, grumble SensorArray=yes SensorsSight=15 YR code in text: Spoiler ;Psychic Sensor [NAPSIS] UIName=Name:YURIRAD Name=Yuri Psychic Sensor BuildCat=Tech; Combat Prerequisite=YACNST,PROC; REFN can't be prereq YAREFN,YACNST; acts as yuri radar, so different prereqs NATECH,NACNST Strength=750 Radar=yes Armor=wood TechLevel=3 Adjacent=2 Sight=10 PsychicDetectionRadius=15 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil Cost=1000 Points=50 Power=-50 Powered=true Capturable=true Crewed=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg MaxDebris=15 MinDebris=5 ThreatPosed=0 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys DamageSmokeOffset=220, 390, 150 AIBuildThis=yes;GEF it's the new radar, the computer needs to be able to build it now for prereqs. AIBuildThis=no ; ;took it out at HY's request -DB To fool the player -- it's not like it's necessary. HasRadialIndicator=true ConcentricRadialIndicator=true ; SJM: If HasRadialIndicator, use a concentric-ring effect rather than radar sweep. DetectDisguise=yes DetectDisguiseRange=15 ;Sensors=yes ;GEF buildings and units use different methods of saying that they are sensors, grumble SensorArray=yes SensorsSight=15 Spyable=yes ; A spy can do something to this, works like captureable ImmuneToPsionics=no ; defaults to yes for buildings, no for others SuperWeapon=PsychicRevealSpecial Edited May 1, 2021 by bbglas007 Link to comment Share on other sites More sharing options...
cypher Posted May 1, 2021 Share Posted May 1, 2021 Is there a workaround by modding the sensor? Link to comment Share on other sites More sharing options...
CCCP84 Posted May 1, 2021 Author Share Posted May 1, 2021 (edited) On 5/1/2021 at 8:45 PM, cypher said: Is there a workaround by modding the sensor? I partially solved the problem. In the part that deals with the definition of submarine units. This is important because all my maps are for naval battles. The solution is quite interesting. I gave the building a unit, which is a sensor: [NAPSIS] FreeUnit=WINI [WINI] Image=MRJ Cost=1 Armor=heavy Speed=0 UIName=Submarine Detection Module Sensors=yes Strength=350 Selectable=no SensorsSight=13 ImmuneToPsionics=yes ImmuneToRadiation=yes I worked on making the psychosensor explode when destroyed, and detonate the attached unit with it. But then I discovered that for some unknown and completely illogical reason, the unit ceases to see underwater units when the psychosensor is sold or destroyed. This is definitely some kind of bug, but luckily it works to our advantage in this case. Of course, extra tile is involved by additional unit, and perhaps some aesthetic nuances, but these are not very big inconveniences, compared to a non-working psychosensor. Moreover, the attached unit looks like some kind of additional module with equipment. So that the players do not rack their brains about why this is needed, I signed it, and when you hover over it, the text is highlighted (if this option is activated in the game settings). Another small disadvantage of this solution is that this system continues to work even after a power outage, which, of course, should not be. But, these are the costs of such a solution to the problem. We choose the lesser of two evils. Especially considering that usually the energy is not turned off. Otherwise, this system works just fine. I have already improved my maps, tomorrow I will update the versions. As for the tanks-mirages and spies - I have not solved this problem. The question remains open. Edited May 3, 2021 by CCCP84 1 Link to comment Share on other sites More sharing options...
Ezer_2000 Posted May 2, 2021 Share Posted May 2, 2021 Play RA2. Yuri's revenge sucks. 1 1 Link to comment Share on other sites More sharing options...
cypher Posted May 2, 2021 Share Posted May 2, 2021 (edited) Maybe try IMAGE=MRJ for this unit I would possibly think about making this a buildable unit for every side... Edited May 2, 2021 by cypher Link to comment Share on other sites More sharing options...
CCCP84 Posted May 2, 2021 Author Share Posted May 2, 2021 8 hours ago, cypher said: Maybe try IMAGE=MRJ for this unit I would possibly think about making this a buildable unit for every side... What is it "MRJ"? I tryed. Nothing changes.. Link to comment Share on other sites More sharing options...
Tutankhamun Posted May 2, 2021 Share Posted May 2, 2021 17 hours ago, Ezer_2000 said: Play RA2. Yuri's revenge sucks. ra2 old fashion but still enjoyable. do u even know yuri prime 's range? 1 Link to comment Share on other sites More sharing options...
cypher Posted May 2, 2021 Share Posted May 2, 2021 3 hours ago, CCCP84 said: What is it "MRJ"? I tryed. Nothing changes.. Try [WINI] Cost=1 Image=MRJ Armor=heavy Speed=0 UIName=Submarine Detection Module Sensors=yes Strength=350 Selectable=no SensorsSight=13 ImmuneToPsionics=yes ImmuneToRadiation=yes MRJ is the old RA1 radar jammer (mobile radar jammer). Most probably it has no turret, but it has the player color. Link to comment Share on other sites More sharing options...
CCCP84 Posted May 2, 2021 Author Share Posted May 2, 2021 (edited) 1 hour ago, cypher said: Try [WINI] Cost=1 Image=MRJ Armor=heavy Speed=0 UIName=Submarine Detection Module Sensors=yes Strength=350 Selectable=no SensorsSight=13 ImmuneToPsionics=yes ImmuneToRadiation=yes MRJ is the old RA1 radar jammer (mobile radar jammer). Most probably it has no turret, but it has the player color. Thanks a lot, now it works. When I wrote "IMAGE" in capital letters, it didn't work. Apparently, you only need to write 'Image ", the first capital letter, the rest of the lowercase letters. Looks really better. Thank you. What other unit images are there in RA2? Is there a complete list? How to find out? Edited May 2, 2021 by CCCP84 Link to comment Share on other sites More sharing options...
cypher Posted May 2, 2021 Share Posted May 2, 2021 (edited) 36 minutes ago, CCCP84 said: Thanks a lot, now it works. When I wrote "IMAGE" in capital letters, it didn't work. Apparently, you only need to write 'Image ", the first capital letter, the rest of the lowercase letters. Looks really better. Thank you. What other unit images are there in RA2? Is there a complete list? How to find out? There are many, mainly 3 categories : old TBSun Models, old RA1 Models, unused RA2 models (not much, basically HOWI and HIND). No complete list afaik, but you may browse through them with the CNCMixer. Or you can try the last version of my eurasia balanced map to get an impression of some -> Edited May 2, 2021 by cypher 1 Link to comment Share on other sites More sharing options...
CCCP84 Posted May 2, 2021 Author Share Posted May 2, 2021 40 minutes ago, cypher said: There are many, mainly 3 categories : old TBSun Models, old RA1 Models, unused RA2 models (not much, basically HOWI and HIND). No complete list afaik, but you may browse through them with the CNCMixer. Or you can try the last version of my eurasia balanced map to get an impression of some -> What's the file path in the mixer to display the models? How to find the file containing the models? Link to comment Share on other sites More sharing options...
cypher Posted May 2, 2021 Share Posted May 2, 2021 ra2md.mix -> localmd.mix 1 Link to comment Share on other sites More sharing options...
CCCP84 Posted May 3, 2021 Author Share Posted May 3, 2021 17 hours ago, cypher said: Try [WINI] Cost=1 Image=MRJ Armor=heavy Speed=0 UIName=Submarine Detection Module Sensors=yes Strength=350 Selectable=no SensorsSight=13 ImmuneToPsionics=yes ImmuneToRadiation=yes MRJ is the old RA1 radar jammer (mobile radar jammer). Most probably it has no turret, but it has the player color. 2 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now