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Ion Cannon Fragmented Codes and such
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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Fri Oct 28, 2005 5:02 pm    Post subject:  Ion Cannon Fragmented Codes and such Reply with quote  Mark this post and the followings unread

I have noticed that the Ion Cannon code in the superweapons statistics in rules.ini is the only unchanged superweapon from Tiberian Sun that is not commented out.  Is the logic still in the game so you could re-implement it?  And does ChemicalSpecial, HuntSeekSpecial, and DropPodSpecial still work or is the logic gone and the entire code never removed?  Don't criticize me for I am new to RA2 modding and a vet. at TS modding.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat Oct 29, 2005 7:13 am    Post subject: Reply with quote  Mark this post and the followings unread

No, the logics have all been removed or castrated beyond repair. You can use the Rock Patch to recreate the Ion Cannon, Drop Pods, and EMP Cannon into YR.

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Sat Oct 29, 2005 4:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

However, could you not re-create the Ioncannon actions and types?  And is it possible to make a Rock Patch for RA2?  I may lose my YR capabilities

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat Oct 29, 2005 5:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can't recreate the actions/types without patching the EXE. And, well, a RP for RA2 is possible, but PD is not going to do it, afaik.

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Sat Oct 29, 2005 7:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

PD should do it, and wouldn't it be easy just to make minor changes to the Rock Patch to get it to work for the RA2 EXE?

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sun Oct 30, 2005 9:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Uh, no, it wouldn't. We've already had this discussion several times over at the RenProj forums, in the official patch discussion thread.

To make it short, RP is YR only, and it can not be ported to RA2, TS or any other game, it would be easier to remake it from scratch. First of all, PD isn't planning to recode RP for RA2, he said he might try TS sometime. Second of all, I see little point in RP'ing RA2, since YR is fairly more capable already. And it's a cheap thing to get.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sun Oct 30, 2005 11:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

u can recreate drop pods too also ion cannon codes only work as map trigger.

ion cannon in yr is a fancy dom clone with very fast rate and high draw off sets if not using merged method.

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Mon Oct 31, 2005 4:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh, okay...

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ChrisBlitz
Medic


Joined: 17 Sep 2005

PostPosted: Tue Nov 01, 2005 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Don't forget that in YR you get elevation issues when using tiled animations eg the ion beam. It is tiled of course but the first tile is too far above the ground. So you have to add the beam to the WH animation as well.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Wed Nov 02, 2005 8:43 am    Post subject: Reply with quote  Mark this post and the followings unread


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ChrisBlitz
Medic


Joined: 17 Sep 2005

PostPosted: Tue Nov 15, 2005 7:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

...and?

How else CAN you lower the botom tile of the ion beam?

Also, how can you make drop pods in Rock Patch. i see nothing drop pod related in the guide besides YR SW clones and Anim and Fire SWs.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Wed Nov 16, 2005 6:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Re-read the link I gave. It explains how to fix the Ion Cannon positioning.

As for Drop Pods, it's called "creativity". You know, using the grey matter to find ways to use existing ingame logics for new purposes, the stuff people had to do before PD came along and gave everyone what they wanted?

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed Nov 16, 2005 9:24 am    Post subject: Reply with quote  Mark this post and the followings unread

you be suprised at how many individuals lack "creativity" :p

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Thu Nov 17, 2005 2:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Yep.  Only if PD would do something like this for RA2, and TS.  Heard he was planning something like this for TS.

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ChrisBlitz
Medic


Joined: 17 Sep 2005

PostPosted: Thu Dec 01, 2005 9:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

I found what needs to be done. Add YDrawOffset=120 to the ion beam animation. I thought it was 115, but I found at RTB forums that the correct value is 120. If you see it to be off, then changing it won't hurt.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Fri Dec 02, 2005 8:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Argh, please tell me you noticed my post "Not necessarily..." had a link in it.

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ihateharriers
Rocket Infantry


Joined: 20 Sep 2005

PostPosted: Fri Dec 02, 2005 5:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

i didn't know that drop pods were reenabled in the rock patch. i guess i'll have to figure out how they work. very cool,very cool.

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