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Zengar_Zombolt
Plasma Trooper


Joined: 30 Apr 2008

PostPosted: Sat Aug 29, 2009 9:16 pm    Post subject:  Quick Questions Reply with quote  Mark this post and the followings unread

I'm going to release the beta for my mod, and I have a few final things that I need help with.

1)Stealth when standing still, how?

2)Accuracy, How to drop it, make a spray of missiles

3)Grinding, how do I get it on a unit?

Thank you for putting up with me.

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Sat Aug 29, 2009 9:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

For the stealth part...maybe copy the Mirage Tank's code, but have the stuff empty/invisible? I dunno.

Accuracy...perhaps give the weapon Inaccurate=yes or FlakScatter...I dunno.

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need my speed
Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Sat Aug 29, 2009 9:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

You could just read through the rules...Search on ModEnc...Search here...Search on other fora...Search on Google...And thousand things more.

But alas, you didn't. But fear not, my brother, I have seen the future. Our modding future! Together, along with out brothers, we will rise and prosper, from the depths of the world! Modding communities will rejoice! PPM will live! Ascension is upon us, there is no doubt, but first, we must unite, and share our knowledge. We must work together, for PPM to rise! For PPM, to rule the world!

; CloakStop = Does the unit cloak when stopped moving (def=no)?

So, you know about stealth. Accuracy can be done in multiple ways. Inaccurate=yes on the weapon, Inaccurate=yes on the projectile, and probably with some more ways which I can't remember at this second. #Tongue

Grinding. You mean crushing? If so:

Crusher=yes crushes anything with Crushable=yes. If a unit doesn't have this tag, it can't be crushed. By Crusher=yes units, that is...

OmniCrusher=yes also crushes things with Crushable=yes. Even vehicles. However, OmniCrushResistant=yes prevents things being crushed. They can not be crushed, by nothing. Ever.

By default, Crusher=no, Crushable=no, OmniCrusher=no, and OmniCrushResistant=no.

There you go!

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Zengar_Zombolt
Plasma Trooper


Joined: 30 Apr 2008

PostPosted: Sat Aug 29, 2009 9:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I tried Modenc, yet I didn't know how to search for it... and Glory to PPM, in the name of Banshee

And as for Grinding, I mean getting cash for crushing.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sat Aug 29, 2009 10:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

As far as grinding goes, NPatch's Bounty logic (if it still has that from RockPatch) would work for a Grinding workaround for units.

And CloakStop doesn't work in RA2, for the record.

Speed, you do realise PPM ≠ Nod, right? Lol.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Sun Aug 30, 2009 5:28 am    Post subject: Reply with quote  Mark this post and the followings unread

yeah, it's a shame the CloakStop= tag dosent work though I'm not sure it dosent with NPatch or RockPatch.

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Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Sun Aug 30, 2009 2:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why don't you try the cloak tags from the Typhoon Attack Sub?

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Sun Aug 30, 2009 3:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think he wants it to move around normally then turn invisible when not moving. and I'm pretty sure without the CloakStop= tag he wont be able to do it. Mirage tank is closet thing your gonna get, though it sucks it can only cloak into a terrain object. WW and EA should have left that door open. This would probably be a good add on to Ares Smile

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need my speed
Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Sun Aug 30, 2009 3:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

How about making an invisible terrain object which isn't on any map, and make your vehicle able to only turn into that invisible object. Of coruse, you would lose the trees.

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Zengar_Zombolt
Plasma Trooper


Joined: 30 Apr 2008

PostPosted: Mon Aug 31, 2009 4:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

crevio had my intention, yet I'll just stick with normal cloaking.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Mon Aug 31, 2009 8:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you don't use the Mirage Tank, you can leave the TreeDisguise value blank and the tank will be visually gone when not blinking.

And using ModDB is as easy as using Google. RTFM.

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Zengar_Zombolt
Plasma Trooper


Joined: 30 Apr 2008

PostPosted: Tue Sep 01, 2009 10:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Round two of questions

Gatling logic, cat it work on planes?

Dive bombing, can I get the Dive part?

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Lt Albrecht
Defense Minister


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

PostPosted: Tue Sep 01, 2009 10:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, turreted units only.
No.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Sep 01, 2009 11:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think turrets only needed for visual animation as it works on a jumpjet vehicles but not aircraft or infantry

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed Sep 02, 2009 12:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Any [VehicleType] can properly use gattling logic.

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Zengar_Zombolt
Plasma Trooper


Joined: 30 Apr 2008

PostPosted: Thu Sep 10, 2009 8:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry for bringing this back up, yet I have a few more questions.

One-Torpedo's, can a unit that dosenot spend all of it's time in water use them?(ie, riptide from ra3, torpedo planes etc.)

Two, how do I make Carryall=yes work? Modenc said I change the mouse.shp, yet I'm modding yr which uses mouse.sha. Is this the same deal?

Three, what happens if I have a "ship drop" like a tank or paradrop?

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Thu Sep 10, 2009 8:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Torpedoes are just a ghetto rigged projectile with Level=yes (aka IsTorpedo according to the commentary)

Any unit can use them that's not a submersible. Now, whether it works right is up to you. A torpedo plane has issues firing the torpedo (Beyond simple aesthetics) when the craft is over land. (Level=yes projectiles do not work on land terrain)

Land/NavalTargeting logic can help you discern which weapon a unit may use in the case of something like the RA3 Riptide.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu Sep 10, 2009 9:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

"Ship drops" should work fine, they'll just get dropped at the nearest bit of water if you fire it on land.

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Fri Sep 11, 2009 3:50 am    Post subject: ship drop Reply with quote  Mark this post and the followings unread

from what I have seen it wont work because, the AI drops things where it wants to. If they drop a ship on land I am thinking you will get an IE error. The only way I could think a ship drop would work if it was designed for a SPM and you control the trigger where to drop it.

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Zengar_Zombolt
Plasma Trooper


Joined: 30 Apr 2008

PostPosted: Fri Sep 11, 2009 4:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wouldn't a ship drop on land make the ships explode? like crono-ing ships on land?

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Fri Sep 11, 2009 4:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

If it follows the same logic, most likely. However, if it follows crate logic and there's no water, you get a happy IE window.

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Zengar_Zombolt
Plasma Trooper


Joined: 30 Apr 2008

PostPosted: Fri Sep 11, 2009 6:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well good thing my "Ship drop" will only be available on a tech building on maps with water.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Fri Sep 11, 2009 7:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

That would work just fine. VK did report that ship drops do work correctly and will be dropped on water even if told to go over land.

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Zengar_Zombolt
Plasma Trooper


Joined: 30 Apr 2008

PostPosted: Thu Sep 17, 2009 6:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry to drum this back up, yet where are the pallets for the Loading screens for multiplayer?

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Thu Sep 17, 2009 6:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Load.mix I believe, think it's the mplsobs.pal but not sure.

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Zengar_Zombolt
Plasma Trooper


Joined: 30 Apr 2008

PostPosted: Thu Sep 17, 2009 7:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is that for all three sides?

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Thu Sep 17, 2009 8:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

I would have to say yes, I dont see why they would make 3 seperate palettes for multiplayer load screens.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Thu Sep 17, 2009 10:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

uh, in YR, every country loader has its own palette.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Thu Sep 17, 2009 11:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

In YR, yes there are seperate palettes, in RA2 no, they only use mpls.pal and mplsobs.pal

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Zengar_Zombolt
Plasma Trooper


Joined: 30 Apr 2008

PostPosted: Thu Sep 17, 2009 11:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry I was asking for YR,
and what are the names of the palettes?
thank you

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Thu Sep 17, 2009 11:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

they are:

mplsc.pal
mplsf.pal
mplsg.pal
mplsi.pal
mplsk.pal
mplsl.pal
mplsobs.pal
mplsr.pal
mplsu.pal
mplsuk.pal
mpyls.pal

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