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Can infantry disguise as objects (trees, rocks)?
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Amada
Civilian


Joined: 04 Apr 2004

PostPosted: Sun Apr 04, 2004 11:04 am    Post subject:  Can infantry disguise as objects (trees, rocks)? Reply with quote  Mark this post and the followings unread

I was wondering if this was possible using the current graphics in YR.
I know I can make an infantry unit that "looks" like a bush (through artwork), but I'm not interested in that.

I need to use the current graphics in the game for a mod map (I'm currently working on a mod map that only uses game graphics, including unused ones, as far as it can). Because this is a mod map, if there's any way to do this or even simulate it through triggers or whatever, that would be great.

Essentially, to make a Spy that acts like a Mirage tank. It's probably impossible, but I figured I'd try to give it a shot.

Also, as (stupid) as this would/might be, it would be okay to make an infantry unit a "vehicle" (increase its size or whatnot), although I'd like to avoid this as much as possible (...not sure if it's possible, though, heh). The two units I'm mostly concerned on doing this with are a hero sniper and a scout unit, so they wouldn't need to be surrounded by other infantry.

(On the other hand, I'd like to COMPLETELY thank this community and many others that I've looked up on, I've learned so much about mod mapping just from reading the forums). Anyone that helps me with this, really, thank you. I apologize if this is an incredibly stupid question.

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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Sun Apr 04, 2004 4:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can create a one-frame infantry that looks like a bush or tree and

;*** Spy stuff ***
AlliedDisguise=E1
SovietDisguise=E2 ; these are the defaults for the spy if a MakeupKit hasn't been used
ThirdDisguise=INIT

change e1, e2 and init on those trees

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

PostPosted: Sun Apr 04, 2004 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

you'll see a walking tree #Tongue... suspicious, huh?

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Fremen5
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Joined: 10 Aug 2003
Location: Laughing at Donald Trump in a rather flat place

PostPosted: Sun Apr 04, 2004 11:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol...
When trees attack! #Tongue Laughing

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Kravvitz
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Joined: 25 Mar 2003
Location: USA

PostPosted: Mon Apr 05, 2004 12:36 am    Post subject: Reply with quote  Mark this post and the followings unread

look at [TankMakeupKit].

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Amada
Civilian


Joined: 04 Apr 2004

PostPosted: Mon Apr 05, 2004 5:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks, but TankMakeupKit doesn't work correctly with infantry. It's probably because of the problem I occured below. Infantry will aim at the trees, the attack cursor comes up, it makes the "disguise" sound, and this all confuses me.

(If AlliedDisguise="Unknown Unit" or a tree/rock/whatever then it will show the Sniper as invisible (no graphic) to you). I looked into this further inside the artmd.ini file and found "Theater=yes" and "Foundation=1x1" being the only common differences between (all) trees and other "unit" images that the game uses. I'm pretty sure it's the "Theater=yes" that makes the game say "no" to using Infantry as trees and such because rocks only have "Theater=yes" and they don't work. This makes me sad. Any ideas how to get around something like this, or of any tree-like images in the art file that don't have "Theater=yes"?

On another note, it might be because in the art file it isn't sequenced as infantry. That's...probably the most obvious problem. But trying in vain...

I might just make it so that the default disguise is "invisible" () so that the player that owns it will see the visibility fade in and out and can still find him but he will be invisible to the opposing player (when not moving). This is like camo, I suppose (and better than cloak, as I could (probably) make it so he's only "invisible" while not moving)....

After thinking about it, making it a vehicle would totally defeat any ability of hiding it in the other trees, so forget that.

I know it's completely possible to make an infantry shp that uses a tree's frames, but I'm not trying to do that as mod maps can't "change" units other than rules-esque things to my knowledge...

Anyway, here is the Sniper file so far:
(Anyone know why I can't select him by clicking and dragging? If not, it's okay, I'm sure I can figure that out by myself with some work, probably just an error on my part)

[General]
AlliedDisguise=SROCK05;AlliedDisguise=CIV1;testing to see if
;Theater=yes can become infantry disguises, which I don't believe works.

[CIV2];U.S. Sniper;CIV2 is only for testing,
;as it has no cameo, it's fairly worthless
UIName=Name:SNIPE
Name=Advanced Marksman
Image=SNIPE;may be commented out if [SNIPE] is used
Category=Soldier;removable, overwrites CIV1 properties
Primary=AWP
Secondary=TankAWP
Prerequisite=GAPILE,RADAR
CrushSound=InfantrySquish
Strength=125
Pip=red
Armor=none
TechLevel=1
Sight=8
Speed=4
Owner=British,French,Germans,Americans,Alliance
RequiredHouses=Americans
AllowedToStartInMultiplayer=no
Fraidycat=no;removable, overwrites CIV1 properties
Civilian=no;removable, overwrites CIV1 properties
Nominal=no;removable, overwrites CIV1 properties
Cost=1000
Soylent=500
Points=10
IsSelectableCombatant=yes
VoiceSelect=MirageTankSelect
VoiceMove=MirageTankMove
VoiceAttack=MirageTankAttackCommand
VoiceSpecialAttack=MirageTankMove
VoiceFeedback=CivAllFear
DieSound=CivThinDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10
ImmuneToVeins=yes
ImmuneToPsionics=no
Bombable=yes
RadarInvisible=yes
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF,CLOAK,FASTER,SIGHT,SENSOR
Size=1
Crushable=yes
ElitePrimary=AWPE
EliteSecondary=TankAWPE
IFVMode=5
CanApproachTarget=no
;CanPassiveAquire=no
CanRetaliate=yes
CanDisguise=yes;I appear differently to all players
PermaDisguise=yes;This is for a "Spy"
;DisguiseWhenStill=yes;This is for a "Mirage"
Trainable=yes
;DetectDisguise=yes
;CloakStop=yes;I think this is archaic and doesn't work, so I left it out
CloakingSpeed=1;might change to "0"

[CIV1]
Techlevel=1
;Image=TREE01;Doesn't work to my knowledge

;Weapons
[TankAWP]
Damage=1
ROF=200
Range=15
Projectile=InvisibleLow
Speed=100
Report=SniperAttack
Warhead=AWPTank
RevealOnFire=no ;Doesn't clear shroud when fired
;Bright=yes

[TankAWPE]
Damage=1
ROF=80
Range=15
Projectile=InvisibleLow
Speed=100
Report=SniperAttack
Warhead=AWPTank
RevealOnFire=no ;Doesn't clear shroud when fired
;Bright=yes

;Warheads
[AWPTank]
Verses=0%,0%,0%,1%,1%,1%,0%,0%,0%,2%,0%
;Culling=yes;doesn't seem to work :'(
InfDeath=1
AnimList=PIFF
Bullets=yes

[HollowPoint];hollowpoint attack
Verses=200%,100%,100%,0%,0%,0%,1%,1%,1%,0%,0%
InfDeath=1
AnimList=PIFF
ProneDamage=100%
Bullets=yes
PercentAtMax=.9;added

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