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bit of help?
Moderators: Global Moderators, Red Alert 2 Moderators
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red_rebel
Stealth Laser Trooper


Joined: 06 Dec 2004
Location: out collecting bounty from "LOL" ninjas

PostPosted: Mon Dec 06, 2004 9:56 pm    Post subject:  bit of help? Reply with quote  Mark this post and the followings unread

Well Im new to this site and I know a bit about modding and well I have some questions.


- Ok I understand the version numbering but not exactly, I need it to be explained    

Expl:   v2.2.25 why not just v2.3? (Or does it really matter?)

- Can missiles in RA2 have extra projectiles like in Tsun ?


Oh i know lots about INI coding but im moving from TS to RA2 &YR. Im also good at converting , voxels, mapping, and some SHP. So give me some help and might i also let you know that im a fast learner (tought myself all modding stuff i know, but RA2 has tricky INI). So if I wanna make a mod sometime within 3 weeks dont be suprised. Like I said Im a fast learner and put it to good use, and I know you guys dont like the idea of a new guy coming in and acting like he's all that but im not new to Modding in general. Just moving on from Tsun -> RA2.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Dec 07, 2004 11:31 am    Post subject: Reply with quote  Mark this post and the followings unread

you can implement old TS code (well most of it, try and experiment)

the missiles which can be shot down are actually units with warheads and therefore have no weapons entries so you cannot attached cluster bits to these weapons but any normal missile is fine.

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red_rebel
Stealth Laser Trooper


Joined: 06 Dec 2004
Location: out collecting bounty from "LOL" ninjas

PostPosted: Wed Dec 08, 2004 2:10 am    Post subject: Reply with quote  Mark this post and the followings unread

So... hmmmm...

Well cause i noticed that the RA2 & RulesMD INI are kind of similar to T-sun INI in wording, but they have different meanings(some). So if they are units that basically kill them self along w/ the proximity...couldnt you make it so the animation for the explosion looks like it has extra projectiles but really it wouldnt... then you could set the range of the blast to fit the Anim?

But yes I will have to do some experimenting.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed Dec 08, 2004 10:27 am    Post subject: Reply with quote  Mark this post and the followings unread

well you could use voxel debris i guess to achieve that effect...

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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Wed Dec 08, 2004 10:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think its possible to make a cluster spawned missile via debris. Thou I cant think of a reason the missile will blow in the air. Btw a death weapon could be implemented a spawned missile.

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in 2009 to Florence. Viva Italia!

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Dec 09, 2004 11:30 am    Post subject: Reply with quote  Mark this post and the followings unread

uh missiles shooting it down? :p

deathweapons could work i guess aswell ;p

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