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Laundry List of questions
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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Tue Jul 17, 2007 4:09 pm    Post subject:  Laundry List of questions Reply with quote  Mark this post and the followings unread

Hey everyone, I've been working hard on a mod recently, and haven't really been on this site at all. Naturally because of my mediocre skill, I run into a lot of problems. I wish to keep the mod a secret.

1)I made a transport boat but the only way people can get get into it is if the boat goes on land. Is there anyway to get people to get on the boat with out either of them having to be amphibious? The only crappy solution I have is to make a like amphibious rowboat that ferries units back and forth.

2)Is there anyway to have the units listed on the side bar go from most expensive to least expensive? (once you find out what the mod is it will make sense)

3)Can I make bridges buildable? (haven't attempted yet)

4)Can I make it so you can dig canals? (haven't attempted yet)

5)How do I add a death animation to a vehicle .shp? (what tag in the art.ini?)

6)I added a new mcv, and I've gotten it to deploy, but how do I get the AI to build the new buildings?

7)How do I make Civilian tech buildings I've made appear in random maps?

Now I know I may seem like a newbie with all these questions, but please help me if you can. Anyways I will release a preview of the mod on the thirty first of this month, be it movie or a one map demo. If you want a hint, find out what else is released that day.

EDIT: I edited number 6 to make it more clear

Last edited by DaFool on Thu Jul 19, 2007 2:48 am; edited 1 time in total

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Tue Jul 17, 2007 5:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is not research. Moved.

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DragonFly
Cyborg Soldier


Joined: 02 Jun 2007
Location: England

PostPosted: Tue Jul 17, 2007 5:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why is this in the research forum???

1) I belive the problem is there is no terrain that both water units and land units can be on. Mayby try making the bearch terrain type passable to both land and sea units?

2)I'm pretty sure this can be done but not sure how my self.

3)I exspect you can't and if you can there will be a wide range of bugs.

4)Might be possible useing a simeler method to TS's pavment.

5)Not sure. Try to find a mod that does this and look at there code.

6)Add the civ side to the list of owners for the buildings.

7)Don't know enough about random maps to ansew this.


EDIT:d coder moved this while I was typeing lol...

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skyboy
Soldier


Joined: 16 Jun 2007
Location: Guess...

PostPosted: Tue Jul 17, 2007 6:08 pm    Post subject: Re: Laundry List of questions Reply with quote  Mark this post and the followings unread

DaFool wrote:
1)I made a transport boat but the only way people can get get into it is if the boat goes on land. Is there anyway to get people to get on the boat with out either of them having to be amphibious? The only crappy solution I have is to make a like amphibious rowboat that ferries units back and forth.
as dragonfly said

DaFool wrote:
2)Is there anyway to have the units listed on the side bar go from most expensive to least expensive? (once you find out what the mod is it will make sense)
give them all Techlevel=1

DaFool wrote:
3)Can I make bridges buildable? (haven't attempted yet)
No. but you may be able to make a building that looks like bridge using depot "drive on me" logic

DaFool wrote:
4)Can I make it so you can dig canals? (haven't attempted yet)
i don't know if the deform logic is enabled in Ra2

DaFool wrote:
5)How do I add a death animation to a vehicle .shp? (what tag in the art.ini?)
if there is a way, i don't know it

DaFool wrote:
6)I added a new mcv, and I've gotten it to deploy, but how do I get it to build the new buildings?
give the power plant Prerequisite='your con yard'
rax and oreref Prerequisite='your power plant'
warfac and radar Prerequisite='your rax and oreref'
so and so on

DaFool wrote:
7)How do I make Civilian tech buildings I've made appear in random maps?

you have to edit a section in RMG.ini i don't remember which one, examine it and it should become clear

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Owen the Elf Jedi
Rocket Cyborg


Joined: 30 Jun 2006
Location: A ship going to the Ark so I can blow the crap out of the Covenant, WA

PostPosted: Tue Jul 17, 2007 6:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

1): DragonFly has the best solution I can think of.

2): I think you can, I don't know how.

3): No.

4): Doubt it.

5): Revora has some links to excellent artmd.ini guides. Look through their modding section and you should find them...

6): Just change the prerequisite for the buildings the MCV builds to whatever the name of the MCV is.

7): Look at the various tags in the normal tech-buildings and see if you can find it. Or check the .ini file that controls the random map generator (never done that, so I don't if it's in a wierd code style or something...)

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Tue Jul 17, 2007 7:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for your help, I got number 6 done by just writing over the old conyards and buildings, for number 1, it may be some extra work, but I think I can use the same logic as the seal having seperate walk and swim frames, (lol, they'll just have to push the boat.). The bridge thing really doesn't matter, I just thought it would be cool. The solution I had (hypathetically) was that I could build two bridge end peices and place them on either side of the river, then a bridge repair hut next to one of the end peices, and finally sending an engineer in. But that would probably never work. Thanks for the suggestions.

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Tue Jul 17, 2007 7:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

1) Needs workaround Sad

2) No idea...

3) Yes
Quote:
but you may be able to make a building that looks like bridge using depot "drive on me" logic
Read it on a tut somewere, don't remember were. Goggle?

4) no.

5) Yes, talk to "IVI" he knows.

6) Don't understand the quetion?

7) Not shure....

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Dracaveli12
Medic


Joined: 05 Jun 2006

PostPosted: Wed Jul 18, 2007 1:20 am    Post subject: Reply with quote  Mark this post and the followings unread

{Deezire's Guide}

CanBeach=
Special case which can be set to 'yes' or 'no' and is used on VehicleTypes which have Naval=yes set and MovementRestrictedTo=Water. If set to 'yes' the unit is also allowed to move one tile off a water tile (i.e. onto a beach). Although new to the game engine, this is unused in Red Alert 2 in favor of using amphibious units.


MovementZone= (WaterBeach)
Should not be used on BuildingTypes. Dictates additional logical rules applied to the movement of the unit when it makes a 'pathfinding' decision (i.e. how to get to its destination). This is also used to trigger some additional logic when linked with the Locomotor= (for example when the unit is able to traverse more than one type of terrain).

WaterBeach
The units Locomotor= is used when on water or a beach but other movement is prohibited - other land types are considered impassable when the unit makes a pathfinding decision.

MovementRestrictedTo= (Beach) "where water joins land"

This specifies which type of terrain the unit is only allowed to move on and is used as an additional restriction to its MovementZone=



SpeedType= (FloatBeach)

Determines the adjustment to the normal Speed= of the unit when moving across specific types of land or terrain. Each land type has an effect on the rate of movement of units. The percentage adjustment made to the rate of movement is specified in each land types entry in the RULES.INI file (see the Land Characteristics section for further details) thus this tag can be used to specify how this units movement is affected by each type of land, although caution should be used with this as it can sometimes act as an over-ride to the units MovementZone=

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Thu Jul 19, 2007 1:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alright, I got number one done! Thanks to Dracaveli12, I started looking at FloatBeach, and eventually found my way to the section of the ini called [Beach]. I made it so infantry (foot) and boats (floatbeach) could walk on the beach tiles, and thus they could occupy the same tile and therefore enter each other! It works alright, but it is kinda buggy because the infantry for the most part refuse to walk onto the beach tiles. With alittle bit of rapid clicking they do get on though.
1) done, now on to the rest

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Thu Jul 19, 2007 5:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

for #7

a Deezire tutorial wrote:
- Improve Random Maps
If you add CASLAB to the list of NeutralTechBuildings= in RULESMD.INI (Yuri's Revenge) then the Secret Lab will be placed (at random) on Random Maps generated by the RMG in the same way as other Tech Buildings.


you cam do the same with your new tech structure.

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