Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Fri Apr 19, 2024 8:23 am
All times are UTC + 0
Firestorm in RA2?
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 2 [51 Posts] Mark the topic unread ::  View previous topic :: View next topic
Goto page: 1, 2 Next
Author Message
Chaotix000
Cyborg Soldier


Joined: 25 Apr 2007

PostPosted: Fri May 16, 2008 6:22 am    Post subject:  Firestorm in RA2? Reply with quote  Mark this post and the followings unread

K i need to know if it's at all possible to put the firestorm defense back into ra2. i see no reason why not but other people might know more so anyone up to helpin me out?

Back to top
View user's profile Send private message AIM Address
Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Fri May 16, 2008 9:57 am    Post subject: Reply with quote  Mark this post and the followings unread

No logic is broken buy the idiots at Westwood. Same with Hunter Seekers.

_________________
PPM's Reichstrollfuherer, 236th Trollenparties brigade.

Back to top
View user's profile Send private message Send e-mail Skype Account AIM Address
Chaotix000
Cyborg Soldier


Joined: 25 Apr 2007

PostPosted: Sat May 17, 2008 2:20 am    Post subject: Reply with quote  Mark this post and the followings unread

k thought so

Back to top
View user's profile Send private message AIM Address
Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Sat May 17, 2008 7:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Ugh, no. Hunter Seekers work with NPatch.

The Firestorm doesn't yet.

Back to top
View user's profile Send private message Send e-mail
Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Sat May 17, 2008 11:04 am    Post subject: Reply with quote  Mark this post and the followings unread

and NPatch is a crappy, buggy piece of shit.

Yay, a stupid and useless superweapon in exchange for more bugs. Great idea. Rolling Eyes

_________________
PPM's Reichstrollfuherer, 236th Trollenparties brigade.

Back to top
View user's profile Send private message Send e-mail Skype Account AIM Address
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat May 17, 2008 11:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Err in that case your a crappy, buggy piece of shit too.

I haven't encountered an NPatch bug since day 1. NPatch is about as stable as vanilla, probably more so.

Back to top
View user's profile Send private message Send e-mail
Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat May 17, 2008 11:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
NPatch is about as stable as vanilla, probably more so.

Only if you cover it in caesium then put it in boiling water!
I used:
AAcombat
Isnormalplane
and 1 custom action, and I get IEs, then I turn of isnormalplane and it's ok, I mean WTF?
Npatch can be stable if you use it right, but it's a lot of work... So my mod's progress is being slowed by the fact VK mostly sorts a piece of code then goes "Meh, it works mostly, it'll do..."

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
NewGuy
Missile Trooper


Joined: 24 Feb 2008

PostPosted: Sat May 17, 2008 1:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lt Albrecht wrote:

Only if you cover it in caesium then put it in boiling water!
I used:
AAcombat
Isnormalplane
and 1 custom action, and I get IEs, then I turn of isnormalplane and it's ok, I mean WTF?


well I admnit that Isnormalplane logic is crap. But thats the only one. NPatch is very stable. I use tons of feature from NPach and they work right. I never get any IEs and no reconnectino errors. Why dont everyone just stop with the bullshit.

Back to top
View user's profile Send private message
Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat May 17, 2008 2:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Some stuff is crapped up, some stuff is better than WW original code (although according to Dcoder that isn't too hard Laughing) The point is the bad stuff and unwillingness of the creator to hold back on adding new features drags the whole thing down, some of it is great. But some of it is also sh*t, and until that gets fixed people will only remember the negative.

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat May 17, 2008 2:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well you did something wrong because I have used IsNormalPlane before and it worked fine...

Back to top
View user's profile Send private message Send e-mail
Vinifera7
Cyborg Soldier


Joined: 26 Sep 2006
Location: MI, USA

PostPosted: Sat May 17, 2008 3:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

NewGuy wrote:
NPatch is very stable.


ROFL! ROFLMAO!!! Laughing

_________________

Back to top
View user's profile Send private message Visit poster's website Skype Account AIM Address
BrianPrime
Shrapnel Sniper


Joined: 26 Jul 2007

PostPosted: Sat May 17, 2008 3:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pshh, I love all the PaD fanboys.

_________________


[quote="Bobingabout"]I've got more naruto porn than furry porn[/quote]

Back to top
View user's profile Send private message
Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat May 17, 2008 4:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Well you did something wrong because I have used IsNormalPlane before and it worked fine...

It works ok, but there is a problem where sometimes the plane descends right down to the ground then bobs up and down slowly going forward. And use it in conjunction with AAcombat.

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat May 17, 2008 4:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Even though NPatch may be good, I still haven't find a way to uninstall the damn patch without having to reinstall my game Mad

Back to top
View user's profile Send private message Send e-mail Skype Account
Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat May 17, 2008 5:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Np manager

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat May 17, 2008 5:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

just run the installer again.

if you get issues and whine its like a child touching a naked flame. I.e. blame yourself for your stupidity with coding then automatically npatch

also the last patch by pd was 1.08 which is very buggy in comparison.

_________________

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID Facebook Profile URL Twitter Channel URL
Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat May 17, 2008 7:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I.e. blame yourself for your stupidity with coding then automatically npatch

If something goes wrong, I look to what I did. Not what the EXE supposedly did. I look at the except and check it on modenc, but I don't go and bitch about it.

Npatch is good, but has it's issues, just like YR, at least AFAIK the code has less PHAIL in it than RA2MD/GameMD.exe

And were you anywhere near that group of guys who beat up that cop? Thse guys deserve to be locked up.

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Sat May 17, 2008 7:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bah, cops suck. (A).C.(A).B.

NPatch is wonderfull, if you only use the safe features. End of topic.

Back to top
View user's profile Send private message Send e-mail
4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sat May 17, 2008 8:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

On the issue of the original topic, it is possible to make an emulated FDS in RA2 if you're willing to do alot of work (though I think it may need RP)

_________________
"Don't beg for things; Do it yourself or you'll never get anything."

Back to top
View user's profile Send private message Send e-mail YouTube User URL
Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat May 17, 2008 8:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Bah, cops suck. (A).C.(A).B.

NPatch is wonderfull, if you only use the safe features. End of topic.

First bit: You fail so badly I'm not even going to lol.
Second bit: That's what I've been saying, RAmen.

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
Chaotix000
Cyborg Soldier


Joined: 25 Apr 2007

PostPosted: Sat May 17, 2008 9:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

hey 4star let me in on the info...im down for a lot of work if it will let me use the firestorm. I got the bulidings in and when i did activate it it played the animations i told it to so it cant b taht impossible right. and btw i have rp 1.10.

o and all u other people...this is turning into a ps3 vs 360 type of discussion. i just wanted to know if firestorm in ra2 was possible at all and thatnx to 4star i might have a lead. i honestly dont care what one is better because ive been using RP since i knew it existed havnt heard of NPatch till after RP. As far as im concerned its just a clone someone tried to do.

Last edited by Chaotix000 on Sat May 17, 2008 9:02 pm; edited 1 time in total

Back to top
View user's profile Send private message AIM Address
Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat May 17, 2008 9:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

now u g2 set damage 2 the anims, but it wont stop shots by weaps i dont think.

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sat May 17, 2008 11:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Righty right, making an emulated Firestorm, let's see...

If you make a wall with a weapon as such:
[FirestormWall]
ROF=1
Range=.85
Damage=10000
Projectile=InvisibleAll
Warhead=FSWH (lets say its a copy of HE with a firestorm anim)
Speed=100
Then make the wall Powered=yes, and add NumberImpassableRows=0 and if you want, change the ThreatPosed= to anything above 0 to make the opponent attack the wall as in TS:FS.

Now that that's settled, the rest is where NPatch comes in. Make a FireAt Superweapon (not sure of the lowest version containing it) and attach it to the Firestorm Wall with Autofire=yes. Lastly, add UseChargeDrain=true. The only problem with this section is I do not know if the FireAt superweapon has been reconfigured to include the range of the buildings weapon.

It is possible to make it with the first section only, but it will always be on.

Anyways, thats how I would make it, and though I'm not able to test it, I am 99% sure this will work.

_________________
"Don't beg for things; Do it yourself or you'll never get anything."

Back to top
View user's profile Send private message Send e-mail YouTube User URL
Chaotix000
Cyborg Soldier


Joined: 25 Apr 2007

PostPosted: Sun May 18, 2008 1:14 am    Post subject: Reply with quote  Mark this post and the followings unread

sound pretty sik ill try it and see wut happens thanx.

Back to top
View user's profile Send private message AIM Address
Chaotix000
Cyborg Soldier


Joined: 25 Apr 2007

PostPosted: Sun May 18, 2008 1:47 am    Post subject: Reply with quote  Mark this post and the followings unread

It didnt work but then again i might have done something wrong.

[NAFIRES]
UIName=Name:NAFIRES
Name=Soviet Wall
BuildCat=Combat
Primary=FirestormWall
Strength=10000
Prerequisite=NATESLAB
Armor=concrete
TechLevel=-1
Adjacent=15
Wall=yes
Image=NGFIRES
Sight=1
Selectable=no
Insignificant=yes
Nominal=yes
SuperWeapon=FireAtSpecial
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=100 ; part of TSHACK, feel free to change, I'm just taking out of code gs
Points=5
Repairable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ThreatPosed=1 ; This value MUST be 0 for all building addons
;IsBase=no
BaseNormal=no ;psst....IsBase isn't a Rules flag
GuardRange=15
Powered=yes
NumberImpassableRows=0

[FireAtSpecial]
UIName=Name:FireAtSpecial
Name=Fire at Target
RechargeTime=3
Type=Fire ;Fire is the type for the Firing SW
Action=FireAtAction ;check out the Adding custom Actions page to find out more about this
SidebarImage=FIREATICON
ShowTimer=no
DisableableFromShell=no
AutoFire=yes
UseChargeDrain=true

[FirestormWall]
ROF=1
Range=.85
Damage=10000
Projectile=InvisibleAll
Warhead=FSWH; (lets say its a copy of HE with a firestorm anim)
Speed=100
;Then make the wall Powered=yes, and add NumberImpassableRows=0 and if you want, change the ThreatPosed= to anything above 0 to make the opponent attack the wall as in TS:FS.

[FSWH]
;Spread=4
CellSpread=.5
PercentAtMax=.5
Wall=yes
Wood=yes
;;DB Changed 7/18/01
;;Verses=100%,90%,80%,70%,35%,35%,75%,40%,20%,80%,100%
;;Verses=100%,100%,100%,70%,35%,35%,75%,40%,20%,80%,100%
Verses=100%,100%,100%,70%,70%,35%,75%,40%,20%,80%,100%
Conventional=yes
Rocker=no
InfDeath=2
AnimList=FSAIR,FSGRND,FSIDLE
Deform=10%
DeformThreshhold=300
Tiberium=yes
Sparky=no
;Bright=yes
ProneDamage=70%

Back to top
View user's profile Send private message AIM Address
EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Sun May 18, 2008 1:51 am    Post subject: Reply with quote  Mark this post and the followings unread

It won't work because a Range of 0.85 wont allow for target acquisition, especially for aircraft.

When dealing with aircraft, height from the ground is a factor as important as range.

(and that probably isn't all of it, its just that I dont know ANYTHING about N/Rock Patch

_________________
YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

Last edited by EVA-251 on Sun May 18, 2008 1:54 am; edited 1 time in total

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Chaotix000
Cyborg Soldier


Joined: 25 Apr 2007

PostPosted: Sun May 18, 2008 1:53 am    Post subject: Reply with quote  Mark this post and the followings unread

range 1 possibly?

Back to top
View user's profile Send private message AIM Address
EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Sun May 18, 2008 1:56 am    Post subject: Reply with quote  Mark this post and the followings unread

you'd want a range of around 3 for RA2 aircraft, I am not sure.

I'd also check up on the super weapon coding, and perhaps explain to us in more detail what is going on when it doesn't work.

_________________
YR modder/artist, DOOM mapper, aka evanb90
Project Lead Developer, New-Star Strike (2014-)
Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Chaotix000
Cyborg Soldier


Joined: 25 Apr 2007

PostPosted: Sun May 18, 2008 2:00 am    Post subject: Reply with quote  Mark this post and the followings unread

well for the super weapon code i just copied it from the ModEnc website and when i try to set the wall in a place it will show the range circle and the square where im going to put it down then when i try to put it down the game crashes.

Back to top
View user's profile Send private message AIM Address
4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sun May 18, 2008 3:58 am    Post subject: Reply with quote  Mark this post and the followings unread

First of all, I don't see how you can even have the ability to build it with the TechLevel like that, secondly, it may crash because of the Autofire on the superweapon (though I was pretty sure it wouldn't check for that until the weapon was ready...)

As for the range, it should be able to hit aircraft directly above it, but if not then it might be 3 as you say, EVA, but then it'd need a ground and an air weapon separetly to deal with each. Only problem with that is... FireAt superweapon can only deal with the primary.

I wish I had my notes from the mod I was doing awhile back when I had the Firestorm, veinhole, etc. working...it would've really helped...

[EDIT] Silly me, I forgot to tell you to add the tag for the FireAt special, the err...IsEMPulse I think?

_________________
"Don't beg for things; Do it yourself or you'll never get anything."

Back to top
View user's profile Send private message Send e-mail YouTube User URL
Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sun May 18, 2008 10:16 am    Post subject: Reply with quote  Mark this post and the followings unread

seriously learn how to code Chaotix000 before you copy and paste like a retard

Type=Fire ;Fire is the type for the Firing SW
Action=FireAtAction ;check out the Adding custom Actions page to find out more about this

There is a MDK with NPatch for a reason all documentation on modenc is for older rpatch.

You can also use empspecial instead of fireat special to limit range.

However this will automatically fail as only one part of the wall will fire

_________________

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID Facebook Profile URL Twitter Channel URL
Chaotix000
Cyborg Soldier


Joined: 25 Apr 2007

PostPosted: Sun May 18, 2008 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

fuckin seriously i know how to code alright...copy paste is fine. theres nothing wrong with it. I copied from something that did work and modified it a little. wtf is wrong with u anyways? there is no reason that u need to come down on me like that. woo fuckin hoo u have more experience in this but again yr just assuming im a noob based on number of posts or something. ztype off and let people that actually wanna help, try and help me. what u do is not help. out of all the posts i started almost all of yr responses have just been flames and trying to bring me down. so do the world a favor and shut the ztype up.

Back to top
View user's profile Send private message AIM Address
Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sun May 18, 2008 7:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

It feeds off anger, starve it...

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
Chaotix000
Cyborg Soldier


Joined: 25 Apr 2007

PostPosted: Sun May 18, 2008 7:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

who me?

Back to top
View user's profile Send private message AIM Address
Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sun May 18, 2008 7:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

no... i was talkin 2 u but nt about u... U fail at getting implied stuff...

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sun May 18, 2008 8:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Seriously man copy and paste doesn't work.

You need to MAKE YOUR OWN CUSTOM CURSORS .. geez, don't you read comments?

Also I'm glad Lt Albrecht you want to support the idiots guide to modding, you can spoon feed him.

_________________

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID Facebook Profile URL Twitter Channel URL
Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon May 19, 2008 12:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:
seriously learn how to code Chaotix000 before you copy and paste like a retard


Man, I think it is possible to be much more helpful without being too rude with people. Chaotix000 is new to modding, try to be a bit more comprehensive. In short: please, tone down your wording.

Back to top
View user's profile Send private message Visit poster's website Skype Account
Chaotix000
Cyborg Soldier


Joined: 25 Apr 2007

PostPosted: Mon May 19, 2008 1:39 am    Post subject: Reply with quote  Mark this post and the followings unread

thank u banshee...im not here to start internet fights im here to try and make the best mod i can.

Back to top
View user's profile Send private message AIM Address
AprilWar
Rocket Infantry


Joined: 05 Sep 2007
Location: Somewhere in rulesmd.ini

PostPosted: Mon May 19, 2008 5:57 am    Post subject: Reply with quote  Mark this post and the followings unread

You can give it a try. I think there's already a topic of this somewhere in another forum.

-It's impossible to control it as a superweapon (I dont think the Charge drain logic works anymore)

-It's impossible to recreate the animations of the FS defense ingame.
Even if you give it a weapon it will always fire from the same cells (max 2)

-AND it wont destroy projectiles. Only units.

EDIT:
I found it
http://www.deezire.net/forums/red-alert-2-yuris-revenge-editing/3180-how-do-i-make-firestorm-sw-ra2-yr.html

_________________


My Art

Back to top
View user's profile Send private message Visit poster's website
Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Mon May 19, 2008 7:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Also I'm glad Lt Albrecht you want to support the idiots guide to modding, you can spoon feed him.

Somebody hasn't seen 4sG's Sig, read it and you'll understand what I'm trying to do here...

And I see how that would work and how it might not Aprilwar...

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon May 19, 2008 10:59 am    Post subject: Reply with quote  Mark this post and the followings unread

I've told this guy several times to work out how to add Custom Actions

Using Rock/NPatch isn't for inexperienced users.

This guy knows how to copy and paste but he doesn't read what he is posting.

Seriously look at his coding

Type=Fire ;Fire is the type for the Firing SW
Action=FireAtAction ;check out the Adding custom Actions page to find out more about this

He isn't reading the text after ; and I'm sure he doesn't realise this is comment text and thus ignored but its meant to help the user

This guy doesn't even know what a fish is if I'm using your 4sG's sig example.

He should learn to understand his code instead of copy n paste from the website.

If you really want to teach the basics and answer a question every time he implements one R/NPatch feature then go ahead.

_________________

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID Facebook Profile URL Twitter Channel URL
wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Mon May 19, 2008 8:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Using Rock/NPatch isn't for inexperienced users.


i kinda agree.... but it isnt that hard to use. you dont need to be a dick to get your point across.

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Chaotix000
Cyborg Soldier


Joined: 25 Apr 2007

PostPosted: Mon May 19, 2008 11:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

dude allied go away.

Back to top
View user's profile Send private message AIM Address
Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue May 20, 2008 11:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Well you are the one asking for help

I've told you its not possible and your coding mistakes.

Are you gonna be asking for help everytime you add a RP/NP feature?

_________________

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID Facebook Profile URL Twitter Channel URL
4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Tue May 20, 2008 11:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Though you may dislike AG, he is telling the truth. You NEED to edit your Custom Actions.

Just search for Actions in the MDK Help File, you will hopefully find answers to your questions in the help file, VK did do a pretty good job putting it together.

Otherwise, this thread is going nowhere, fast.

_________________
"Don't beg for things; Do it yourself or you'll never get anything."

Back to top
View user's profile Send private message Send e-mail YouTube User URL
Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Tue May 20, 2008 12:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

except the crap forum

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
Chaotix000
Cyborg Soldier


Joined: 25 Apr 2007

PostPosted: Tue May 20, 2008 10:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

i know how to make my own actions i just didnt post the code...damn!

Back to top
View user's profile Send private message AIM Address
wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Wed May 21, 2008 2:50 am    Post subject: Reply with quote  Mark this post and the followings unread

then post what you need help on.

Back to top
View user's profile Send private message Send e-mail Visit poster's website
Chaotix000
Cyborg Soldier


Joined: 25 Apr 2007

PostPosted: Wed May 21, 2008 3:28 am    Post subject: Reply with quote  Mark this post and the followings unread

i did....but its apperently impossible to have firestorm so nvm.

Back to top
View user's profile Send private message AIM Address
GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Thu May 22, 2008 10:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
[FirestormWall]
ROF=1
Range=.85
Damage=10000
Projectile=InvisibleAll
Warhead=FSWH (lets say its a copy of HE with a firestorm anim)
Speed=100

Then make the wall Powered=yes, and add NumberImpassableRows=0 and if you want, change the ThreatPosed= to anything above 0 to make the opponent attack the wall as in TS:FS.


If it is wall(like GAWALL) I try to add weapon on it but fail.


You should make new normal building(not wall type) like above but "NumberImpassableRows=1"

Quote:
It won't work because a Range of 0.85 wont allow for target acquisition, especially for aircraft.

When dealing with aircraft, height from the ground is a factor as important as range.


Try this add "Secondary=FirestormWallAG" and "Primary=FirestormWallAA" to that building.

[FirestormWallAG]
ROF=1
Range=.85
Damage=10000
Projectile=InvisibleHigh ; This weapon only destroy unit on ground
Warhead=FSWH
Speed=100

[FirestormWallAA]
ROF=1
Range=5 ; Range to make this weapon to attack aircraft exactly above the wall I'm not test range yet.
Damage=10000
Projectile=InvisibleAA ; Clone from "InvisibleAll" and change AG=no to make this attack only air.
Warhead=FSWH
Speed=100

[FSWH]
CellSpread=.5
PercentAtMax=.5
;Wall=yes
;Wood=yes ; FS shuold not destroy this
Verses=100%,100%,100%,70%,70%,35%,0%,0%,0%,80%,100% ; steel,wood and concrete to 0% to make sure that won't harm building
Conventional=yes
Rocker=no
InfDeath=5 ; sparky die
AnimList=FSAIR,FSGRND ; extract from tibsun.mix --> conquer.mix
;Deform=10%
;DeformThreshhold=300 ; uneffect in RA2/YR
Tiberium=yes
Sparky=yes
Bright=yes
ProneDamage=70%

Next add "LandTargeting=2" to make wall attack ground by secondary(FirestormWallAG) and attack by Primary(FirestormWallAA) but this will make FS can use only in YR.

Bug:
1.Always active while you have power.
2.It not like wall any more. It will like building with 1x1 foundations.
3.Your unit can pass through wall while it active.
4.Any infantry can's walk through wall don't care it active or not.
5.Can't block any weapon.

In this case it may be used for some thing like "aurora shield"(named by myself) like barrier to defense aircraft.

Back to top
View user's profile Send private message Skype Account
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 2 [51 Posts] Goto page: 1, 2 Next
Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.2068s ][ Queries: 11 (0.0092s) ][ Debug on ]