I have a few questions i'd like to ask if you don't mind.
1) What is the Suppressors attack coded name
2) What do i put down for the Mastermind, being it's a mind controller so it wouldn't rely on attack power.
Posted 26 July 2019 - 10:18 AM
I have a few questions i'd like to ask if you don't mind.
1) What is the Suppressors attack coded name
2) What do i put down for the Mastermind, being it's a mind controller so it wouldn't rely on attack power.
Posted 26 July 2019 - 10:42 AM
1) You mean the name of a weapon? Primary is SuppressorBomb, Secondary is SuppressorBombIn.
2) I don't really get what you're mean by 'relying on attack power', please elab.
Posted 26 July 2019 - 11:06 AM
1) You mean the name of a weapon? Primary is SuppressorBomb, Secondary is SuppressorBombIn.
2) I don't really get what you're mean by 'relying on attack power', please elab.
What i mean is since like Super Apocalypse Tank has 200 for its first damage 300 for its second damage and 340 for third damage, so i wouldn't if the mastermind needs that or not. And secondly as well would the mastermind need Pip values and something to tell it to control minds as well as get rid of the self destruct and limit its mind control values.
Posted 26 July 2019 - 11:24 AM
Okay, if I understand correctly you want to remove/increase mastermind's 3 unit limit. On the mind control weapons the Damage value specifies the max number of targets it can capture, but Mastermind uses InfiniteMindControl logic(I recommend checking out this article). What you'll need is:
[CombatDamage]
OverloadCount=3,4,6,8 and change the numbers to what you need.
Posted 26 July 2019 - 12:04 PM
I'm guessing you can't put a comma in the primary or secondary to give it an additional weapon, and is there a way for me to change the UIName to anything i want without it changing to "Missing:Name:Immortal".
Posted 26 July 2019 - 12:19 PM
Yeah, only one weapon can be assigned to Primary/Secondary. If you need more weapons on a unit you can either use Gatling logic (like on the Apocalypse tank), or make your unit OpenTopped and loaded with dummy units that will fire from it ,depending on the way you want it to work.
As for the second one:
It is also now possible to name objects in INI code (without having to create a string table entry) by using the NOSTR: prefix. For example, UIName=NOSTR:Sonar Pulse will be displayed as “Sonar Pulse”. However, the string (including the prefix) cannot exceed 31 characters.
Edited by Terminal Velocity, 26 July 2019 - 12:20 PM.
Posted 26 July 2019 - 12:36 PM
So how do i get the UIName to correctly display Immortal because i am not familiar with the NOSTR Prefix. Do you mind explaining please.
Posted 26 July 2019 - 12:42 PM
UIName=NOSTR:Immortal , easy as that.
Posted 26 July 2019 - 01:32 PM
And how would i load dummy units inside my new unit, is there another section in the ini for that? Sorry for asking so many questions though.
Posted 26 July 2019 - 01:53 PM
And how would i load dummy units inside my new unit, is there another section in the ini for that? Sorry for asking so many questions though.
http://ares-develope...highlight=troop
Some other stuff you'll need:
[UNITNAME]
OpenTopped=yes
Passengers=10 ;any other number
SizeLimit=1; depending on the Size of your dummy unit
NoManualUnload=yes;
NoManualEnter=yes ;self-explanatory
Survivor.RookiePassengerChance=0%;
Survivor.VeteranPassengerChance=0% ;so the dummy units will die with their host
Survivor.ElitePassengerChance=0% ;
Passengers.Allowed=DUMMY_1,DUMMY2 ; the IDs of you dummy units
InitialPayload.Types=DUMMY_1,DUMMY_2 ; ID of dummy units
InitialPayload.Nums=3,1 ; number of them
PipScale=None
Edited by Terminal Velocity, 26 July 2019 - 01:54 PM.
Posted 26 July 2019 - 02:39 PM
Yeah thanks for that though, i decided to make him garrisonable but thanks though that would come in handy next time. But now my Super Mastermind nicknamed the "Mindjacker" just brings up that hidden error and i have no idea why but i'll put down a whole list since i have no idea how to bring up a blown up picture of it.
Pip: 4 (It was supposed to be 12 but it reset to 4, and i have no idea if the InfiniteMindControl will allow to control more
ROT: 0
Cost: 1800
Super Mastermind (But i changed it to Mindjacker but i don't think that's the problem)
Armor: cntr
Image: MIND (Being that's what it referred to in the Taskforces)
Sight: 10
Speed: 10
Bounty: no
Crewed: no
Points: 0
RateUp: 1
Sensor: yes
Turret: no
UIName: NOSTR:Mindjacker
Weight: 12000
Crusher: yes
Primary: MindControl
Soylent: 0 (I didn't know what that means so i left it at 0)
Category: AFV
Cooldown: 15 (I wanted a cooldown for every mind it controls to give a little breathing room for the players)
DieSound: GenVehicleDie
PipScale: MindControl
RateDown: 25
Locomotor: {4A582741-9839-11d1-B709-00A024DDAFD1}
MoveSound: MastermindMoveStart (I used what sounded right being that the Apocalypse Tank had ApocalypseMoveStart)
Trainable: no
VoiceMove: MastermindMove
AlphaImage: ODINSH
Bunkerable: no
CrushSound: TankCrush
Accelerates: true (I wanted to increase its speed a little to i gave it acceleration)
CrateGoodie: no
MindControl: yes
SelfHealing: yes
SensorSight: 9
ThreatPosed: 120
VoiceAttack: MastermindAttackCommand
VoiceSelect: MastermindSelect
Bounty.Value: 0
EMP.Modifier: 0% (I wanted some vehicles and infantry to be immune to this to increase the difficulty slightly)
MovementZone: Destroyer (As far as i know this is the only one i know of)
Parasiteable: no
CanBeReversed: no (I actually forgot to fill this field in, and i tested the map and it wasn't this)
OverloadCount: 0 (I left it as 0 because i didn't want it to self destruct when it holds more than 4 minds)
VoiceFeedback: (I want it to have an Epsilon Adept or Epsilon Elite voice but i have no clue what it's is it like AdeptFear or something like that)
DetectDisguise: yes
Insignia.Elite: dummy
OverloadDamage: 0
OverloadFrames: 0
Insignia.Rookie: 0
ProtectedDriver: 0
IgnoresFirestorm: yes
ImmuneToPsionics: yes
Insignia.Veteran: dummy
Chronoshift.Allow: no
ImmuneToAbduction: yes
OmniCrushResistant: yes
InfiniteMindControl: yes
IronCurtainModifier: 0
VehicleThief.Allowed: no
IsSelectableCombatant: yes
TooBigToFitUnderBridge: yes
AttachEffect.PenetratesIronCurtain: yes
I used most of these from the SuperApocalypseTank Sections so i have no idea what i'm missing or what i don't need that's causing the error hopefully you can figure this out for me, thank you in regards.
Posted 26 July 2019 - 03:14 PM
Pip: 4 ; This flag is applicable to infantry only
RateUp/RateDown are used for the Gattling logic, so need for them here
Sensor: yes ; it's supposed to be Sensors
Soylent is a sell value when you send it to the Grinder
Cooldown ?? Is there even a flag like that?
MindControl: yes ; its applicable to warheads, not the unit
SensorSight; its SensorsSight
OverloadCount, OverloadDamage, OverloadFrames ; Those should be specified in [CombatDamage] section of map, not inside the unit, those are global settings.
InfiniteMindControl: yes ; applicable to weapons, not to the unit
Can't say what exactly is causing the crash, but that's everything wrong with your setup.
Also, if you're not sure about the use of a flag, just search for it in ModEnc
or in Ares Documentation for Ares-specific ones.
EDIT:
I've just thought a bit: wouldn't it be easier to just do it like this
[YourMindControlWeapon]
Damage=900 or any big number that's not realistically reachable in a normal game
InfiniteMindControl=no
[YOURMASTERMINDUNIT]
PipScale=none ; so it wouldn't look like this:
This way you can still have the normal mastermind.
Edited by Terminal Velocity, 26 July 2019 - 03:35 PM.
Posted 26 July 2019 - 04:07 PM
So do i create an entry in there that says YourMindControlWeapon: Damage=900 or just Damage=900. And is there a way to have the weapon wait to mind control someone else, because the mastermind can mind control units pretty quickly.
Edited by Sean Dunne, 26 July 2019 - 04:09 PM.
Posted 26 July 2019 - 04:26 PM
Wait, so you did not create a new weapon,right? You have a Primary=MindControl, which is Epsilon Adept's weapon.
Delay between the attacks is specified by a ROF= flag for every weapon.
Posted 26 July 2019 - 05:02 PM
Do you mind if i had a look at the ini you put for the mastermind please, because its weird how your mastermind is put in but mine refuses to work. If i had a look at what you put then i can find this problem faster.
Posted 26 July 2019 - 05:19 PM
https://drive.google...iew?usp=sharing
Okay,here's the map. Although keep in mind that I edited the original Mastermind and only created a new weapon for it.
Posted 26 July 2019 - 05:40 PM
Yeah that would be handy to use InfiniteMind, i'm going to start deleting my map dummy and starting piece by piece to find what's causing the problem if the problem still persists then i'll have to ask if you could have a look at it, and if you can't find the problem then i'm going to scrap that idea.
Posted 26 July 2019 - 07:33 PM
All i really had to do was delete the map dummy and start over, the crash only appears when i try setting the masterminds primary weapon to InfiniteMind. And is there a way to stop Magnetron's from disabling vehicles.
Posted 26 July 2019 - 07:59 PM
And is there a way to stop Magnetron's from disabling vehicles.
So you want it to only attack buildings and not target vehicles (since it doesn't damage them and you want to get rid of disabling them).
Then you can just set it's Primary=none.
EDIT:
[TELE]
Primary=MagneShake
Secondary=none
Edited by Terminal Velocity, 26 July 2019 - 08:04 PM.
Posted 26 July 2019 - 08:48 PM
No sorry i meant one vehicle having the immunity to the magnetron.
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