Posted: Tue May 02, 2006 3:14 pm Post subject:
Some questions.
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 _________________ I use a Unix-based system, that means I'll get laid as often as I have to reboot. QUICK_EDIT
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. QUICK_EDIT
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 _________________ I use a Unix-based system, that means I'll get laid as often as I have to reboot. QUICK_EDIT
(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? _________________ I use a Unix-based system, that means I'll get laid as often as I have to reboot. QUICK_EDIT
I'll use rock patch anyways. so... autodeploy... how do i do that? _________________ I use a Unix-based system, that means I'll get laid as often as I have to reboot. QUICK_EDIT
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. _________________ I use a Unix-based system, that means I'll get laid as often as I have to reboot. QUICK_EDIT
The bombs need to be able of being shot down, too. _________________ I use a Unix-based system, that means I'll get laid as often as I have to reboot. QUICK_EDIT
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. QUICK_EDIT
Deploy to fire i got, why range=-2 and WTF is a passive aquire abilty? _________________ I use a Unix-based system, that means I'll get laid as often as I have to reboot. QUICK_EDIT
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... QUICK_EDIT
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 ) QUICK_EDIT
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 _________________ I use a Unix-based system, that means I'll get laid as often as I have to reboot. QUICK_EDIT
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 ... QUICK_EDIT
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...) _________________ I use a Unix-based system, that means I'll get laid as often as I have to reboot. QUICK_EDIT
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.) _________________
[quote="Lt A1br3cht"]Kill it with fire!!!!!!!!!!![/quote] QUICK_EDIT
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