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Big problem with Psychic Sensor in RA2 mode on CNCNET (partially solved)


CCCP84

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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:

Clip1.jpg

RA2 mode on CNCNET:

Безный.jpg

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 by CCCP84
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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, grumble
SensorArray=yes
SensorsSight=15

Edited by CCCP84
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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


image.png


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 by bbglas007
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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).SDM.jpg

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 by CCCP84
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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.

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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 by CCCP84
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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 by cypher
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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?

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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.

SDM.jpg.9ecd5a20a2d1bbc05144da95f90e5533.jpg

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