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2 ideas that might or might not suck.
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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Wed Nov 28, 2012 9:07 am    Post subject:  2 ideas that might or might not suck. Reply with quote  Mark this post and the followings unread

Just thought I'd see if anyone else thinks these would be good additions, if they fall within the realm of possibility, or if they'll be met with mocking and ridicule. Smile

Idea #1: Sniper's range increases when he garrisons a building. Ok, so this one would be easy (I think... but maybe not?) and would add one more realistic detail, and I'd just really love to see it happen. Different types of infantry can already garrison a structure and fire different weapons out of it, and that's totally awesome. If a sniper could shoot a little further from the windows of said structure, well that'd be just awesome.

Idea #2: Unit that can scale cliffs. So we already have amphibious, subterranean, stealth, air, sea, and chrono units... but if there was, for instance, an infantry unit that could repel down a cliff, it would add yet another dynamic that could be really useful and/or cool. I guess it would need shp frames for repelling down and climbing up, and it would be tricky to get them to look right... Anyway, just a wild idea. You can make fun, I don't mind.

...and bonus 3rd thing... sorry to ask this here but does anyone know if it's currently possible to have a structure that's both a war factory and a barracks in RA2? There's a mod I've always wanted to make... Anyway, just curious if this would be a simple thing to implement or not.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Nov 28, 2012 9:11 am    Post subject: Re: 2 ideas that might or might not suck. Reply with quote  Mark this post and the followings unread

FinalMoon wrote:
Just thought I'd see if anyone else thinks these would be good additions, if they fall within the realm of possibility, or if they'll be met with mocking and ridicule. Smile

Idea #1: Sniper's range increases when he garrisons a building. Ok, so this one would be easy (I think... but maybe not?) and would add one more realistic detail, and I'd just really love to see it happen. Different types of infantry can already garrison a structure and fire different weapons out of it, and that's totally awesome. If a sniper could shoot a little further from the windows of said structure, well that'd be just awesome.

Idea #2: Unit that can scale cliffs. So we already have amphibious, subterranean, stealth, air, sea, and chrono units... but if there was, for instance, an infantry unit that could repel down a cliff, it would add yet another dynamic that could be really useful and/or cool. I guess it would need shp frames for repelling down and climbing up, and it would be tricky to get them to look right... Anyway, just a wild idea. You can make fun, I don't mind.

...and bonus 3rd thing... sorry to ask this here but does anyone know if it's currently possible to have a structure that's both a war factory and a barracks in RA2? There's a mod I've always wanted to make... Anyway, just curious if this would be a simple thing to implement or not.


Idea 1 - Can't you already do that by giving the unit a different OccupyWeapon?

Idea 2 - Seems like it'd be at least a great remade logic from Generals

Idea 3 - Not possible so far... But this one is a theory.... if you can get a unit to spawn outside of the building's Coordinates it may be possible.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Nov 28, 2012 9:49 am    Post subject: Reply with quote  Mark this post and the followings unread

3) is not possible. You can't give a single building the 2 keys
Factory=InfantryType
Factory=UnitType

The latter one would overwrite/replace the first one when parsed by the engine.
Even if upgrades would to apply such logic to a building, the upgrade with Factory=UnitType would simply overwrite/change the buildings Factory=InfantryType

You can test if Factory=UnitType,InfantryType works, but i highly doubt that.

\EDIT
sorry, i missed that this is in the Ares forum and not in the normal editing forum.

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Last edited by Lin Kuei Ominae on Wed Nov 28, 2012 12:17 pm; edited 1 time in total

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed Nov 28, 2012 12:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

All Inf occupying structures use the Urban combat ini tags in combatdamage section of the rules.

; ******* Combat and damage rules *******
; General rules that control combat, damage, or related items are listed here.
[CombatDamage]

;***Urban Combat (UC) ver 2.0***
OccupyDamageMultiplier=1.2;gs since weapon is now tied to actual occupant, these restore the control lost
OccupyROFMultiplier=1.2;
OccupyWeaponRange=5;gs range bonus from being in a large footprint building is automatically
;added. Can't get the range from the wepon since if two different guys are inside, once the short range
;guy gets his turn then he'll make the building stop shooting.

I think his first request is a bad rewrite of a feature which I believe didn't survive DFD, Not 100% sure.

Basically the ideal would be for an overhaul of the original existing combat logic for occupied buildings. For occupying infantry to use the range on their weapon instead of the *5 listed in the combat settings or whatever you set it to..

This could be done a few ways, but I'm not sure which approach developers would want to try, weather it be on the weapons via tags, the buildings, or its own ini section.

How about a simple tag on your weapon?

[Weapon] RespectOccupyWeapon=
If set to yes, original combat rules are ignored and occupied building uses all original weapon tags. Defaults to no?

But if they fix this they might as well also fix the bug which doesn't allow open topped Buildings. In that way you could send flak troopers into a building to shoot down a harriers while engaging tanks around the base of the building.

#2 is probably impossible unless they added a whole new type of movement type.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Nov 28, 2012 1:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

considering that 2/3 of OPs post are related to lack of knowledge in general RA2 modding and editing stuff, I think it belongs to the RA2 editing forum instead of Ares.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Nov 28, 2012 1:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wasn't it in the modding forum before, then moved to Ares and now back again?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Nov 28, 2012 1:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dunno, when I arrived, it was in Ares subtopic as a new threead entirely. Without a note who moved it where.

Either way, nerw MovementZones/locomotors are definitely not worth the effort AFAIK ATM.

About 3... best thing you can do is to make it a cloner of one and a factory of the other (Cloning=yes and FactoryType=UnitType4 / CloningFacility=yes and FactoryType=InfantryType (Ares 0.2 needed)) but in that case you must not use WeaponsFactory=yes (unless you want the inf to get stuck within the building).

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Wed Nov 28, 2012 2:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, WW added the OccupyWeaponRange= to particularly set a global range for all garrison weapons as else it gets firing bugs with firing when some guys got less range than others and thus a sniper can't gain bonus range in garrison due to way WW bypassed this original bug of theirs.

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Wed Nov 28, 2012 4:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I do have a lack of knowledge when it comes to RA2's modding capabilities, forgive me, but if what ApolloTD said is correct, it'd be great to have a workaround for snipers to be able to shoot further from structures IMO. Which is why I did post this in the Ares forum (however n00bish that might have been...).

Scaling cliffs worth it? You're right, probably not, but I just thought I'd throw it out there in case anyone thought it was worth a try. Have to admit it would be cool.

And my third question was curiosity. Oh well.

I still don't think I posted in the wrong forum. #Tongue

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Nov 28, 2012 7:06 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Wed Nov 28, 2012 9:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Climbing cliffs has already been requested. It lost its DFD against Deployer Stat Changes.

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Wed Nov 28, 2012 10:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well ztype me. You guys thought of everything. #Tongue

This topic can die now. Apologies!

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Wed Nov 28, 2012 10:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

With RA2's style I don't think scaling cliffs would look good anyway. Now like when a Combat Cycle in Generals ride off the cliffs, it looks great due to the 3D graphics.

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