Iran Posted October 31, 2013 Author Share Posted October 31, 2013 Almost nothing is left of the ingame editor and editing RAED is too hard, RAED is written in a Pascal-based language too from the looks of it. Link to comment Share on other sites More sharing options...
Iran Posted October 31, 2013 Author Share Posted October 31, 2013 Added a "Nuke Strike on waypoint" trigger action. Video related: lossless nuke funny bug Link to comment Share on other sites More sharing options...
Jacko Posted October 31, 2013 Share Posted October 31, 2013 I'm not a nuke, I'm FABULOUS! boom. Link to comment Share on other sites More sharing options...
Iran Posted October 31, 2013 Author Share Posted October 31, 2013 I added two trigger actions. One to capture all objects attached to the trigger and one to iron curtain all objects attached to the trigger. You can set a custom Iron Curtain duration if needed. If a duration of 0 is set (or something else really low) the Iron Curtain effect already applied before will disappear on an object. This can be used to first Iron Curtain an object for an (almost?) infinite amount of time and then later removing the Iron Curtain effect. I'm still trying to figure out to calculate frames for the custom Iron Curtain amount.. New triggers actions I'm thinking of adding: 1. Sell buildings attached to trigger. 2. Repair buildings attached to trigger.. Link to comment Share on other sites More sharing options...
Iran Posted October 31, 2013 Author Share Posted October 31, 2013 K got the custom frames duration code working. 675 Frames is the value for the default RULES.INI duration.. Link to comment Share on other sites More sharing options...
Iran Posted October 31, 2013 Author Share Posted October 31, 2013 New trigger actions: Create_Chronal_Vortex: ID = 58, parameter 1 = waypoint to create chrono vortex at Nuke_Strike_On_Waypoint: ID = 59, parameter 1 = waypoint to drop nuke on Capture_Attached_Objects: ID = 60, parameter 1 = HouseType that will capture the attached objects ( you need to attach the trigger to the objects to capture) Iron_Curtain_Attached_Objects: ID = 61, parameter 1 = Amount of frames the Iron Curtain effect will be active for or -1 to use the duration defined in RULES.INI, can be used to remove the Iron Curtain effect to by using 0 as parameter ( you need to attach the trigger to the objects to Iron Curtain) Here's the newest EXE: https://dl.dropboxusercontent.com/u/21865790/ra95.exe Link to comment Share on other sites More sharing options...
Allen262 Posted October 31, 2013 Share Posted October 31, 2013 Almost nothing is left of the ingame editor and editing RAED is too hard, RAED is written in a Pascal-based language too from the looks of it. It really dosn't make since to do all of these new triggers and have no good way to use them. Did you also look in the old Demo RA95.exe to see if it has more of the ingame editor? Link to comment Share on other sites More sharing options...
FunkyFr3sh Posted October 31, 2013 Share Posted October 31, 2013 can you rename the file ? i dont think its good if there are different versions of ra95-spawn around, people might forget to rename it to ra95.exe and then it will be a out of sync party on cncnet5 (that already happened before when alley used a different version you linked and used it on cncnet5) Link to comment Share on other sites More sharing options...
Iran Posted October 31, 2013 Author Share Posted October 31, 2013 Ok Echo requested I add two map keywords, which I did. [basic] UseAtomWhiteScreenEffectInMP=Yes UseSinglePlayerAtomDamage=Yes Link to comment Share on other sites More sharing options...
Jacko Posted November 1, 2013 Share Posted November 1, 2013 That sounds nice I'm guessing he wanted that for co-op missions Link to comment Share on other sites More sharing options...
Iran Posted November 1, 2013 Author Share Posted November 1, 2013 I've added three new triggers: Create_Building_At_Waypoint: ID = 62, parameter 1 = StructType to build, Parameter 2 = waypoint to create, Parameter 3 = HouseType that will be the owner Set_Mission_Attached_Objects: ID 63, parameter 1 = MissionType to set (Setting buildings to mission "Selling" will sell them, mission "Repair" DOES NOT repair buildings) Repair_Attached_Buildings: ID 64, no parameters https://dl.dropboxusercontent.com/u/21865790/ra95.exe Link to comment Share on other sites More sharing options...
Jacko Posted November 1, 2013 Share Posted November 1, 2013 IIRC setting them to 'rebuild' is actually to auto repair I think rebuilding is done in the [base] section Link to comment Share on other sites More sharing options...
Iran Posted November 1, 2013 Author Share Posted November 1, 2013 I've added more new triggers: New_Chrono_Shift_Attached_Objects: ID = 65, parameter 1 = waypoint to chronoshift attached objects to Chrono_Shift_Trigger_Object: ID = 66, parameter 1 = waypoint to chronoshift trigger object to (chronoshifts the object that triggered this trigger event, e.g. "Entered By..") Iron_Curtain_Trigger_Object: ID = 67, parameter 1 = frames duration for Iron Curtain effect (Iron Curtains the object that triggered this trigger event, e.g. "Entered by..") https://dl.dropboxusercontent.com/u/21865790/ra95.exe Link to comment Share on other sites More sharing options...
Iran Posted November 1, 2013 Author Share Posted November 1, 2013 With these additions you can now have things like teleport zones, Iron Curtain zones etc.. http://youtu.be/e-pHWV3JwMc http://youtu.be/L3HrJ9XpNj0 Link to comment Share on other sites More sharing options...
Nyerguds Posted November 1, 2013 Share Posted November 1, 2013 Almost nothing is left of the ingame editor and editing RAED is too hard, RAED is written in a Pascal-based language too from the looks of it. I dunno. Wasn't too hard to edit. Actually adding new stuff into an existing and space-limited exe is always a chore, though. Iron_Curtain_Attached_Objects Doesn't the game already have that? The "Absolute MADness" mission does that... Link to comment Share on other sites More sharing options...
Iran Posted November 1, 2013 Author Share Posted November 1, 2013 Well you can give adding support for those extra triggers to RAED a go then. Those missions use a TeamType with MISSION_INVULNERABLE. That's obviously pretty limited and I don't think they work on buildings and infantry either. Link to comment Share on other sites More sharing options...
Nyerguds Posted November 1, 2013 Share Posted November 1, 2013 My edit derped because the site timed out. I had added "Actually adding new stuff into an existing and space-limited exe is always a chore, though." Link to comment Share on other sites More sharing options...
Allen262 Posted November 1, 2013 Share Posted November 1, 2013 Well you can give adding support for those extra triggers to RAED a go then. Those missions use a TeamType with MISSION_INVULNERABLE. That's obviously pretty limited and I don't think they work on buildings and infantry either. Dosn't work on buildings as that is done by teamtype and I don't think the Iron Curtain works on infantry. Link to comment Share on other sites More sharing options...
Iran Posted November 1, 2013 Author Share Posted November 1, 2013 The Iron Curtain works on every TechnoType. The Iron Curtain super weapon handling code just has an infantry (and Demo Truck) check. Link to comment Share on other sites More sharing options...
Iran Posted November 3, 2013 Author Share Posted November 3, 2013 I've added support for trigger actions to add infantry/vessels/buildings/aircrafts to the sidebar (I already added support for vehicles). These trigger actions are untested. Add_Infantry_To_Sidebar_Action: ID = 42, parameter = Infantry internal ID number to add to sidebar (Trigger owner is used for which house to add to sidebar for) Add_Building_To_Sidebar_Action: ID = 43, parameter = Building internal ID number to add to sidebar (Trigger owner is used for which house to add to sidebar for) Add_Aircraft_To_Sidebar_Action: ID = 44, parameter = Aircraft internal ID number to add to sidebar (Trigger owner is used for which house to add to sidebar for) Add_Vessel_To_Sidebar_Action: ID = 45, parameter = Vessel internal ID number to add to sidebar (Trigger owner is used for which house to add to sidebar for) New EXE: https://dl.dropboxusercontent.com/u/21865790/ra95.exe Link to comment Share on other sites More sharing options...
DarkVen9109 Posted November 23, 2013 Share Posted November 23, 2013 Hmmm come to think of trying some suggestions, I'd like to see a Change House trigger and Iron Curtain at (Insert Waypoint) (Jacko already suggested the Chronoshift trigger like the ones in RA2) Link to comment Share on other sites More sharing options...
Jacko Posted November 23, 2013 Share Posted November 23, 2013 The iron curtain stuff has already been done I think it works via celltriggers Link to comment Share on other sites More sharing options...
Iran Posted November 23, 2013 Author Share Posted November 23, 2013 Changing house doesn't work correctly, I've tried. Iron Curtain has already been done and I added two Chronoshift triggers (not sure what you want the Chronoshift trigger to do). Link to comment Share on other sites More sharing options...
Matt Posted December 1, 2013 Share Posted December 1, 2013 You can write new triggers in assembly and patch them into RA95.exe? Link to comment Share on other sites More sharing options...
Iran Posted December 1, 2013 Author Share Posted December 1, 2013 Yes, that's what I've been doing. It's really, really simple mainly because it doesn't require me to handle (and test) savegames and multiplayer games. Problem is that you can't add these new editors in the map editor, so you need to add them manually to the map text file. Link to comment Share on other sites More sharing options...
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