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Subterranean help
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Dragonologychris
Soldier


Joined: 14 Nov 2006
Location: Kansas, USA

PostPosted: Mon Jul 19, 2010 2:29 am    Post subject:  Subterranean help Reply with quote  Mark this post and the followings unread

in c&c4 Nod uints that go Subterranean and stay that way. i want to know if there a way to make it Deploy and it stays Subterranean, and come up when i Undeploy and stays above groun?

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Scorched Earth
Commander


Joined: 14 Sep 2008
Location: California, USA

PostPosted: Mon Jul 19, 2010 3:52 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm sorry, but RA2 doesn't allow for anything like this... But it would be a good idea.

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High Templar X
Cyborg Firebomber


Joined: 26 Apr 2010

PostPosted: Mon Jul 19, 2010 5:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Being that there's no way to attack a 'burrowed' unit, this would be a potentially bad idea.

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Cantdrawbutmod
Rocket Cyborg


Joined: 19 Oct 2009

PostPosted: Mon Jul 19, 2010 8:46 am    Post subject: Reply with quote  Mark this post and the followings unread

What you're asking may be impossible as you describe it,but if you have a very very accurate description of every features your unit should have,maybe some experimented modders could tell you how to do "tricks" that would look like subterranean behavior (quick stupid random idea: turn the unit into an air unit with empty graphics,and invisibility/immortality tags) or something else.
Or maybe it could be used to find new ideas for Ares features.

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Mon Jul 19, 2010 10:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Well you can have a unit deploy into a cloaked building and have the building auto deploy into a cloaked version of the unit. I don't know the code on it but their something about auto deploying buildings in Tutorial Vault.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Mon Jul 19, 2010 9:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I suggest it deploy into an invisible/clocked building, like what was said before. And then have it slowly take damage as it remains underground. This way staying underground for prolonged times will destroy the unit, but give you temporary invulnerability. Hence to balance the unit.

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wardeathfun
Commander


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

PostPosted: Tue Jul 20, 2010 5:55 am    Post subject: Reply with quote  Mark this post and the followings unread

ooooor you could simply leave the unit as be and not give it a weapon that hurts itself since most subteranian vehicles are made to stay underground and simply give it a tag so even if you still have it, it will end the game regardless if it exist.

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Tue Jul 20, 2010 10:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm... What if it was just was cloaked in general? Is their a way to make it so if you deploy a unit it will cloak? Also is their a way to make it so it doesn't move while cloaked?

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed Jul 21, 2010 1:13 am    Post subject: Reply with quote  Mark this post and the followings unread

That's simple, use the deploy logic from the Soviet siege chopper.

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Additional new features.

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wardeathfun
Commander


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

PostPosted: Wed Jul 21, 2010 5:19 am    Post subject: Reply with quote  Mark this post and the followings unread

yup, the deploy anim could have the unit go underground and everything. If anyone would for any reason want to, you could have the invisible tag on it (forgot on top of my head what it is, but there is a tag that makes it completely invisible, but if it dont work, just use an empty voxel file or give it a dummy image to begin with).

I dont know why you would want the unit to not move underground, but you could make its speed=0. That is commom knowledge i thought. To be honest, this entire idea is somewhat buggy like it taking up a spot ontop of terrain or how you either will be able to destroy the unit, or you cant target the ground or you will see the health bar (but if i recall, you see it anyways with these kind of units anyways).

Thats my input. I am sure there is better though.

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Wed Jul 28, 2010 7:23 am    Post subject: Reply with quote  Mark this post and the followings unread

High Templar X wrote:
Being that there's no way to attack a 'burrowed' unit, this would be a potentially bad idea.


Radiations still have effect on ground units without ImmuneToRadiation=yes, no matter where they are.

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