Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Thu Apr 18, 2024 7:40 pm
All times are UTC + 0
Placing Walls in Chains
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [10 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Mon Mar 12, 2018 6:45 pm    Post subject:  Placing Walls in Chains Reply with quote  Mark this post and the followings unread

Is possible with the Firestorm Wall???

To build a line of walls with a single placement? as default, yuri, allied and soviet --- because I cant figure out how.

Back to top
View user's profile Send private message
hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Mon Mar 12, 2018 7:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Declaring your building with Wall=yes should inherit the wall placing ability in the base game.

Back to top
View user's profile Send private message
Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Mar 12, 2018 8:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Walls use the tag GuardRange= to build in "chains", so GuardRange=5 means it can build 5 cells in a row etc.

_________________



Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID YouTube User URL Facebook Profile URL Twitter Channel URL
AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Mon Mar 12, 2018 8:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks guys


GuardRange=

was missing

I had wall=yes

Back to top
View user's profile Send private message
AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Mon Mar 12, 2018 8:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

turns out you don't need wall=yes you just need ares firestorm code + guardrange

Back to top
View user's profile Send private message
hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Mon Mar 12, 2018 8:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's really good to know. The firestorm code must override walls by default then.

Back to top
View user's profile Send private message
AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Mon Mar 12, 2018 9:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

walls will actually make the firestorm targetable - even with passable=yes tag.

So your own tanks will want to destroy it to pass - if using both wall=yes and firestorm.wall=yes at same time.

Last edited by AnimalMan on Mon Mar 12, 2018 10:30 pm; edited 1 time in total

Back to top
View user's profile Send private message
AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Tue Mar 13, 2018 6:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh, but now I have the problem with the wall segments not being sellable.

Annoyingly, putting a dummy MK makes it sellable but makes its image invisible.

Seems firestorm walls won't sell. With wall tag = yes, they sell, but vehicles will not pass over them.

Back to top
View user's profile Send private message
hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Tue Mar 13, 2018 4:16 pm    Post subject: Reply with quote  Mark this post and the followings unread




emptyanim.shp
 Description:
Change to yourwallmk.shp

Download
 Filename:  emptyanim.shp
 Filesize:  248 Bytes
 Downloaded:  12 Time(s)


Back to top
View user's profile Send private message
AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Tue Mar 13, 2018 4:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

thank you for the advice, but I had created a blank 1 frame dummy buildupmk - and tested it --- but as the building is actually a wall - adding an MK caused the firestorm wall segments themselves to go invisibile, but the segments would sell, despite being insivsible. Setting wall=yes makes the building sellable without mk and Ares passable tag will also not make wall=yes passable sadly.

ares passable tag does however remove the overlay error of units moving over the top of the firestorm wall segments though-- in cases where the wall would overlay the unit.

in addition to this,

The Sell cursor works with just firestorm.wall=yes (sorry if tag is inaccurate doing it from memory) but the sell cursor displays - as if the building can be sold - but clicking has no effect.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [10 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1611s ][ Queries: 13 (0.0092s) ][ Debug on ]