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Amphibious Unit transitions
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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Tue Feb 19, 2008 5:39 pm    Post subject:  Amphibious Unit transitions
Subject description: is it possible at all?
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I'm just curious, I heart that it is possible using APC/APCW but only those two. I was just wondering about the code involved and any errors I might incur...

Probably a one-post answer, but I would still ike to know, I might use it for something.

(hides in hole wearing steel helmet waiting for a verbal bombardment from Dcoder, realises it isn't a literal bombardment and gets some earmuffs instead).

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Feb 19, 2008 5:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't think that logic is anymore supported in RA2... So in short: no Wink

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Tue Feb 19, 2008 5:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

I heard somewhere that it ONLY works on APC/APCW, you know your way around AI.ini like I know the way around my house, but I want someone like PD or whatever to come over and make sure. Thanks though Smile

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Tue Feb 19, 2008 6:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

LOL, why are you afraid of me? That was a perfectly reasonable question. (The only reason I could feel iffy right now is that you miscapitalised my nick, but that is hardly a reason to start screaming.)
As to the question, all I know thus far is that the game does indeed load a special extra voxel for a unit called [APC], but I do not know how or when or even if that gets activated.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Tue Feb 19, 2008 6:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks
I'm not afraid it's just that most of the Time I see your posts it's saying some sort of criticism. and I shall say only two other words "lemming" and "suicide" Laughing

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Tue Feb 19, 2008 6:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey, you reap what you sow. Intelligent question == useful reply. n00b question == mockery. #Tongue

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Tue Feb 19, 2008 7:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Amen, thanks for the answer. (then PD/VK comes along and tells us when/why the game loads said special voxel and how we can make it under specific circumstances or in RP/Np/RP2 there is XXX piece of code that does it).

I can always hope Laughing

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Rattuskid
Sergeant


Joined: 01 Sep 2003
Location: Jersey,new

PostPosted: Fri Feb 22, 2008 3:06 am    Post subject: Reply with quote  Mark this post and the followings unread

After having tested it, I can say with a fair bit of certainty that the APC/APCW trick does not work in YR... It may have for RA2, or even 1.000 of YR, but not if fully patched.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Fri Feb 22, 2008 3:55 am    Post subject: Reply with quote  Mark this post and the followings unread

this is not research m8, unless you have conclusive results -
posting codes and screenies and such.. Otherwise, it should be demoted to RA2 editing

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Fri Feb 22, 2008 8:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Research conclusion:
The code is gone and it does not work, therefore I'm off to the RP2 bug tracker to request that it get put back in Smile.

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Fri Feb 22, 2008 11:17 am    Post subject: Reply with quote  Mark this post and the followings unread

you can make a .SHP and go that route. #Tongue

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Dupl3xxx
Commander


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

PostPosted: Fri Feb 22, 2008 12:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

the code still works!
I saw it in a mini mod "crazy rules" some time ago. There it was this unit that "sunk" into the water when it entered.
Isn't there any TS modders that can check the ini's?
I should have at least one line of code telling the game to use the APCW....

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Feb 22, 2008 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope, the game is hardcoded to only do that for the object named [APC], then it appends W to that filename and loads the art with that name.

Might be simple to allow it for all units in TS...

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Fri Feb 22, 2008 3:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Moved, if it becomes research ill move it back.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Fri Feb 22, 2008 5:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

both the APC and APCW voxels are already in the RA2 mixes IIRC, it shouldn't be hard at all to just code in a vehicle named [APC] and see what happens..

post screenies and code please to show results

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Feb 22, 2008 6:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hehe, HP will have the Amphibious water logic for all UnitTypes Smile

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Feb 23, 2008 9:41 am    Post subject: Reply with quote  Mark this post and the followings unread

yeah, but HP is a...

TS project

DAMN!!! Lock him in the tower of london!(which I went to yesterday)

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sat Feb 23, 2008 12:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lol...

The only reason i dont see it working in RA2 would be a change to the Amphibious movement zone or the Water detection, because of the ships...

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Feb 23, 2008 8:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

awww... ah well, off to the RP2 bugtracker to request that it works 100% in RP2

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Rattuskid
Sergeant


Joined: 01 Sep 2003
Location: Jersey,new

PostPosted: Mon Feb 25, 2008 12:31 am    Post subject: Reply with quote  Mark this post and the followings unread

The movement zones for amphibious stuff got all messed up in Ra2 for the anticipation of the corkscrew transport and landing craft...

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Mon Feb 25, 2008 4:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

damn, so by addin canbeach and the ship logic they screwed up the amphibious logic? awww...

thanks though

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Rattuskid
Sergeant


Joined: 01 Sep 2003
Location: Jersey,new

PostPosted: Tue Feb 26, 2008 1:02 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm not saying it's certain, but I remember my attempts at recreating the effect didn't pan out, even after cross referrencing the TS rules.ini.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Tue Feb 26, 2008 7:39 am    Post subject: Reply with quote  Mark this post and the followings unread

ok, thanks for your time.

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AprilWar
Rocket Infantry


Joined: 05 Sep 2007
Location: Somewhere in rulesmd.ini

PostPosted: Tue Feb 26, 2008 3:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:


The problem that westwood had were the terrain types i.e. [Beach]. You no longer can have tanks or infantry in beach without getting stucked.

You HAVE to use FloatBeach in landing crafts. Because it's easier to manipulate.

The CanBeach tag DOESNT work. At least not for me.

The only problem Amphibious units is the removal of the TS AmphibiousCruher logic (Thats why your APC wont work correctly) What you can do is add a SHP animation with the image of the apcw and put it as a trailer in the water

Locomotors , Speedtype & movementzone have nothing to do with each other. One will show the way it moves, the another one will specify where it can be moved, and the last one will show you how it works while moving- You should take this for your advantage.

After this im updating my LCRF tut. I found a better way Smile [/quote]

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