I believe it is done using infantry spawn logic. If you can find it, there is more information in the open-source thread at Sleipnirstuff.com QUICK_EDIT
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Fri Aug 20, 2004 5:22 pm Post subject:
I suppose you could use the InvisibleInGame=yes tag, but you won't be able to see if yourself. I may be wrong but you should be able to drive over it without a problem. _________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee
I thought InvisibleInGame would cause even more issues as that is normally reserved for unplayable special house, looks like I need to replace my concussion mine and mine clearer _________________ QUICK_EDIT
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Sat Aug 21, 2004 12:56 pm Post subject:
InvisibleInGame was used by the invisible light posts in TS and had no issues. If you think it may have a problem due to the house, just make it Owner=Civilian,Special or whatever. _________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee
I look at SgtMay's mines are they are "firestorm" walls so you can drive over the object and the mine had legaltarget=no set but this is kinda useless against online foes as they will simply force fire on them.
Also cloakradius can't accept =0.5
Deezire
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InvisibleInGame=
Can be set to 'yes' or 'no' and determines whether or not this object is always totally invisible to all players in the game. Note that the difference between this and the Invisible= statement is that in this case the object cannot normally be targeted or destroyed which could cause problems - for this reason, it should not be applied to player-owned objects.
The player that built the mine can also not see it _________________ QUICK_EDIT
1. putting DecloakToFire=no on the weapon makes it fire while the mine is still cloaked without taking the time to uncloak then fire... BTW: you're right about cloaked things taking longer to attack so the weapon works best with Speed=100 so units can't drive away before the weapon fires...
2. the unit will destroy the friendly units AS SOON AS they enter the weapon's range so they don't have time to cloak...
3. IsLimpetMine=true has no effect at all in Ra2... it's just leftover from my copy/paste from fs
4. AttackFriendlies suprisingly does work on buildings... _________________ Bang! QUICK_EDIT
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