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@Otamaa Otamaa commented Apr 5, 2021

-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:

[SOMETECHNO]			; TechnoType 
Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1} ;required 
WarpOut					;Anim (played when Techno Warping out)			
WarpIn					;Anim (played when techno Warping in)
WarpAway				;Anim (played when Chronowarped by chronosphere)
ChronoTrigger			;boolean
ChronoDistanceFactor	        ;int
ChronoMinimumDelay		;int
ChronoRangeMinimum		;int
ChronoDelay			        ;int frame

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github-actions bot commented Apr 5, 2021

Nightly build for this pull request:

@deathreaperz
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deathreaperz commented Apr 5, 2021

test2

First, this is my default code from [General]

ChronoDelay=64
ChronoReinfDelay=180
ChronoDistanceFactor=48 ;0.56s
ChronoTrigger=yes
ChronoMinimumDelay=16 ;0.56s
ChronoRangeMinimum=0

Then this is my custom code for Ronco

[RONCO]
ChronoTrigger=yes
ChronoDistanceFactor=32
ChronoMinimumDelay=14
ChronoRangeMinimum=0
ChronoDelay=56

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.
Also, when I set Ronco's ChronoTrigger=no, all of Chrono units including CLeg will also have ChronoTrigger=no

Anyone else have tested this?

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Otamaa commented Apr 6, 2021

test2

First, this is my default code from [General]

ChronoDelay=64
ChronoReinfDelay=180
ChronoDistanceFactor=48 ;0.56s
ChronoTrigger=yes
ChronoMinimumDelay=16 ;0.56s
ChronoRangeMinimum=0

Then this is my custom code for Ronco

[RONCO]
ChronoTrigger=yes
ChronoDistanceFactor=32
ChronoMinimumDelay=14
ChronoRangeMinimum=0
ChronoDelay=56

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.
Also, when I set Ronco's ChronoTrigger=no, all of Chrono units including CLeg will also have ChronoTrigger=no

Anyone else have tested this?

For anim it is actually intended behaviour , since WW coded everything to Warpout
this patch is just separate them to 3 tags from [General] WarpIn WarpOut WarpAway like it should do
but , well , if everyone doesnt like it i can restore it back

and for delay , it is wonky indeed , for some reason it cant go faster , need to investigate that later

and thanks for the feedback !

@Thrifinesma Thrifinesma force-pushed the develop branch 2 times, most recently from fb32bbd to 9574c98 Compare April 7, 2021 06:50
@Belonit Belonit force-pushed the feature/cust_chronologic branch from b9f4381 to c254ffe Compare April 11, 2021 20:05
@Metadorius Metadorius force-pushed the feature/cust_chronologic branch from 9aacf4a to 8696d54 Compare April 17, 2021 13:49
@Otamaa Otamaa force-pushed the feature/cust_chronologic branch from dff4ea4 to 463883f Compare April 22, 2021 11:42
@Metadorius
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Closes #11.

@Metadorius Metadorius merged commit d3fd577 into Phobos-developers:develop Apr 22, 2021
Otamaa added a commit to Otamaa/Phobos that referenced this pull request Apr 24, 2021
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>
Otamaa added a commit to Otamaa/Phobos that referenced this pull request May 5, 2021
* 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
{
GET_LOCO(ESI);

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.

@djohe
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djohe commented Apr 19, 2023

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.

Coronia pushed a commit to Coronia/Phobos that referenced this pull request Mar 15, 2024
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>
Coronia pushed a commit to Coronia/Phobos that referenced this pull request Mar 15, 2024
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>
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6 participants