exact same question i asked on these forums not that long ago
Banshee dont know, u dont know I dont know
anyone else
theres also tags like
TickTank=yes
Juggernaut=yes
Artillary=yes
which quite honestly i dont get, i mean what special values does a tick tank have that no other unit has ??
AFAI knew it was simply a unit that could deploy into a building with a weapon + turret (to put it simply)
whats the special rules there ?
and juggernaut (surely artillery=yes would be fine for this ?) once again im not sure why that tag does exsist or what it does but it does seem that every deploy to fire unit has some sort of related individual tag
SensorArray=yes is understandable though due to the cloak radius in cells thing (sensor array would define this as sensor range i would imagine)
IsMobileStealth=yes ; obviously needed but also why ?
as i said i really dont know why there is individual tags for each deployable unit you would think a simply
Deployer (which is obsolete in TS) would do
thinking about it now, that tag was made for TS AFAIK but maybe there was a serious prob with it and as an alternative they had to give specific tags to EVERY deployable unit
hence the TickTank=yes, ICBMLauncher=yes and so on
then for RA2 they fixed it as you may notice
Deployer=yes on such units as the GI
however it seems to have only been enabled/fixed for infantry
as i dont mod RA2 and dont really care to much for it as a game i wouldnt know if it works for vehicles also and vehicle to building logic
Anyway that may have answered the question why its there but the main question of what EXACTLY it does is a mystery for me at least
I would guess it gives it no special traits except for the small possibility of an identifyer for Single Player missions like the Harvester=yes tag
eg all units with ICBMLauncher=yes have value X
Another mystery to me is the tag
IsPlugin=yes
its for the Upgrade center but is not necessary in the sense that if you disable it nothing seems to change (u can still upgrade the buildings get the superweaps etc etc) _________________ QUICK_EDIT
Well, there are tags such as IsBaseNormal=yes and such in RA2 so it would make sense that they are an identifier of some sort, either related to actions they perform (harvester=yes) or something to do with single player, perhaps WW wanted to include unit specific EMP or weapon effects, and they are in effect some sort of extra armour category, making them immune to certain weapons (e.g in a harvester truce, all units with Harvester-yes will not be auto-fired on), either way they're most likely non-functioning anymore. QUICK_EDIT
bah i just typed out a whole message and accidently pressed back and lost the lot (backspace atually)
but anyway keep it short yes I agree Tratos and yes the exact distingushes these tags may or may not have had are likely to be unused or never implemented now :S
Take the tumbling effect (as a bad example) of the jumpjet, everything seems to be there but it dont work
then in RA2 we see the fix the Crashable= tag
thats what happens with rushed games (excluding all other probs TS had during development)
i bet that fix was a tiny adjustment in the TS Code for RA2. _________________ QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu May 08, 2003 10:48 pm Post subject:
Quote:
Banshee dont know, u dont know I dont know
anyone else
theres also tags like
TickTank=yes
Juggernaut=yes
Artillary=yes
The three codes above are related to behaviour of the turret (position, etc) when deployed, I think... maybe the ICBM line is also related to this _________________
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Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu May 08, 2003 11:18 pm Post subject:
BarrelLength determines the length of the barrel, not the position. PrimaryFireLH shows the position of where the projectile appears when the unit using its image fires and TurretNotExportedOnGround is something else I have no idea, but it's sorta related to the turret. _________________
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So Banshee, you're saying that, for instance, the Artillery=yes tag tells the unit to have its turret pointed way up like an artillery, when it deploys?
it's a good guess... but there's an easy way to find out. Remove the special tag from each of the 4 units, test them without their special tags, note the differences, then interchange their tags, and note the differences. Then use your notes to deduct the effect of each of the tags. _________________ Over and out,
~FinalMoon QUICK_EDIT
my guess is ICBMLauncher=yes was for the ICBM's old function. You'll notice that the missile of the deployed ICBM is actually an animation, and the deployed building has ";SuperWeapon=MultiSpecial" this obviously means somthing _________________ Green FTW omglol QUICK_EDIT
if you enable ;superweapon=multispecial, make [ICBM] buildable then deploy it ingame, it'll act like your standard missile silo... but the missiles will be fired from the map border like the one-shot multimissile you sometimes get when you pick up a crate
And al these tags surely don't have anything to do with the barrel position. That's specified in the turret= and turretAnimIsvoxel=yes stuff QUICK_EDIT
TickTank=
Should be used only on BuildingTypes. Can be set to 'yes' or 'no' and represents a special case for structures into which a unit has deployed. This tag ensures that the unit turns to face North-West and remains in its current cell before deploying into this structure.
IsPlug=
Can be set to 'true' or 'false' and specifies whether or not this BuildingType is a 'plug' (upgradeable structure) and thus is considered by the AI when choosing a target for the Weather Storm or Nuke. Residual from Tiberian Sun although the game does perform a check to see if a structure is named GAPLUG - if it is, it is then hard coded to have its Foundation= over-ridden so that it is set to Foundation=2x3 (see the ART.INI Guide) which may invoke some additional function although this has yet to be established.
Can be set to 'true' or 'false' and specifies whether or not this BuildingType is a 'plug' (upgradeable structure) and thus is considered by the AI when choosing a target for the Weather Storm or Nuke. Residual from Tiberian Sun although the game does perform a check to see if a structure is named GAPLUG - if it is, it is then hard coded to have its Foundation= over-ridden so that it is set to Foundation=2x3 (see the ART.INI Guide) which may invoke some additional function although this has yet to be established.
ICBMLauncher=
Should be used only on BuildingTypes. Can be set to 'yes' or 'no' and represents a special case for structures into which a unit has deployed. This tag ensures that the unit turns to face South-East and remains in its current cell before deploying into this structure.
SensorArray=
Should be used only on BuildingTypes. Can be set to 'yes' or 'no' and represents a special case for structures into which a unit has deployed. This tag ensures that the unit turns to face South-East and remains in its current cell before deploying into this structure. This also gives the structure the ability to detect cloaked (submarine) and Subterranean units - this detection triggers a radar event.
Artillary=
Should be used only on BuildingTypes. Can be set to 'yes' or 'no' and represents a special case for structures into which a unit has deployed. This tag ensures that the unit turns to face North-East and remains in its current cell before deploying into this structure.
BaseNormal=
Is used on BuildingTypes and can be set to 'yes' or 'no'. This serves two purposes - first, it defines whether or not this structure is considered for building adjacency checks (in other words can you build further structures off of it), and second it specifies whether or not this structure is announced to its owner when attacked.
Harvester=
Can be set to 'yes' or 'no' and determines whether or not this VehicleType should obey the rules for an Ore Miner. This is used for AI targeting/unit protection purposes and also indicates that this unit gains the Immune=yes ability if HarvesterImmune=yes is set in a map file. This case also applies if the 'Harvester Truce' option is enabled in a multiplayer game or HarvesterTruce=yes is set in the [MultiplayerDialogSettings] section although the Harvester Truce logic appears to be disabled in Red Alert 2. This tag also gives the unit a special 'weapon' which can be 'fired' at Ore to instantiate the mining process.
the game does perform a check to see if a structure is named GAPLUG - if it is, it is then hard coded to have its Foundation= over-ridden so that it is set to Foundation=2x3 (see the ART.INI Guide) which may invoke some additional function although this has yet to be established.
Firstly why is this, why would it check for its .ini name surely the IsPlugin=yes is enough
and secondly why on earth would it want to overwrite its foundations
These arent things required for it to be a upgrade center, so why ? _________________ QUICK_EDIT
The overwriting foundations bit probably has to do with placing the one-celled upgrades on the structure... And it checks for the INI name because that's how you control things in the AI.ini, with the INI names of all the structures and units. Like, you'd tell the AI that attacking with 3 "SMECH"s is a good idea. In the case of the upgrade center, it's simply doublly referenced because of its special value. _________________ Over and out,
~FinalMoon QUICK_EDIT
Deezire's RA2 editing encyclopedia from the look of it. But i very much doubt they are the only reasons the tags exist, why have 3 tags for making a unit face a direction when it deploys? They must have had another use somewhere. QUICK_EDIT
the game does perform a check to see if a structure is named GAPLUG - if it is, it is then hard coded to have its Foundation= over-ridden so that it is set to Foundation=2x3 (see the ART.INI Guide) which may invoke some additional function although this has yet to be established.
Firstly why is this, why would it check for its .ini name surely the IsPlugin=yes is enough
and secondly why on earth would it want to overwrite its foundations
These arent things required for it to be a upgrade center, so why ?
It is used for AI targeting. See AIIonCannonPlugValue= in rules ini. _________________ Project Director of C4 Commando C4 Commando's ModDb profile QUICK_EDIT
Deezire's RA2 editing encyclopedia from the look of it. But i very much doubt they are the only reasons the tags exist, why have 3 tags for making a unit face a direction when it deploys? They must have had another use somewhere.
If you look carefully they all serve a different purpose. _________________ Over and out,
~FinalMoon QUICK_EDIT
Why not? if the four tags (6 in firestorm) use the same logic, the tags can have different names but all refer to the same logic.
But whats the point when you could just have one tag to do it, for example if you had a speed= tag and a moverate= tag that did EXACTLY the same thing you'd think it was a bit stupid. They must have had some other purpose at one point.
On a side note, after thinking about it, Smiffgig you gave the undeployed tick tank its turret back didn't you? Have you tried this without the ticktank= line to see if there are any problems? Its just a guess, but as the ticktank is the only deployer with a turret before and after deployment maybe this was something to do with that but then WW removed its turret? QUICK_EDIT
like the latest WW TS betas (as shown in screenshots and a video, which have some more advanced than the release which i wont go into unless anyone asks) i have given it a fixed turret as part of the voxel piece itself (no seperate turret or barrel)
simply makes it look good (looks dumb without) and acts fine when deploying, actually looks better _________________ QUICK_EDIT
Joined: 26 Nov 2002 Location: Algae Colony On Mars
Posted: Tue Apr 12, 2005 7:01 am Post subject:
Quote:
Sat May 10, 2003
For God's sake, PLEASE look at the topic dates before posting. The fact that the topic was at the bottom of the page didn't faze you at all?
Also, the post was pure spam, while it wouldn't have been minded two years ago, you revived the topic for no reason. Do NOT do it again, understand? _________________
Quote:
This is sexier than what this forum was supposed to tolerate. - Banshee
Joined: 25 Aug 2004 Location: DAS BOOT IM DER OSTSEE
Posted: Tue Apr 12, 2005 6:28 pm Post subject:
I would like to add something about the ICBM launcher. when i enabled it,and the Superweap for its deployed state,and the missile was ready,and i told it to fire,no missile. what the hell is with this? _________________ PPM's Reichstrollfuherer, 236th Trollenparties brigade. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Apr 13, 2005 1:29 am Post subject:
I don't think that the purpose of the ICBM Launcher tag has anything to do with superweapons. At least, according to DeeZire (see above), it doesn't. _________________
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