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A few questions...
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Remus
Rocket Cyborg


Joined: 14 Apr 2003
Location: North America

PostPosted: Thu May 29, 2003 11:16 pm    Post subject:  A few questions... Reply with quote  Mark this post and the followings unread

1. When making parabombs, I can get them to explode if hit by flak gun fire but I cannot make the bombs explode upon impact with the ground. How do I do this? So far, I basically created a parabomb as an infantry type, gave it a suicide weapon as its primary as well as its death weapon. THe bomb either dies in mid air since the flak guns hit the bombs as well as the plane dropping them. If the bombs land, they can be selected and forced to attack a target. I obviously want to prevent this last part since bombs can't get up and walk on their own.

2. The mod I am making is specifically for Red Alert 2 only, not Yuri's Revenge but just for fun, I am testing to see just how close I can modify Red Alert 2 to mimick different functions added with the Yuri's Revenge expansion. Right now, I am trying to mimick the Psychic Dominator. Is it possible to create a weapon in Red Alert 2 that has a Multiple Mind Control function? Not like the Psychic Towers but more like the Dominator.

I have other questions which I can't remember right now so I'll just post these two questions.

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Thu May 29, 2003 11:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. I have no idea, but make them selectable=no then you wont be able to select them. Someone else might know more about parabombs. The only way i can think to mmake them work is give them a high explosive death weapon, and then give tham a primary with infinate range and suicide=yes that does only 1 damage to everything, then as long as the enemy have something left they will attempt to shoot it and kill themselves in the process, only doing 1 damage to the enemy unit it shoots at but a lot more to the ones around it when it explodes.

2. AFAIK its not possible, the logic for multiple mind-control was only implemented in YR to deal with the mastermind, psychic towers and the psychic dominator.

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Banshee
Supreme Banshee


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

PostPosted: Fri May 30, 2003 2:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
1. When making parabombs, I can get them to explode if hit by flak gun fire but I cannot make the bombs explode upon impact with the ground. How do I do this? So far, I basically created a parabomb as an infantry type, gave it a suicide weapon as its primary as well as its death weapon. THe bomb either dies in mid air since the flak guns hit the bombs as well as the plane dropping them. If the bombs land, they can be selected and forced to attack a target. I obviously want to prevent this last part since bombs can't get up and walk on their own.


1. Give them Strength=1

Quote:
2. The mod I am making is specifically for Red Alert 2 only, not Yuri's Revenge but just for fun, I am testing to see just how close I can modify Red Alert 2 to mimick different functions added with the Yuri's Revenge expansion. Right now, I am trying to mimick the Psychic Dominator. Is it possible to create a weapon in Red Alert 2 that has a Multiple Mind Control function? Not like the Psychic Towers but more like the Dominator.


2. I dont touch in YR for a long time, so I can't answer for sure. If the code that mind controls is available in the weapon, then you can make a yuri mind control a maximum of 2 units (I think) by having 2 mind control weapons.And does anyone knows what happens when I set a burst value for it? Well, anyway, I still have to agree on Tratos here... what you want is impossible...

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Remus
Rocket Cyborg


Joined: 14 Apr 2003
Location: North America

PostPosted: Fri May 30, 2003 3:35 am    Post subject: Reply with quote  Mark this post and the followings unread

I see. AS for the strength=1, I already did that when I first created the bomb since I remember reading that in an earlier topic but it does not completely solve the problem. The parabombs are very random when it comes to detonating. And I also put the Selectable=no but the bombs are still selectable. Another glitch I encounter that I am not entirely sure how to fix is the fact that when the parabombs go off, there are infantry death animations for the bombs. Do I simply alter the warhead of the bombs when it comes to infantry death animation?

As for multiple mind control, I understand that it is highly unlikely that it works. I just wanted to try it anyway. I knew that making a multiple mind control tower wouldn't work but I was attempting to create a mind control weapon that used an area effect with the RING1 animation, hoping that it would mind control differently than the usual Yuri style mind control.

Another question I had was how to make the money generation system of the oil derricks work on units? It is possible, isn't it? I tried inserting the 3 lines of code from the oil derrick in the rules entry for the specific unit.

Also, when making structures with weapons (but not a defensive structure), what lines need to be put into the rules entries to prevent the building from automatically firing on enemy units within range? (I realize this question was answered in a previous topic but I can't remember what the answer was.)

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Banshee
Supreme Banshee


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

PostPosted: Fri May 30, 2003 3:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Another question I had was how to make the money generation system of the oil derricks work on units? It is possible, isn't it? I tried inserting the 3 lines of code from the oil derrick in the rules entry for the specific unit.


- The code is probably in buildingtype.class, so it doesnt work with things that are not buildings. However, I can't confirm the name of the class, since I've never checked RA2 or YR's engine with hex editor...

Quote:
Also, when making structures with weapons (but not a defensive structure), what lines need to be put into the rules entries to prevent the building from automatically firing on enemy units within range? (I realize this question was answered in a previous topic but I can't remember what the answer was.)


- HasStupidGuardMode=true (although it's default, so you dont even need it #Tongue)

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Fri May 30, 2003 11:19 am    Post subject: Reply with quote  Mark this post and the followings unread

The money generator code is buildings only, so it will not work on any unit, but you can make that unit deploy into a uilding with the code and undeploy back into the unit.

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