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A few questions?
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Chaotic General
Grenadier


Joined: 14 Aug 2007
Location: Down south, way south!

PostPosted: Sun Sep 13, 2009 1:49 am    Post subject:  A few questions?
Subject description: just thinking about some stuff
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all right, I have a few questions about things that can and cannot be done in TS/FS, and maybe in RA2/YR also.
(note: I do not have TS or RA2 with me at the moment, I have just been working out a mod/TC idea on paper, and thought of some things that I would like to implement into it when I do have TS or RA2.
I am just asking if they would work now, so that I dont have to many headaches later.)

now to the questions;

1: Is it possible to have a structure deploy/change into another structure, or would I have to make a non-movable structure-looking vehical in order to get the same effect?

2: Is it possible to have a vehical-deployed structure take up power?

3: What is the limit on how many terrian sets I can have?
(Clear, Rock, Road, Water, etc....)

well that should do it for now.
I might have a few later.
thanks for the responces.

Chaotic

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Last edited by Chaotic General on Mon Sep 14, 2009 7:14 pm; edited 1 time in total

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sun Sep 13, 2009 2:45 am    Post subject: Reply with quote  Mark this post and the followings unread

1. A structure can not deploy directly into another structure. It can, however, undeploy into a vehicle, and then that vehicle can deploy into another structure.

2. Well, the structures that vehicles deploy into can do about everything a normal structure can, as they are practically the same. So yes, they can take up power.

3. You can add as much terrain sets and tiles as you want. Replacing the originals is easier, though.

One thing to remember is that for transition pieces, the Final Sun only automatically places the original number of LATs. So if you replace an original LAT they should still be autoplaced, but creating a new one you have to face that you probably have to place the transitions all manually.

Oh and if you are referring to movement types, it is limited to the originals afaik. I don't have experience with movement types editing though.

Hope that helped.

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Chaotic General
Grenadier


Joined: 14 Aug 2007
Location: Down south, way south!

PostPosted: Mon Sep 14, 2009 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yay, that was waht I was thinking, but I though I would ask about it. thanks MT

another question:

Is it possible to have a damaged structure also effect other structures (kind of how the walls work)
or can only walls do that?
(example: I attack one wall section, and the two next to it also get damaged, could I do that with other structures too?)

Thanks for the help

Chaotic

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Lord Unforgiven
Rocket Infantry


Joined: 23 Apr 2009
Location: Belgium

PostPosted: Tue Sep 15, 2009 7:32 am    Post subject: Reply with quote  Mark this post and the followings unread

I think the only way to obtain this effect is using AmbientDamage (e.g. Sonic warhead, Railgun), the old fashioned way. The effects of the wall crumbling down is hardcoded.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Sep 15, 2009 9:04 am    Post subject: Reply with quote  Mark this post and the followings unread

AmbientDamage and Railgun don't work on all weapons and also don't do area damage in all directions (thus not all adjacent buildings next to the attacked one will be damaged)

That's why i would suggest using a particlesysem. Create one which does once a certain amount of area damage and apply it to the DamageParticleSystem of the building.
If the building is shot in the yellow range, the particlesystem is fired which will damage buildings next to it.

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Chaotic General
Grenadier


Joined: 14 Aug 2007
Location: Down south, way south!

PostPosted: Sat Sep 19, 2009 9:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the comments.

Just a few more,

1. Is it possible to make it so that a unit cannot deploy if there is not enough power?

2. Can an animation be House-Specific?
(example: An airfield/warfactory that has two different airdrop/opening animations depending on which House owns it)

Just some more things I was thinking about.

Chaotic

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Sep 19, 2009 10:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. no
2. clone the building so it has 2 art.ini and rules.ini entries (one for each house). Then change the anim in art.ini for the respective house.

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Chaotic General
Grenadier


Joined: 14 Aug 2007
Location: Down south, way south!

PostPosted: Tue Sep 22, 2009 6:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks LKO.

I am wondering if I can capture a structure, and depending on which team owns it, it plays a different animation.

I want to have some kind of airfield/dropzone and two different dropships, one for each team.
Is that possible? if not, I can do something else.

Chaotic

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Wed Sep 23, 2009 4:58 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't think this is possible. The animations are linked to the objects coding and art settings, and there is no Ownership for an animation. This would be useful though if you wanted to have say, animation of Nod flags over buildings when captured, but if your GDI it displays a GDI flag.

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Chaotic General
Grenadier


Joined: 14 Aug 2007
Location: Down south, way south!

PostPosted: Wed Sep 23, 2009 9:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

What if I link the structure and dropships to a trigger?

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