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Some questions.
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SeySayux
Cyborg Specialist


Joined: 21 Jun 2005

PostPosted: Tue May 02, 2006 3:14 pm    Post subject:  Some questions. Reply with quote  Mark this post and the followings unread

May sound dumb, but can you make animated terrain?

Can attaching a certain armor type give a special effect/treathening(sorry if misspelled) to a unit?

When using rock patch, using the emp warhead. Can you recreate something like net launcher? Would be really helpfull.

Can you split the slave logic and the mobile refinery logic?

Is there a tag, like "FirestormSection=yes" (or something like that) in TS, when you give it to a building with a free unit, the unit will appear on that building instead of next to that building?

Can i do the next:
I want to have a mobile barracks using morpher's shipyard logic. The 'normal' factory will act as the spaceport in dune 2000, as a hightech building. So the mobile factory will be placed like a building (invisible firestorm wall with free unit). Its buildup anim will let it selfdestruct. But does the buildup anim still play?

- sev

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Hyper@Work
Vehicle Driver


Joined: 26 Apr 2006
Location: Kent, England

PostPosted: Tue May 02, 2006 3:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

you can have animated terrain... look at how the waterfalls work Wink

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Wed May 03, 2006 11:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
May sound dumb, but can you make animated terrain?

What TShyper said.

Quote:
Can attaching a certain armor type give a special effect/treathening(sorry if misspelled) to a unit?

No.

Quote:
When using rock patch, using the emp warhead. Can you recreate something like net launcher? Would be really helpfull.

I haven't played rock patch stuff myself, but from waht I've heard it is not possible to choose what the EMP affects and what it doesn't. I am not sure if Cyborg=yes makes the infantry vulnerable to EMP, but testign it should be a five minute job.

Quote:
Can you split the slave logic and the mobile refinery logic?

No. Slaves are hardcoded to go to the nearest ore patch and try to mine it.

Quote:
Is there a tag, like "FirestormSection=yes" (or something like that) in TS, when you give it to a building with a free unit, the unit will appear on that building instead of next to that building?

FirestormWall=yes still works, but I don't recall this free unit effect happening...

Quote:
I want to have a mobile barracks using morpher's shipyard logic. The 'normal' factory will act as the spaceport in dune 2000, as a hightech building. So the mobile factory will be placed like a building (invisible firestorm wall with free unit). Its buildup anim will let it selfdestruct. But does the buildup anim still play?

Morpher's logic is for TS, for RA2/YR you have this. The same basic concept.
And I don't get why the buildup anim shouldn't work... The building is also damageable while it is playing.

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SeySayux
Cyborg Specialist


Joined: 21 Jun 2005

PostPosted: Wed May 03, 2006 11:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you very much.

The animated terrain, can you also animate lat terrain, like water?

And that logic for buildings is even better, now i don't need firestorm wall, i create some "basic production facility" folowing this logic for building my mobile barracks, wf, and refinery. (and harvesters, for the side that don't use slave logic).

The emp effect isn't that bad, it wouldn't be a big aspect of my mod either. The armor thingy is good, since i will completely redo the armor attaching.

- sev

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SeySayux
Cyborg Specialist


Joined: 21 Jun 2005

PostPosted: Wed May 03, 2006 1:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

(sorry for double posting)
I forget to ask a question: can you, with a non-buildable infantry type, when it's paradropped, once it hits the ground, it will automatically die and fire it's death weapon?

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RA2FREAK
Rocket Infantry


Joined: 16 Mar 2006
Location: usa

PostPosted: Wed May 03, 2006 2:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

y would u wanna do that?

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SeySayux
Cyborg Specialist


Joined: 21 Jun 2005

PostPosted: Thu May 04, 2006 5:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Nuke bomber....

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Thu May 04, 2006 9:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Uh, use Rock Patch ... or just creative thinking, hint "autodeploy".

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Thu May 04, 2006 5:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

RA2FREAK wrote:
y would u wanna do that?


Parabombs, man.

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SeySayux
Cyborg Specialist


Joined: 21 Jun 2005

PostPosted: Fri May 05, 2006 10:37 am    Post subject: Reply with quote  Mark this post and the followings unread

I'll use rock patch anyways. so... autodeploy... how do i do that?

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Fri May 05, 2006 10:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Since you are using Rock Patch, read this. You only need to worry about infantry autodeploy if that doesn't serve you.

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SeySayux
Cyborg Specialist


Joined: 21 Jun 2005

PostPosted: Fri May 05, 2006 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

So you mean... it will fire it's primary? In that case, i need to make a new spawned missile, which is impossilbe. I want to make the missiles being shot down. So i need to worry about autodeploy indeed. But it's usefull, i can use it.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Fri May 05, 2006 3:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Airstrike. Using a SpyPlane clone. Since when is that invincible?
*slaps Sevelys, trying to put some sense into him*

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SeySayux
Cyborg Specialist


Joined: 21 Jun 2005

PostPosted: Sat May 06, 2006 10:55 am    Post subject: Reply with quote  Mark this post and the followings unread

The bombs need to be able of being shot down, too.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat May 06, 2006 11:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Well that just makes no sense... Why? Anyway, if you insist, autodeploy is achieved by giving the infantry passive aquire ability, a Range=-2 weapon, and DeployToFire (wow, who'd have thought?). See if you get the logic.

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SeySayux
Cyborg Specialist


Joined: 21 Jun 2005

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

Deploy to fire i got, why range=-2 and WTF is a passive aquire abilty?

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

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

I suppose you don't even bother browsing around sites like ModEnc because you know more than they do, hmm?

http://modenc.renegadeprojects.com/index.php/Range clearly states "Range=-2 means infinite range". How hard was it to check?

A passive aquire ability means making the unit attack enemy on its own, which is theoretically covered by infinite range, but in practice, adding double checks like AttackFriendlies, CanPassiveAquire and OpportunityFire helps.

In fact, this selfdestruct can be done even without the deploy bit...

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Sun May 07, 2006 12:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

So, does Range=-2 work on TS as well as RA2/YR, or was it specifically included just for the VirtualScanner/disguise-style weapons?

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sun May 07, 2006 1:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

I believe it was introduced in RA2, because there was no need for it in TS, and RA2 comments explain it means "infinite", which would most likely have not been necessary had it been there from the TS days.

I have edited the said article to clarify this. (Mind you, editing wiki articles requires neither special powers nor registration, anyone is welcome to edit/add relevant information Wink )

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SeySayux
Cyborg Specialist


Joined: 21 Jun 2005

PostPosted: Mon May 08, 2006 5:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Ah got it. I visit modenc often, but i don't have enough time to read all articles.

New questions.

Does "TreadRatingNode=yes" (or something similar) still work?

Can you make (with rock patch of course) a "emp laser" which paralyzes and does damage? Cuz i heard somewhere that "damage=" for emp's is used for the time (in seconds, i believe) that a unit stays paralyzed.

- sev

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Mon May 08, 2006 6:25 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm not saying you should read all the articles. But when I said Range=-2, you could have checked the specific Range article easily...

I believe the Threat Rating Node still works, but that has not been confirmed by others.

And yes, you can have an EMP laser, although that concept doesn't really make sense, with some clever manipulation - EMP's Damage= is indeed used as a paralysis timer, but paralyzed units do display the sparkle anim over them, so you can attach Damage= to it ...

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SeySayux
Cyborg Specialist


Joined: 21 Jun 2005

PostPosted: Mon May 08, 2006 7:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Ah. So what about EMP missiles? The unit i'm using has a laser and mini-nukes (aa). When it becomes elite, it will get an emp laser and emp missiles. Do you think emp missiles will be a good concept? (non-modding question, but...)

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mice16
Pyro Sniper


Joined: 26 Jul 2005

PostPosted: Mon May 08, 2006 9:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Definitely, it was used in generals:zero hour in the emp patriot missle system, and worked quite well (was a bit annoying when you're the tank general, though.)

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