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Visceroid's in ra2
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amartin99
Light Infantry


Joined: 06 Dec 2006

PostPosted: Sun Apr 29, 2007 11:04 pm    Post subject:  Visceroid's in ra2 Reply with quote  Mark this post and the followings unread

is there anything like the old Visceroid from TS in RA2 ?

I love VC maps
but hardly anyone playing TS anymore
so id like to make something simaler in RA2
but I don't recall aver seeing a unit that would explor on it's own

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Sun Apr 29, 2007 11:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here is one for you: Ive tried this actually.

If you read the tutorial on Visceroid spawning weaponry on the Tiberian Sun tutorial factory. If you have not here is the link:

http://www.ppmsite.com/forum/viewtopic.php?t=12257

I also tried to make weapons spawn visceroids in Redalert2 (this was Yuris Revenge but it should be the same).

The Bad part: It didnt work. I tried to revive the Visceroid logic by actiually linking

LargeVisceroid=VISC_LRG
SmallVisceroid=VISC_SML

to copies of the one in Tiberian Sun. Still it dint want to work.

And I tried to give a solider the visceroid spawning weaponry with revived [GAS] warhead logic, still it dint want to work.

Ive at the same time tried to make the Ore/Gems do damage to infantry but it also did not work.

There is a slight possibility it may work in normal Redalert2 but I dont think it will. I wont try it becaus I mod Yuris Revenge only.

The closest I believe you can get to visceroids in Redalert2 is with preplaces visceroids on maps. I dnot know if the logic for visceroid movement still works or if the logic for baby visceroids to combine into adult visceroids work. I also dont know if they will heal themselves on Ore/Gems, I dont believe they will becaus normal unit cant with the TiberiumHeal=yes tag on Ore/Gems

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Ickus
General


Joined: 25 Nov 2002
Location: @__@

PostPosted: Sun Apr 29, 2007 11:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

no, actual viserciod/tiberium logic is kinda defunct in RA2 cause, other stuff uses it.? o.O

you can make visceriods into infantry, so to move randomly but, its not as wild as in TS.

[Cows kinda move around] and make them squiggle, Idle frames. etc

and while the merge logic isnt there you can use the spawning logic to spawn neutral baby visceriods if a large one gets destroyed

play around with it, you can come up with many combinations to this problem.

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Sun Apr 29, 2007 11:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is Redalert2 not Yuris Revenge. Spawning stuff cant be done in Redalert2 as it could in Yuris Revenge if I remeber correctly.

As for the cow logic your absolutly right on that that it will move ramdomly but it wont be realy that good for visceroids becaus they animate the whole time and move the whole time. And you also have to make the visceroid a infantry with a new sequece and so on.

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amartin99
Light Infantry


Joined: 06 Dec 2006

PostPosted: Mon Apr 30, 2007 12:02 am    Post subject: Reply with quote  Mark this post and the followings unread

you guys are a bit over my head there

I was just wondering if there is a unit I can pre place in a map and have it search and atack both sides like the old VC would

it's odd but the copy of ra2's rules.ini I have still has refrinces to the VC in it
makes me wonder if we can just put in the rite text and have the VC back

I know like 6 months ago I tried playing a TS map in RA2 that had VC in it
but they didn't load in the game

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Apr 30, 2007 12:07 am    Post subject: Reply with quote  Mark this post and the followings unread

cos VISC was originally a vehicle ... the logic is disabled...

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Mon Apr 30, 2007 12:14 am    Post subject: Reply with quote  Mark this post and the followings unread

I have to get back to you on this one becaus I never realy tried to make a preplaceable Adult Visceroid becaus that was not what I wanted.

When I do and suceed I will post the code in this thread but it wont be today becaus I need to reinstall the game and I currently have taken a pause from moding Redalert2 and Yuris Revenge. I currently mod Tiberian Sun.

Allied General I think it may work actually becaus the only thing you should need for preplacable adult visceroids is random movement and getting it to animate. It would also look fun having it with the Terror Drone logic.

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amartin99
Light Infantry


Joined: 06 Dec 2006

PostPosted: Mon Apr 30, 2007 12:58 am    Post subject: Reply with quote  Mark this post and the followings unread

ok
thanks

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Rattuskid
Sergeant


Joined: 01 Sep 2003
Location: Jersey,new

PostPosted: Mon Apr 30, 2007 2:20 am    Post subject: Reply with quote  Mark this post and the followings unread

All shp units animate when idling. Look at the dolphin or squid. It's just that some (TD) only have one idle frame per angle.

And I think, THINK that the flag LargeVisceroid= will still render a unit wandery-like in RA2/YR. The transmorgifying logic is what was specifcally disabled.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Mon Apr 30, 2007 8:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Rattus is right, both LargeVisceroid=yes and SmallVisceroid=yes still make the VehicleType wander around. It's literally impossible to get people to board such a transport, but it does attack on its own, so it will work fine as a civilian pest.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon Apr 30, 2007 1:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

well you need to merge the visceroid movement and attack into one sequence (the attack and movement were spilt and no sequence is in art.ini) the merging of too small into large though is impossible.

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amartin99
Light Infantry


Joined: 06 Dec 2006

PostPosted: Mon Apr 30, 2007 11:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

sounds perfect but it's not working for me

I tried

[POLARB]
LargeVisceroid=yes
GuardRange=8
Owner=Civilian
Sight=9
Strength=500

no joy
they just sit there grooming themselvs unless something atacks them

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Tue May 01, 2007 1:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Has to be a vehicletype. HAS to. That's the only way LargeVisceroid=yes will work.

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amartin99
Light Infantry


Joined: 06 Dec 2006

PostPosted: Tue May 01, 2007 2:44 am    Post subject: Reply with quote  Mark this post and the followings unread

ah should have thought of that
thanks

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Tue May 01, 2007 3:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Perhaps we shoud ask CnCVK to add/enable merging of units (visceroids) this feature to RP? #Tongue

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