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Unit (Big and little) groups selection and moving
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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sat Mar 19, 2011 5:17 am    Post subject:  Unit (Big and little) groups selection and moving
Subject description: Question
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When we select a group of units and move them somewhere - they are moving close to each other and when they reach their destination point, they are standing on a neighboring cells, if they have small size -it's ok, but if they are big (for example big shp vehicles) - their images can intersect while they moving and when they reach their destination.
So maybe it's possible somehow to make some kind of "foundation" parameter for big units? Or make them move and stop at some distance?

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sat Mar 19, 2011 6:45 am    Post subject: Reply with quote  Mark this post and the followings unread

No, the foundation size is hardcoded to 1x1 and it can't be changed as far as I know.

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interesting seeing your voxel work. They're still better than Aro's!

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sat Mar 19, 2011 6:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Maybe some another ways?

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sat Mar 19, 2011 6:49 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm definitely sure it can't be changed unless you hack the exe of course.

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interesting seeing your voxel work. They're still better than Aro's!

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Mar 19, 2011 8:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Shrink your voxels down to miniature size.

Honestly, I did this once for the Allies. It was the cutest thing until a bunch of Rhinos came and destroyed my miniature fun.

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sat Mar 19, 2011 8:32 am    Post subject: Reply with quote  Mark this post and the followings unread

I've decided to use shapes istead of voxels, thats why resizing is not the way (because I also decided to keep real scale in game and infantry scale is a basic scale for everything, and resized shape loosing his beaty).
How exactly to hack exe file?

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Mar 19, 2011 8:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Don't.

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sat Mar 19, 2011 9:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Orac wrote:
Don't.


Don't what?

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Mar 19, 2011 9:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Edit the exe.
Don't.

Well, unless you've got the time to learn... or you're already proficient in assembly or C?

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sat Mar 19, 2011 9:23 am    Post subject: Reply with quote  Mark this post and the followings unread

I've got some basic knowledge in C

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Sat Mar 19, 2011 9:40 am    Post subject: Reply with quote  Mark this post and the followings unread

andrewmarley wrote:
I've got some basic knowledge in C

Don't even try unless you're dedicated to learning C++, ASM and you'll actually learn it.

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sat Mar 19, 2011 9:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Ok, could somebody do that for me?

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Sat Mar 19, 2011 10:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Just stop, it's not going to happen, save yourself before the vultures of this forum descend upon such a request.

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sat Mar 19, 2011 10:25 am    Post subject: Reply with quote  Mark this post and the followings unread

But it's important!

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Mar 19, 2011 10:58 am    Post subject: Reply with quote  Mark this post and the followings unread

It's also important to know your limits.

Seriously. I know that unit overlapping exists, but honestly I never cared about that. The usual decisions are to keep the unit scale, and resize infantry, or don't care about realistic scaling.

These are the two ways. Unit overlapping exists since the first C&C and it's a drawback of the cell-based map structure. I'm not a genius, but I don't think leptons can be used effectively in this engine for size and pathfinding options. And there is no other thing, only leptons, the infantry subcell positions and cells. Even if you'd know what you're want to doing, you would still mess up at least one of these, or possibly the whole engine.

I agree with Orac. Don't. Live with that. Modding have limits. In this game, there are. It's already a huge advantage that the community found out most of these limits.

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Mar 19, 2011 11:03 am    Post subject: Reply with quote  Mark this post and the followings unread



Seriously though in stock game units overlap by default (Kirov being a obvious example). Its not a big deal and no one cares for such a trivial feature.

Might as well mod Generals.

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sat Mar 19, 2011 12:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dreams... dreams... dreams...

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IamInnocent
Rocket Infantry


Joined: 28 Dec 2010
Location: East Malaysia

PostPosted: Sat Mar 19, 2011 12:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Intersect? Who cares! Even C&C Generals have those! Modding have limits... Because of limits we keep creating new ideas to improve it... But when it comes to this problem... I mean, not because I wanna criticize you but come'on man! Does anyone care about a minor problem like this? (Unless someone wants to make a mod picture perfect.) The best thing you can do now is to ignore it or... you still wanna make it picture perfect, learn to code it or C it. Or even luckier, a person will give you the code or help insert the code in either Ares, Rockpatch, NPatch, Gear Zero etc... (And don't ask me how because I don't know as well.)

Off Topic: Is this comment too long or what? Laughing

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Last edited by IamInnocent on Sat Mar 19, 2011 1:19 pm; edited 1 time in total

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sat Mar 19, 2011 1:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just really wanna make my mod looking good

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Mar 19, 2011 2:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Choose a different more suitable engine.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sat Mar 19, 2011 2:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I agree with Bolt.

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interesting seeing your voxel work. They're still better than Aro's!

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sat Mar 19, 2011 4:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Generals?

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Sat Mar 19, 2011 8:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

IamInnocent wrote:
Intersect? Who cares! Even C&C Generals have those! Modding have limits... Because of limits we keep creating new ideas to improve it... But when it comes to this problem... I mean, not because I wanna criticize you but come'on man! Does anyone care about a minor problem like this? (Unless someone wants to make a mod picture perfect.) The best thing you can do now is to ignore it or... you still wanna make it picture perfect, learn to code it or C it. Or even luckier, a person will give you the code or help insert the code in either Ares, Rockpatch, NPatch, Gear Zero etc... (And don't ask me how because I don't know as well.)

Off Topic: Is this comment too long or what? Laughing


Uhm Rolling Eyes

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Mar 19, 2011 10:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

andrewmarley wrote:
Generals?

Generals still can have overlap issues.

I suggest you mod the only game which is entirely realistic.

Reality.
Although there are a number of RA2-style logics that you won't be able to include, and animating infantry can be a bitch. Also, unfortunately, with the increasing popularity of computer and console games, not to mention work, you may not be able to find many active players.
Also, the up front cost of the tools involved in modding reality can be a major turn-off for would be developers in many countries. You might need to contact your local government and ask whether they'd be interested in helping you with a TC. Very Happy

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sun Mar 20, 2011 4:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh...

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Sun Mar 20, 2011 6:12 am    Post subject: Reply with quote  Mark this post and the followings unread

overlap is problem in all C&C games. Including newest, sage engine just doesn't do anything about it so pack of overlord tanks for example overlap nicely in generals and C&C3/RA3 etc it all can happen too.

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sun Mar 20, 2011 8:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Totally problem...

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Sun Mar 20, 2011 8:38 am    Post subject: Reply with quote  Mark this post and the followings unread

It's an issue that you either have to deal with or compensate through smaller scale graphics.

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Discord: theastronomer1836
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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sun Mar 20, 2011 9:26 am    Post subject: Reply with quote  Mark this post and the followings unread

But smaller scale is not so beaty as original...

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sun Mar 20, 2011 7:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

But it's a really minor thing.
Scale is hardly the most reality-breaking element of the game looks nice.

-artillery range
-aircraft speed
-resources
-base building
-superweapons

Keep your units full size and just be happy that the game

Last edited by Orac on Mon Mar 21, 2011 2:54 am; edited 1 time in total

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andrewmarley
Rocket Cyborg


Joined: 10 Oct 2010
Location: Russia

PostPosted: Sun Mar 20, 2011 7:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok

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