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 PostPosted: 24 Mar, 2012 
 

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I'm having fun checking out mods and trying out the capabilities of the new units. I have a question about weapon and radar ranges.

Does FA and their mods have any standards on what each ring is supposed to be for? For example, the outermost ring is almost always the maximum range, the innermost rings is always.....? I see some unit with as many as what seem to be 4 or 5 rings. Where do I get information about these rings for any given unit?

Are there any broken units in BO, Mayhem, SupremeUnits mods? By broken I mean units that refuse to fire their weapons. Thank you.


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 PostPosted: 24 Mar, 2012 
 
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This picture should help explain;

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Just load up a game, spawn some units and mess around with the range ring settings.

For broken units, there shouldn't be, otherwise they wouldn't have released, if you run into any you need to post in the proper thread. But units not firing is usually due to a bad install.

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 PostPosted: 24 Mar, 2012 
 

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I've played with those settings but I found them not too helpful.

For example, in the Mayhem v16 mod, there is a T1 tank called 'Totem'. It has two rings. The inner ring shows the range of the gun. Enemies inside it get shot. Would you know what the outer ring is for?


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 PostPosted: 24 Mar, 2012 
 
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Well then you'll just have to ask in the appropriate threads.

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 PostPosted: 24 Mar, 2012 
 

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When I click on the 'Board Index' I get the top level GPG forum menu. After clicking Supreme Commander, I get 4 submenus ... Fan Fiction(?), Xbox 360, Suggestions, and this forum. Where do you suggest I ask the question instead? And, can I move this thread myself? Thanks.


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 PostPosted: 25 Mar, 2012 
 

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Quote:
Does FA and their mods have any standards on what each ring is supposed to be for? For example, the outermost ring is almost always the maximum range, the innermost rings is always.....? I see some unit with as many as what seem to be 4 or 5 rings. Where do I get information about these rings for any given unit?

As you said, the outermost is the maximum range. The innermost ring is the minimum range. You also need to consider that the outer ring is the maximum range of the furthest shooting weapon - it is entirely possible that some units have multiple weapons, with different ranges.

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Are there any broken units in BO, Mayhem, SupremeUnits mods? By broken I mean units that refuse to fire their weapons. Thank you.

Try them, and find out for yourself. Alternatively, you can read each thread to see if anyone has reported a bug.

Please do not be lazy, and ask everyone for answers. You are a human being: you have a brain! Use it.

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 PostPosted: 25 Mar, 2012 
 
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bofhlusr wrote:
When I click on the 'Board Index' I get the top level GPG forum menu. After clicking Supreme Commander, I get 4 submenus ... Fan Fiction(?), Xbox 360, Suggestions, and this forum. Where do you suggest I ask the question instead? And, can I move this thread myself? Thanks.

This forum isn't part of the Supreme commander section, it's part of the Mod Development and Discussion Section. You are posting in Moho Mod Talk right now.

For the appropriate threads, you'll just have to look for them here in Moho Mod Talk, each mod has it's own thread, which I would assume is where you've come across these mods, are they don't have threads in any other section of the forum.

If you have questions about the game(not mods), they should go into Sup Com General Discussion, as above, questions regarding specific mods should go into their respective threads in Moho Mod Talk, you they are a bit more obscure or haven't been worked on lately and aren't on the first few pages of topics, you can try Checking the Released Mods List V2 (Theres a V1 too, but it's mostly or the original SupCom) if still you can't find the thread you'll have to search for it. Now make sure you also check out the RULES because we have rules in place regarding old topics.

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 PostPosted: 25 Mar, 2012 
 
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bofhlusr wrote:
I've played with those settings but I found them not too helpful.

For example, in the Mayhem v16 mod, there is a T1 tank called 'Totem'. It has two rings. The inner ring shows the range of the gun. Enemies inside it get shot. Would you know what the outer ring is for?



I will answer your question about my units... :)
The Totem is not alone with this ring setup.
The Red ring is usually Direct fire, and yellow indirect fire, bright blue is anti-air etc.
But on my units I have a very large green ring, such as for example the Totem tank. The large green ring is actually the range of a dummy weapon that AI uses to target all enemy units inside the ring. I often encountered units from the AI just standing around doing nothing, so I added a dummy weapon for all my units to attack all the time and never stand still while enemies are around.
So the large green rings are there because if I removed them I got errors in the log, so I just put them there. You can ignore them if you want since they dont do anything for players. ;)

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http://forums.gaspowered.com/viewtopic.php?f=7&t=51225
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 PostPosted: 25 Mar, 2012 
 

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burnie222 wrote:
I will answer your question about my units... :)
The Totem is not alone with this ring setup.
The Red ring is usually Direct fire, and yellow indirect fire, bright blue is anti-air etc.
But on my units I have a very large green ring, such as for example the Totem tank. The large green ring is actually the range of a dummy weapon that AI uses to target all enemy units inside the ring...


Last edited by bofhlusr on 25 Mar, 2012, edited 3 times in total.

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 PostPosted: 25 Mar, 2012 
 
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what....?
no, you read it wrong.
The ring is for a dummy weapon that only the AI is able to use. It will auto-target all enemies within the ring, so that the AI is more aggressive and will attack more.

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 PostPosted: 25 Mar, 2012 
 

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burnie222 wrote:
what....?
no, you read it wrong.
The ring is for a dummy weapon that only the AI is able to use. It will auto-target all enemies within the ring, so that the AI is more aggressive and will attack more.


I did a test in sandbox mode using a Totem (UEF) tank vs Seraphim artillery. In comparing the outermost ring of the two, the Totem tank has a much wider ring than the artillery.

The artillery does not see the Totem tank even though it is inside the Totem tank's outermost ring and does not attack. It attacks only when the tank is inside its own outermost ring.

So I'm back to square one. Can you explain again what the outermost ring of the Totem tank is for?

Wait a minute... maybe I am beginning to understand. Is it functionally the AI's radar? If yes, is there a way to make that outermost ring invisible. How? I know the Totem tank uses the BRNT1BT.bp file but I took a peak at it but couldn't see where it might be made invisible from the other many details in the file.


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 PostPosted: 26 Mar, 2012 
 
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yes, it works as a radar for the AI, but not quite. It attacks all enemy units in range of the green ring, but only if it can see the enemy unit directly or have a radar blip of the enemy.
I tried removing the rings, but got errors in the log because of it. thats why they are there.

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http://forums.gaspowered.com/viewtopic.php?f=7&t=51225
http://www.moddb.com/mods/total-mayhem1


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 PostPosted: 26 Mar, 2012 
 

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burnie222 wrote:
yes, it works as a radar for the AI, but not quite. It attacks all enemy units in range of the green ring, but only if it can see the enemy unit directly or have a radar blip of the enemy.
I tried removing the rings, but got errors in the log because of it. thats why they are there.


How come the default units and the units in the other mods do not have that outer ring whereas Total Mayhem has them. What makes Mayhem different?


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 PostPosted: 26 Mar, 2012 
 
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im getting really tired of repeating myself, so Im gonna quote myself

burnie222 wrote:
But on my units I have a very large green ring, such as for example the Totem tank. The large green ring is actually the range of a dummy weapon that AI uses to target all enemy units inside the ring. I often encountered units from the AI just standing around doing nothing, so I added a dummy weapon for all my units to attack all the time and never stand still while enemies are around.
So the large green rings are there because if I removed them I got errors in the log, so I just put them there. You can ignore them if you want since they dont do anything for players. ;)

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Total Mayhem mod for Forged Alliance
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http://forums.gaspowered.com/viewtopic.php?f=7&t=51225
http://www.moddb.com/mods/total-mayhem1


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 PostPosted: 26 Mar, 2012 
 

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burnie222 wrote:
im getting really tired of repeating myself, so Im gonna quote myself


You're getting log errors. I got that. Still unanswered though is how to get those outer rings invisible... Hey man, I do appreciate your work, and I like your tanks. I'm just curious. If you don't know how to make those outer rings invisible, have no idea why you are getting errors, or dont' feel like discussing possible solutions, it's not a big deal. It won't make your mod less interesting. I just wish I knew a fourth of what you know about modding FA. Maybe I can help out. Beta test maybe? Thanks for responding and I appreciate your patience also. Keep it up. I'll stop asking questions.


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 PostPosted: 27 Mar, 2012 
 
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Hehe, no im not impatient :)

I dont know how to make the rings invisible, when I removed them from the units blueprint file the log posted errors of a weapon with a faulty rangeclass, if I remember correctly.

I didnt think much more about it so I ignored the rings and moved on, kind of xD
Dont worry, Im not angry at you or something for asking questions. ;)

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http://forums.gaspowered.com/viewtopic.php?f=7&t=51225
http://www.moddb.com/mods/total-mayhem1


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