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Customizeable Teleport/Chrono Locomotor properties per attached Techno #142
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Customizeable Teleport/Chrono Locomotor properties per attached Techno #142
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Nightly build for this pull request:
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First, this is my default code from [General] Then this is my custom code for Ronco From what I read, Ronco's Chrono Teleportation delay should've been faster than CLeg's, but the result is not. Also, I haven't use WarpIn, WarpOut, and WarpAway but the default anim of WarpIn kinda messed up because as you can see in the GIF, it uses WAKE2 Tiberian Sun leftover animation. Anyone else have tested this? |
For anim it is actually intended behaviour , since WW coded everything to Warpout and for delay , it is wonky indeed , for some reason it cant go faster , need to investigate that later and thanks for the feedback ! |
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Closes #11. |
Create vanilla_bugfix_request.md Update .editorconfig Customizeable Teleport/Chrono Locomotor properties per attached Techno (Phobos-developers#142) * issue Phobos-developers#11 Phobos-developers#11 * Fix (i hate idiv ffs) * Fix wrong register causing Chronowarp broke * fix wrong return , set Warpout for all (WW default way) * Update Phobos.vcxproj * Update Hook.Teleport.cpp * Update Hook.Teleport.cpp * Using #define for more cleaner look * Update Doc with gif will rebase later when new mouse come * Update Doc * Refactoring, docs pass Co-authored-by: Belonit <Belonit@ya.ru> Co-authored-by: Meta (X230T) <crabiter@vivaldi.net> Improvements & minimum guard range for interceptor logic (Phobos-developers#188) * MinimumGuardRange added Adding MinimumGuardRange * Update Body.cpp Added MinimumGuardRange condition * Adding Interceptor.MinimumGuardRange function * Forgot IsAlly check * Adding my name to README.md Put my name on the credits * Adding Info about Interceptor Logic Adding info about `Interceptor.GuardRange`, `Interceptor.EliteGuardRange`, `Interceptor.MinimumGuardRange` and `Interceptor.EliteMinimumGuardRange` * Refactoring the stuff a bit Co-authored-by: Meta (X230T) <crabiter@vivaldi.net> Disable TreatWarningAsError Somebody should slap Belonit some day Shield logic improvements (Phobos-developers#185) * Weapon Select and Negative Damage * Small change * Change weapon select * Fix DeploysInto issue * Fix UndeploysInto issue * Update docs * Fix Versus (?) * Remove unused include * Shield Targeting now recognizes warhead, rather than damage * Fix targeting issue * Null check for anim * Shield health bar will be more like normal health bar * CONVEEEEEEEEEEEERT! * Small fix for UndeploysInto * Don't update shield when without, rather than delete * Small change for convert * Stupid issue * FIX stupid again * Refactor code and add info to docs * More support for Shield Armor * Additional check and Docs fix * Damage fix * Move the check out * Pass the check * fix more * Damn it Co-authored-by: Meta (X230T) <crabiter@vivaldi.net> Fix Harv-counter color closes Phobos-developers#187 "What's new" doc section Fix units dying multiple times during their death anims (Phobos-developers#190) * Fix vanilla bug - twice die * small fix * More checks * Separate hooks * Pass and docs Co-authored-by: Uranusian <mikesariitten@gmail.com>
* issue Phobos-developers#138 * Refactor and fix docs Co-authored-by: Meta (X230T) <crabiter@vivaldi.net> Update bug report template Semantic values for the Locomotor tag (Phobos-developers#169) * Semantic values for the Locomotor tag * Add docs entry Co-authored-by: Meta (X230T) <crabiter@vivaldi.net> Fix CellSetRadSite (Phobos-developers#173) Rename Update to AI Strafing aircraft weapon improvements. (Phobos-developers#174) * Strafing aircraft weapon improvements. - Add Strafing.Shots key to weapons that can be used to control number of shots fired during strafing run. - Add Strafing.SimulateBurst key to weapons that can be used to simulate firing offset-altering effect of Burst on Burst=1 strafing run weapons. - Fix to take Burst into account for shots beyond the first one, this also applies to Fighter=no aircraft without strafing pattern weapon. * Style pass and refactoring * Add image to documentation. Co-authored-by: Meta (X230T) <crabiter@vivaldi.net> Customizable amount of ore cells spawned per animation (Phobos-developers#180) * TerrainClass_AI_CellsPerAnim Uncommented ini-reader * Final pass at CellsPerAnim, docs Co-authored-by: Belonit <Belonit@ya.ru> Update feature_enhancement.md Create vanilla_bugfix_request.md Update .editorconfig Customizeable Teleport/Chrono Locomotor properties per attached Techno (Phobos-developers#142) * issue Phobos-developers#11 Phobos-developers#11 * Fix (i hate idiv ffs) * Fix wrong register causing Chronowarp broke * fix wrong return , set Warpout for all (WW default way) * Update Phobos.vcxproj * Update Hook.Teleport.cpp * Update Hook.Teleport.cpp * Using #define for more cleaner look * Update Doc with gif will rebase later when new mouse come * Update Doc * Refactoring, docs pass Co-authored-by: Belonit <Belonit@ya.ru> Co-authored-by: Meta (X230T) <crabiter@vivaldi.net> Improvements & minimum guard range for interceptor logic (Phobos-developers#188) * MinimumGuardRange added Adding MinimumGuardRange * Update Body.cpp Added MinimumGuardRange condition * Adding Interceptor.MinimumGuardRange function * Forgot IsAlly check * Adding my name to README.md Put my name on the credits * Adding Info about Interceptor Logic Adding info about `Interceptor.GuardRange`, `Interceptor.EliteGuardRange`, `Interceptor.MinimumGuardRange` and `Interceptor.EliteMinimumGuardRange` * Refactoring the stuff a bit Co-authored-by: Meta (X230T) <crabiter@vivaldi.net> Disable TreatWarningAsError Somebody should slap Belonit some day Shield logic improvements (Phobos-developers#185) * Weapon Select and Negative Damage * Small change * Change weapon select * Fix DeploysInto issue * Fix UndeploysInto issue * Update docs * Fix Versus (?) * Remove unused include * Shield Targeting now recognizes warhead, rather than damage * Fix targeting issue * Null check for anim * Shield health bar will be more like normal health bar * CONVEEEEEEEEEEEERT! * Small fix for UndeploysInto * Don't update shield when without, rather than delete * Small change for convert * Stupid issue * FIX stupid again * Refactor code and add info to docs * More support for Shield Armor * Additional check and Docs fix * Damage fix * Move the check out * Pass the check * fix more * Damn it Co-authored-by: Meta (X230T) <crabiter@vivaldi.net> Fix Harv-counter color closes Phobos-developers#187 "What's new" doc section Fix units dying multiple times during their death anims (Phobos-developers#190) * Fix vanilla bug - twice die * small fix * More checks * Separate hooks * Pass and docs Co-authored-by: Uranusian <mikesariitten@gmail.com> Implementing RadType Enumeration (Phobos-developers#181) * Implementing RadType Enumeration * Bug fix Multiple RadSite on same area causing inf play mutiple death animation/generating multiple UnitToInf * New Instances without Rely on Wepon experimental stuffs , it breaks Inf_AIDeploy_Check rad fix * Attempt to fix some known vanilla bugs -Deso cannot fire his weapon when cloaked (partialy fixed) -Unit with Death Weapon able to die twices (not affect yet) * Re-Cloak Deso when Undeployed -Deso cannot fire his Deploy weapon when cloaked (fixed) * Further changes * Removing unnessesary codes , fix some style , Doc * Refactorings Co-authored-by: Meta (X230T) <crabiter@vivaldi.net> Force C4Warhead PenetratesShield Fix shield SL issue Small refactor; version bump Change the check back to vanilla implement AnimList.PickRandom use ternary operator update for AnimList.PickRandom update code style Fix magnetron issue Phobos-developers#195 (Phobos-developers#200) Fix ranged mc desync (Phobos-developers#199) * Attempt to fix desync * Remove the check for player A pair of braces Bump version Remove `the Forgotten` Separate HP and cloak check of shield anim Fix lost HP check Contributing guidelines started; Git branching model info Skip the low damage check when techno has shield STUPID WW!!!!! closes Phobos-developers#204 First iteration of the styleguide
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| R->EDX<AnimTypeClass*>(pExt->WarpIn.Get(RulesClass::Instance->WarpOut)); |
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I think we should just use the default but unused [General]WarpIn for this one, instead of keep using WarpOut.
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i just following vanilla behaviour there , but yeah should change it to proper WarpIn and mention it on the doc since it change vanilla behaviour.
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Any chance of being able to improve Teleport/Chrono Locomotor with veterancy? I kinda miss that in RA2 with like having an veteran or elite having lower delay or distance factor. Also I am wondering if it would be possible to have the chrono locomotor behave more like Tiberian Sun Jump Jet infantry with it walking short distances and teleports for longer distances, that way you could also mabe eliminate the usage of the FakeC4 weapon for Chrono Commando. |
Phobos-developers#142) * issue #11 Phobos-developers#11 * Fix (i hate idiv ffs) * Fix wrong register causing Chronowarp broke * fix wrong return , set Warpout for all (WW default way) * Update Phobos.vcxproj * Update Hook.Teleport.cpp * Update Hook.Teleport.cpp * Using #define for more cleaner look * Update Doc with gif will rebase later when new mouse come * Update Doc * Refactoring, docs pass Co-authored-by: Belonit <Belonit@ya.ru> Co-authored-by: Meta (X230T) <crabiter@vivaldi.net>
Phobos-developers#142) * issue #11 Phobos-developers#11 * Fix (i hate idiv ffs) * Fix wrong register causing Chronowarp broke * fix wrong return , set Warpout for all (WW default way) * Update Phobos.vcxproj * Update Hook.Teleport.cpp * Update Hook.Teleport.cpp * Using #define for more cleaner look * Update Doc with gif will rebase later when new mouse come * Update Doc * Refactoring, docs pass Co-authored-by: Belonit <Belonit@ya.ru> Co-authored-by: Meta (X230T) <crabiter@vivaldi.net>

-Now fully customizeable per techno type direcly
-Unfilled value default to Rules
-This properties only able to used by Techno that have Teleport Locomotor/Chrono attached
In
rulesmd.ini: