Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Tue Apr 16, 2024 11:53 pm
All times are UTC + 0
converting yuri slave to harvester [RA2YR]
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [6 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Fri Oct 26, 2007 2:18 am    Post subject:  converting yuri slave to harvester [RA2YR]
Subject description: how is it done?...Yes its a dumb question but i really need to know!.
Reply with quote  Mark this post and the followings unread

1. I want to know if i can get rid of the slave logic for [SLAV] and still use the [SLAV] name as a vehicle with out being used as a slave. but still use the code to make my harvester i will change this unit name to the vehicle section and delete all slave code (its useless to me!).

2.Is it possible to use the deployed refinery [YAREFN] without the deploying ?
3.will the AI still build it?.
4.do i need to add AI codes etc..? (and i know how to add AI to the AImd.ini)

if its possible any code posted here will benefit me. Very Happy

_________________
Link to a document to see what mods i have and/or working on or working with
Click

Back to top
View user's profile Send private message Yahoo Messenger Account
Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Fri Oct 26, 2007 5:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Didnt I last hear, the Yuri Slave Miner logic only worked for SHPs on the workers? Which would mean your graphics would have to be SHP or it would kill you.

Back to top
View user's profile Send private message
wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Fri Oct 26, 2007 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

are you asking how to make an infantry act like a harvester and the deployed miner just be a building and not deploying at all? if so im sure only VOXEL type files can act as a harvester unless they are slaves, do not quote me on this. what you can do i guess is make a voxel mech look like a slave.... but it would take a while...

you can build the refinery and make it never deploy or undeploy....

yes, the ai builds anything, just make it say AIBuildThis=yes

ai codes? like scripts? no, just edit the AI section where if they want a refinery they will build that.

dont quote me on anything........

Back to top
View user's profile Send private message Send e-mail Visit poster's website
m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Fri Oct 26, 2007 10:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

IIRC, SLAV is hardcoded to be a slave.

_________________


Back to top
View user's profile Send private message Skype Account Yahoo Messenger Account AIM Address
DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Fri Oct 26, 2007 11:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

From my modding experiences, you can make the slave buildable at barracks by just putting a prerequisite and a techlevel>1. (But it only acts like the freed slave and does not mine). From what I think you want to do, is have the slave miner building not deploy (Deploys=no/Deployer=no) and then have several vehicles that mine which you cannot control. If this is what you want, miners automatically mine by themselves, so all you would need is add (Selectable=no) and it should act all by itself.

If the above people misunderstood you, and you want yuri's mining situation to be like the the other sides, just copy paste the other refinery enteries unto the [YAREFN]. Or if you want to change what the miner enslaves; its all in these tags;
Enslaves=SLAV
SlavesNumber=5
SlaveRegenRate=500 ;225
SlaveReloadRate=25

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message
Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Sat Oct 27, 2007 10:21 pm    Post subject:   Reply with quote  Mark this post and the followings unread

DaFool wrote:
mine by themselves, so all you would need is add (Selectable=no) and it should act all by itself.

If the above people misunderstood you, and you want yuri's mining situation to be like the the other sides, just copy paste the other refinery enteries unto the [YAREFN]. Or if you want to change what the miner enslaves; its all in these tags;
Enslaves=SLAV
SlavesNumber=5
SlaveRegenRate=500 ;225
SlaveReloadRate=25


Ah so that what makes a slave a slave. ah i'm gona delete this ,form what i gather the slav code is unusable right?, i never wanted this code anyway. I'm gona add war miner code that form the other sides thanks. Very Happy

NOTE: my project is a harv type for my blue star legion (BSL is a flying/missile/covert operations faction) side kinda like the generals one i've swaped the code over to my other refinery which was allied (now gdi) form what you people have said that or that needs to be done is minor than i thought.

_________________
Link to a document to see what mods i have and/or working on or working with
Click

Back to top
View user's profile Send private message Yahoo Messenger Account
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [6 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1515s ][ Queries: 11 (0.0101s) ][ Debug on ]