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Extended Tiberian Sun Engine
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You want it?
Yes
93%
 93%  [ 170 ]
No
6%
 6%  [ 11 ]
Total Votes : 181

Author Message
Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Fri Aug 04, 2006 3:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh Thanks Titan!

Back to the topic:

I wonder if the Dropships can carry vehicles...

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Fri Aug 04, 2006 4:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think this thread just fell below its Minimum Level of Usefulness.

Anyone have the guts to close it? At least temporarily? Or "reduce" it to the useful posts?

'cause posts like that are worthless to all of us.

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ChielScape
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Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Fri Aug 04, 2006 5:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dropship doesnt carry tanks currently, only infantry.
should be made to work in ETS.
and i dont think he meant to make dropships carry lightposts....

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lol chielscape, too much Shuffle #Tongue
(Asa 0wnz Nerine)

be damned, Asa-fanboy! burn in hell forever. Noone owns Nerine. You should hate Asa, butting in and ruining everything.

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idjit626
Vehicle Drone


Joined: 08 Oct 2005

PostPosted: Fri Aug 04, 2006 6:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

N, I mean make the light on the light tower fallow enemies withought having a trigger so it would work in multiplayer if you built a light tower!

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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Fri Aug 04, 2006 7:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can make that work without ETS Rolling Eyes

You just gotta be creative with coding... A new Slogan, Creative with Coding #Tongue

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VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Fri Aug 04, 2006 8:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

But what you mean under "DropShip" (I know [DSHP]) Question
DropShip loadout screen Question transports which can carry any units Question

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Fri Aug 04, 2006 8:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

* They whant transport Aircraft which can hold more then one vechile.
* They want a customizeable Dropship screen.
* They want Dropship screen like SW. Which allow recive customizable reinforcements.

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Fri Aug 04, 2006 10:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tratos wrote:
1. What is the point of asking for everything you can do in RA2 to be put into TS. If you want these features go mod RA2. And don't come back with "but the atmosphere is better" becuase by turning TS into RA2 you ruin any atmosphere it had anyway.


Not EVERYTHING.

JUST the useful/realistic stuff.

I agree with Ren, someone _NEEDS_ to clear out some of the spam.. like Idjit's 'dropships!1!1' crap..

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ChielScape
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Joined: 07 Mar 2006
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PostPosted: Sat Aug 05, 2006 8:33 am    Post subject: Reply with quote  Mark this post and the followings unread

how about 32 sided SHP-tanks? would be able to have ANIMATED TRACKS!
err... animated water maybe
multi-sided buildings: if there are more sides than the default, enable a generals-style option to turn buildings into every (in this case just 4) possible direction. this however would require the all anims and the building itself, to have frames of multiple sides.
tags would be like
FrontIsNW=[frame numbers]
FrontIsSW=
FrontIsNE=
FrontIsSE=
where "Front" is the front of the building obviously.
Default for all is "none"
this should be pretty easy for buildings rendered from 3D models.

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VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Sat Aug 05, 2006 11:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
* They want a customizeable Dropship screen.

How Question

Quote:
multi-sided buildings: if there are more sides than the default, enable a generals-style option to turn buildings into every (in this case just 4) possible direction. this however would require the all anims and the building itself, to have

But how controling it Question
Add rotate key Question

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ChielScape
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Joined: 07 Mar 2006
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PostPosted: Sat Aug 05, 2006 2:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

same as in generals, hold the Mbutton0 (left) and release when it faces the right direction. it automatically looks for the closest possible direction, as there are only 4 directions.
(though maybe making 8 directions would be cool too. that would give so much new options for base-building)

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SMT
Flamethrower


Joined: 06 Mar 2006
Location: On the battlefield destroying GDI and Nod

PostPosted: Sat Aug 05, 2006 2:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

But remember these buildings are flat images. they would be a flat image
when rotated. they would have to be 3d models.

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ChielScape
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Joined: 07 Mar 2006
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PostPosted: Sat Aug 05, 2006 2:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

you just have to render more sides of the building

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Sat Aug 05, 2006 3:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are you going to do that, Chielscape? I doubt it. And I doubt anyone would. The time and effort needed for such a task would be enormous.
And more than 4 directions would screw up the game, as its based on an isometric grid.

The rotate thing, in my opinion, is far too much effort, without much being gained.

And Tyler.. the remaining Idjit's posts are the most acceptable ones.

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Sat Aug 05, 2006 3:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

The only 3D file format supported by TS's engine is .vxl; do you really want your buildings to be voxels?

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ChielScape
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Joined: 07 Mar 2006
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PostPosted: Sat Aug 05, 2006 3:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Muldrake wrote:
Are you going to do that, Chielscape? I doubt it. And I doubt anyone would. The time and effort needed for such a task would be enormous.
And more than 4 directions would screw up the game, as its based on an isometric grid.

The rotate thing, in my opinion, is far too much effort, without much being gained.

And Tyler.. the remaining Idjit's posts are the most acceptable ones.


yes i will, as soon as i can make good models. and i can image some mods using it.
renegade, the models wont go ingame, only SHPs.

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Sat Aug 05, 2006 4:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Its not just buildings, but every single piece of artwork, including most terrain, such as cliffs and shore.

And when you rotate, its not simply changing the artwork for every building/unit, but rotating all the entire map. Placing every single unit in its new position.

I'm sure something like that would kill TS with lag.

For what its worth, you might as well build a new engine.. or easier, just make a TS mod for an already established 3D game.. like say.. Generals?..

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ChielScape
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PostPosted: Sat Aug 05, 2006 6:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Muldrake wrote:
For what its worth, you might as well build a new engine.. or easier, just make a TS mod for an already established 3D game.. like say.. Generals?..


isnt out yet Crying or Very sad

like the rest, its just an idea. ive explained it, and you guys obviously dont share the same opinion. can happen, its not like i wont sleep for the rest of my life now Wink
the ideas i give are different from a "wishlist", as theyre just things i come up with every now and then.

(though 32 sided SHP-tanks and explosions would be neat Very Happy )

BTW, wouldnt it be smart to upgrade to DirectX 9? would run much smoother than TS's DX 6. or would that be a bit much to ask?

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sat Aug 05, 2006 7:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

wtf.. there are some modders who still are using dx7.. I do.. for example.

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blubb
General


Joined: 31 Jul 2005

PostPosted: Sat Aug 05, 2006 9:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

for the dropship, the best way to have a dropship feature is to have the dropship bay like the sarport in dune when you click on "order" or something you order the reinforcements and wait until the dropship comes and loads your ordered units out

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sat Aug 05, 2006 9:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Updating DirectX functions is a painful job. He needs to do all the simple stuff before thinking at things like that.

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ChielScape
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Joined: 07 Mar 2006
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PostPosted: Sun Aug 06, 2006 8:11 am    Post subject: Reply with quote  Mark this post and the followings unread

maybe something for a later release/patch?

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Sun Aug 06, 2006 12:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

The dropship loadout is already customiseable, you just change the graphics for it (just .shp animations and such). The only problem it has in TS is that the cursor doesn't load (or the palette doesn't load) the first time its accessed. In RA2, the load screen is still there, but the text that displays info on the unit is messed up (wrong font or wrong character set order or something), the icon spaces are too wide (draws a green box round them when you hover at TS size) and still has the cursor problem. I'd love a feature like the starport from dune2k in TS and RA2 using this though.

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VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Sun Aug 06, 2006 12:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh, Tertiary, Quaternary,EliteTertiary EliteQuaternary, work!!!
(But not very good)
[SuperBuilding]
Damage=50
ROF=55
Range=20
Projectile=HeatSeeker
Speed=10
Warhead=BLDWH
Report=SAMSHOT1

[BLDWH]
Spread=3
Verses=5%,100%,5%,5%,5%
InfDeath=3
AnimList=XGRYSML1,XGRYSML2,EXPLOSML
ProneDamage=100%

[SUPERTNK]
Name=Super Tank
Category=AFV
Image=4TNK
Prerequisite=NAWEAP
Primary=120mmx
Secondary=RedEye2
Tertiary=Sniper
Quaternary=SuperBuilding
AllowedToStartInMultiplayer=no
......
About DirectX: Do you know anything about it?
Tiberian Sun using DirectDraw interface, the latest version is 7.0
so DirectX 7 is maximum.
DX7 NOT getting any new things at all

@Blade:
BTW, DropShipLoadOut screen have another problem:
ALT+TAB problem (If your res > 640x480)
you talk about which palette?



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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Sun Aug 06, 2006 1:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Umm...does the tank know how to use it's ter-something and the Quater-something weapons?

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Sun Aug 06, 2006 2:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Tertiary/Quaternary will be best when we get more armourtypes. Remember that the weapon is chosen based on which has the higher effectiveness against that certain armourtype (using the percentage value on the warhead).

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Judeau
Commander


Joined: 28 Feb 2004

PostPosted: Sun Aug 06, 2006 5:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

i wonder, could the weapon controls be changed ?
for instance, currently there you can only have 1 target, at which only 1 weapon can fire.

if you were to make a different scan for every weapon, and see if there is a good*most fitting to the weapon's stats* target within range, and if so aim and fire

this could of course also be done by an additional tag*Freefire=yes* ?

*adding this to the list now

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Aug 06, 2006 7:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ive noticed that disscusion list of ETS on ModEnc is still clear. Smile

Not any more.

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idjit626
Vehicle Drone


Joined: 08 Oct 2005

PostPosted: Sun Aug 06, 2006 8:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Have you tryed to make dropships work yet?

Not the loadout screen I mean build one to put units in yourself and transport them!? Confused

PS:In XCC how do you set it so that it knows where the TS pallet is so all the images arent black? Question

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ChielScape
General


Joined: 07 Mar 2006
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PostPosted: Sun Aug 06, 2006 8:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ctrl + [ to cycle trough palettes backwards
Ctrl + ] to cycle trough palettes forwards

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VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Sun Aug 06, 2006 9:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Ctrl + [ to cycle trough palettes backwards
Ctrl + ] to cycle trough palettes forwards

...If it find palettes Smile
(Registry key: \SOFTWARE\WESTWOOD\Tiberian Sun\InstallPath must be correct)
Tank "know" how use new weapons, but not very good...
Yes.It's problem with armors.

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Sun Aug 06, 2006 10:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

idjit626 wrote:
Have you tryed to make dropships work yet?

Not the loadout screen I mean build one to put units in yourself and transport them!? Confused

PS:In XCC how do you set it so that it knows where the TS pallet is so all the images arent black? Question


Idjit shutup. It will be done when its done. If you keep rushing him then when it is done it will only break. Be patient.

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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Sun Aug 06, 2006 10:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why not just delete his posts like done before? Laughing

C&CVK: Targeting problems? Doesn't this just have anything to do with the warhead percentage? And wouldn't using 0% for a crtain armor type fix the problem? Or is the logic broken for weapons higher than secondary?

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Sun Aug 06, 2006 11:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Because he actually answered a question, be it off topic.

And I will kill almost all spammy posts.. except ones which ask questions. I don't like leaving questions unanswered.

But Idjit.. shut up. Don't mention dropships again. CNCVK is working away on ETS, if he can do it, he'll do it, in his own time.
I will delete any further spam replies from you. And if you continue it many more times, you'll simply be banned to save the job cleaning up after you.
You've been warned.

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mice16
Pyro Sniper


Joined: 26 Jul 2005

PostPosted: Mon Aug 07, 2006 1:58 am    Post subject: Reply with quote  Mark this post and the followings unread

I was wondering if you could allow alternate voxels?
For damaged status etc?

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VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Mon Aug 07, 2006 4:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
targeting problems?

Yes.
Quote:
Doesn't this just have anything to do with the warhead percentage?

Yes, it find the greatest damage value for this type Smile
Quote:
Or is the logic broken for weapons higher than secondary?

Not test, yet:)
Problem because TS have 5 only armor types.
Also it have range problem
(It's start fire and move to max(Primary,Secondary) range.)
(If Tertiary/Quaternary have greate range then Primary/Secondary)

About dropships:I added some code which show mouse.

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blubb
General


Joined: 31 Jul 2005

PostPosted: Mon Aug 07, 2006 4:16 am    Post subject: Reply with quote  Mark this post and the followings unread

another question, just a question is it possible to have collectible debris? and would it be possible with this to have a unit what makes a scavenger like unit possible? only for puzzleing around to have a possibility to do so...

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ChielScape
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Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Mon Aug 07, 2006 7:37 am    Post subject: Reply with quote  Mark this post and the followings unread

i just remembered something. foundations for tanks. for tanks that are just too large. its to prevent tanks driving into eachother. also, every foundation should have its own selection box (Conquer.mix - select.shp)
adding some more foundations would be nice too (doesnt RP have that too?)

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Mon Aug 07, 2006 8:20 am    Post subject: Reply with quote  Mark this post and the followings unread

You do have a point there, like TSTW's gigantic Mammoth Mk.II that takes up only 1 single cell! Laughing But I have reasons for opposing it too.

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Clarkson
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Joined: 25 Aug 2004
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PostPosted: Mon Aug 07, 2006 11:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Well..Are more versions of APC/APCW possible for other vehicles, and a way to change when the game uses it? Like for Hover Crusaders,or damaged tanks. Maybe a way to keep Voxel Debris around on the field forever? Very Happy

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Mon Aug 07, 2006 11:23 am    Post subject: Reply with quote  Mark this post and the followings unread

This isn't YR: Squared you know...

Anyway, is it possible to turn a red laser to blue? I've tried

LaserInnnerColour=0,0,255
LaserOuterColour=0,0,255
Laser-something=0,0,255


,but the red still is there.

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VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Mon Aug 07, 2006 12:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
adding some more foundations would be nice too

Like 10x10 for buildings?

Quote:
foundations for tanks

Now it's not possible
Quote:
Anyway, is it possible to turn a red laser to blue? I've tried

I will see it Smile

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Mon Aug 07, 2006 12:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks!

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SMT
Flamethrower


Joined: 06 Mar 2006
Location: On the battlefield destroying GDI and Nod

PostPosted: Mon Aug 07, 2006 5:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

i WOULD reccomend 15x15 foundation because theScrin ship is HUGE and
you could make it 1 building

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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Mon Aug 07, 2006 5:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, because most of it is terrain and burried in the ground. Not being able to pass it would be stupid.

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idjit626
Vehicle Drone


Joined: 08 Oct 2005

PostPosted: Mon Aug 07, 2006 7:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

It would be cool if the laser was the color you chose to be in schirmish!

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ChielScape
General


Joined: 07 Mar 2006
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PostPosted: Mon Aug 07, 2006 7:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Teh r3m4p L4z0rz pwn!!!1!

C&CVK wrote:
Quote:
adding some more foundations would be nice too

Like 10x10 for buildings?

yes, and many more.

C&CVK wrote:

Quote:
foundations for tanks

Now it's not possible


what dya mean?

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Mon Aug 07, 2006 7:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

chielscape wrote:
C&CVK wrote:

Quote:
foundations for tanks

Now it's not possible


what dya mean?


He means no, it isn't possible.

Smile

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ChielScape
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Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Mon Aug 07, 2006 8:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

"Now" implies it might be possible later, so im just checking

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Mon Aug 07, 2006 8:36 pm    Post subject:   Reply with quote  Mark this post and the followings unread

BTW, for anyone who doesn't know, this is how you use the dropship loadout:

Add the line StartingDropships= with a value of between 1 and 3 (depending on how many dropships would get sent in the mission) in the [Basic] section. Add AllowableUnits= to control what units are available to purchase (limited to units that has your side as one of the owners, even possible tech steals and side specific units will be allowed otherwise) as a comma seperated list and is based on the unit names from rules.ini. AllowableUnitMaximums= is another comma seperated list that has the same number of entries as the Allowable units and sets the number of each unit that is allowed to be purchased (-1 gives unlimited). I believe TechLevel of your house also limits what can be purchased. The amount of credit available to buy units is the amount set to be available for the player house, if no credit is available it seems to give an IE when you exit the screen (in RA2 at least). Exit the screen by pressing space.

I don't recall the exact coding that is needed, but basically, the first 3 transport dropships coded to come in and unload will come filled with the units you selected as long as the dropship is the only unit in the taskforce. I don't know if its hardcoded just to allow DSHP in the taskforce or if it just has to be a AirCraft type with IsDropship=yes set.

This works great in single player and once upon a time I saw a basic mod that consisted of the GDI campaign modified with about 4 of the missions giving the option to select your reinforcements rather than relying on what WW chose for you. The only limit is you cannot set the credits independant of the actual mission starting credits, allowing you to buy more than you would get normally in some cases and less in others.

For multiplayer it would be hard to make it work, since the game does not know who the reinforcements should go to. It may work well in YR where you can use <Player> for reinforcements, but the screen is even more messed up (see attached image). Also, I believe the game will time out as it uses the same time as is allocated for map transfer (which could do with being increased a bit more IMO).



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ra2dropship.png



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