Commander Survival Kit (A new SIM Mod)

Hello everyone,
today I want to present you an small Development Update.
Lets check it out. 😉

The Aeon have get their first two Air Experimental Units in CSK Units today.

'The Illuminate Companion - Experimental Flying Saucer
This large Aeon Flying Saucer is basically an alternate Version of the Czar. It is armed with an instable Tendium Laser Beam Generator, which fires an Tendium Beam to the Ground. However the Generator unleashes an Instable Tendium Energy Projectile which creates an large Impact Explosion on the Ground Layer. Compared to the Czar this Flying Saucer is more larger in Scale and has an larger Hangar for Air Units.
f410ba5e-3111-4618-b86a-df8b978e7491-image.png

c456a8bb-efec-475b-a0f0-177123e2f8c3-image.png

9ca08b32-0c79-4f7d-b493-56c4817dee50-image.png

'Hathor ' - Experimental Bomber
This large Bomber has access to two switchable Modes:

Instable Tendium Mode:
The Bomber drops an single Instable Tendium Projectile to the Target Area. The Projectile will cause an nice looking devastating Explosion. Some of you will probably know this Weapon as an callable Weapon Barrage for the Aeon in the SIM Mod Commander Survival Kit.
d58bab86-0927-4e99-9e11-f750382a817c-image.png

Carped Bombing Mode:
If you press the Toggle Button to switch to this Mode. The Bomber will drop several Energy Projectiles which are used by the Aeon Salvation Experimental Rapid Fire Artillery from the Game itself.
dcb282b9-574c-4c5b-af82-f7ae20cf89ed-image.png

Keep in Mind the Switch Progress between both Modes will take a little bit until both Weapons will fire.

All new Units are now available in Early Access on Github for Testing.
They are included in the Mod: Commander Survival Kit Units.

Looking forward for your Feedback.
Stay tuned for more Updates. 😉
Best regards
CDRMV

@cdrmv several years back Domino created unit status icons. That could be displayed over a unit that received Veterancy, Damage-Over-Time, or other such effects. There's a whole bunch of icons and icon LOD's within DMS you could use.

I really like the saucers!

Reminds me of a project I was never able to finish that used CZAR like saucer with a tractor beam turret mounted at the center. It could tractor up any moble T1 -T3 unit, destroy it, then fire the corpse off as a projectile. The circumference of the saucer would fire off four snub fighters that were completely script controlled, and thus bound to the parent unit.

Side note: This was a unit somewhere between a T3 an an experimental.

While I sadly no longer have the files, the script for it was used to upgrade the Aeon colossus with similar capabilities. The snub fighters are used in 4DC's T3 Cybran faction.

@resin_smoker
Well I didn't have played 4DC with DMS in the past. So I cannot tell anything about these Unit Status Icons. It Sounds Interesting to me so I will Check it Out. However CSK Units is Not focused on to add new or modify UI Elements of the Game so much compared to the Sim Mod: Commander Survival Kit. As I remember DMS was Not fully functional Ingame on my Side even with an correct Install. So I didn't understand what this Mod actually do in Detail.

Glad to hear you like my Flying Saucers.
There are few other Flying Saucers planned for the Aeon which will use an Tractor Beam as thier Main Weapon. So I will probably use your Unit Thrower for thier Tractor Beams.

Next to of the Tractor Beam.
I have an Concept for an another Gravity Weapon for the Aeon, which I will integrate into CSK Units soon. Its currently in Development so more information about it is coming soon.

Regarding to your Black Hole Weapon:
As already mentioned in my request, which I have send to you as an PM. I will integrate this Weapon into CSK Units soon as Well. However I will create an new Black Hole Effect to make it Look more spectacular. Do you still have the Code of the Black Hole which Changes/Alters the Terrian as well?

@cdrmv There is a command that alters the terrain height. (forgot its name) It sets a specific area all to the same height, which isn't so great if your attempting to make craters. What we did was to apply the effect is small steps radiating outwards, with each step outwards not being as deep as the one before it. Repeat this a few times in a circumference around a point to make a realistic looking crater. The smaller the elements used the smoother the crater will be.

Beware that there is a limit to how much you can take away before the whole map becomes just an ocean. Which is profoundly game breaking, as this could be used to deny an opponent the chance to build anything.

Hold the phone... found the script in DMS !!! Not sure if this is the exact one I was working with but this should be a good start for you in any case.

#in order of aperance
#chose deformation type code for all deform functions
#artilery deformation code for most weapons
#code to deform the terain

#-------------------------------------------------------------------------
#chose deformation type code
#-------------------------------------------------------------------------

#types
#artilery
#nuke?
#czar beam
#czar die


#deformsettings = {
#
#	artilery = {     -- deforms a crater for standard artilery
#	radiusI = 5,  -- Radius of inner bowl
#	radiusO = 6,   -- Width of outer mound
#	depth = 2,   -- Depth of bowl
#	mound = 1   -- Height of mound
#	}
#
#	Beam = {
#	radius = 5,  -- Radius of crater
#	rate = 1 -- deduction in height per second
#	}
#
#	CZAR = {
#	rotation = 180 --rotation of czar
#	}
#
#}


Deform = function(x, z, deformsettings)
	if deformsettings.artilery then
		local artilery = deformsettings.artilery
		LOG('artilery crater at --> '..x..' , '..z)
		artilerycrater(x,z,artilery.radiusI, artilery.radiusO, artilery.Depth, artilery.mound)
	else
		PrintText("deformsetings incorrect",20,'FFFFFFFF',10,'center')
	end
end

#-------------------------------------------------------------------------
#artilery deformation code
#-------------------------------------------------------------------------

artilerycrater = function(x,z,radiusI,radiusO,depth,mound)
	local modheights = {}
	zonesize = 1
	x = math.floor(x)
	z = math.floor(z)
	local totalradius = radiusI+radiusO
	--Calculate all height changes
		for j = -totalradius, totalradius-1 do
			for k = -totalradius, totalradius-1 do
			local radius = VDist2(j+25, k+25, 25, 25)
				if radius < totalradius then
					local heightmod = 0

					if radius < radiusI then
						-- Inner bowl
						heightmod = -(math.sqrt(radiusI*radiusI - radius*radius)) * depth / radiusI
					else
						-- Outer berm
						if radiusO > 0 then
							local r2 = totalradius - radius
							heightmod = math.sqrt(radiusO*radiusO - r2*r2) * mound / radiusO
						end
					end
					local height = GetTerrainHeight(x + j, z + k)
					modheights[table.getn(modheights)+1] = {x+j, z+k,heightmod, height}

				end
			end
		end
		PerformModifications(modheights)
end

#-------------------------------------------------------------------------
#master deformer code
#-------------------------------------------------------------------------

function PerformModifications(modheights)
	local sizeX, sizeZ = GetMapSize()
	records = table.getn(modheights)
		for row = 1, records do
#		gather data from table
		teraindat = modheights[row]
		local x = teraindat[1]
		local z = teraindat[2]
		local heightmod = teraindat[3]
		local height = teraindat[4]
		FlattenMapRect(x, z, 0, 0, height + heightmod)				
		end
end

The specific command is called "FlattenRect(x, z, sizex, sizez, elevation)"

Another use for this script is to be able to raise or lower terrain to make a land bridge between islands on-command. It's also possible (i think) to reverse the process so long as the commands are run in reverse sequence. Though I've never tried it to be sure.

Reminds me of a command in SC1 that got decremented in SCFA.... Add impulse !

Could make units fly from the impact of weapon rounds, and man was this fun.

Edit: I found a copy of the WOF that i was working on for SCFA. 4DC_WOF_V0.8.zip

Note: Was not able to find the original mod for SC.

Unfortunately I never quite finished it, parts of it do work, though I'm not so sure it will work at all with FAF. in a nutshell, I abused projectile helpers to "move: units about.

@resin_smoker
That Sounds very promising.
I will Check Out the Code soon.
Next to of an Crater I think this Code could be useful too to Create Terrian Cracks for Earthquakes. CSK Units will include a few Units which will cause a few Natural Disasters. An Vulcanic Eruption, Earthquake (Underground Units and Seismic Defense) and a few more. These Natural Disasters will appear in the Sim Mod Commander Survival Kit in an new Section as Well. But a few of them will be created/appear in an different Way compared in CSK Units.

Here are a few Video Presentations of a few Natural Disasters, which I have already created:

Volcano
https://www.moddb.com/mods/commander-survival-kit-csk/videos/vulcano-preview4#imagebox

Earthquake
https://www.moddb.com/mods/commander-survival-kit-csk/videos/earthquake-preview#imagebox

Thunderstorm
https://www.moddb.com/mods/commander-survival-kit-csk/videos/thunderstorm-preview#imagebox

Regarding to the Wof Mod.
I think this could be usable for my Tornados. Seeing several Land Units and Props flying around of an Tornado would Look Epic i some Ways

Regarding to an Bridge:
As I remember correctly Balthazar has helped Gnio to Create an functional Bridge for the Game and introduce it into Gnios Black Mesa Mod. Unfortunately I didn't have Seen it so far personally how he has created it. I Just have read it somewhere on Discord in the past. I think he had probably use the Same Way as you have mentioned by changing the Terrain to Create an Bridge.

Hello everyone,
Just want to present you a Small Development Update this time. As you know the Commander Survival Kit Project will introduce Natural Disasters into the Game.
Last Year I have created an Volcano which was using two different 3D Models and fires Lava Bombs around it.

You can See the old Volcano here:
https://www.moddb.com/mods/commander-survival-kit-csk/videos/vulcano-preview4#imagebox

However I have fully rework the Volcano in its Appearence in the Game.
And this opens the Door to add new Features to it.
The Volcano itself is No longer an 3D Model.
He is now generated by Terrain Deformation.

Big Thanks goes to Balthazar for His Crater Mod

You can See here a few Screenshots:
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04be3d19-2c1f-4259-8389-57841ca43528-image.png

Of course the Volcano will appear in different Variations depends on the Terraintype.

Volcano (Show/Ice Map Version):
ac29c250-5ffd-489c-a0e2-a34a98f96207-image.png

Volcano (Desert Version):

0e1e79af-09be-46c3-ae89-00f9be63cd98-image.png
And some more will be added soon.

What are the Features of the Volcano in General:

Lava Bombs:
Lava Projectiles which will be Shot Out of the Volcano Crater.
They cause devastating Damage to Units, but they Impact Location is Random around the Volcano.

The following two Features are controllable by the Player, which has created the Volcano.

Pyroclastic Flow:
Very hot Coulds created by Ash and Lava which moves down of an Volcano Flank,
They causes devastating Damage to Units and are able to Move on Water.
The Pyroclastic Flow is using an Movable Dummy Amphibious Unit

Lava Flow (Currently in Development):
The current Lava Flow is just an Placeholder Texture.
But the Final Version will Work similar Like an Pyroclastic Flow with an Dummy Unit. However instead of Moving on the Water they will be able to Move on Seabed for an short time,
The Lava Flow will cools down in Water and Create new Terrain (Islands), which you can use to build additional Bases.

The Volcano will appear in different Variations:
For example as an Shield Volcano, Strato Volcano and so on.

Does the Volcano Supports Save Games:
Yes the Terrain Deformation of the Volcano will be saved in Save Games as Well.

I will prepare an Demonstration Video soon, where you can See the Current Stage of the Volcano Ingame.

Stay tuned for more, because CSK Units will get the First Seraphim Units soon.
Best regards
CDRMV