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RA3 modding/SDK capabilities and limitations
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Clive
Civilian


Joined: 31 Dec 2009

PostPosted: Thu Dec 31, 2009 8:59 am    Post subject:  RA3 modding/SDK capabilities and limitations Reply with quote  Mark this post and the followings unread

Hello,

Im interested on doing a mod for RA3 and I'm wondering if the SDK is capable of complex things. Every mod I see since RA2 was total conversions, tweak mods, et al. Which means, only units gets replaced/added, nothing more. I wanna explore other things and change basic functionalities in-game. ie: Make a racing game out of the tank units.

Here's a list:

1. Are there event triggers in-game? ie: When unit A dies, the engine runs a specific command/function which I wrote?

2. What other supported languages are available for the SDK aside from LUA and XML which can trigger the events mentioned above?

3. Can units be scaled, ie: make the soldiers appear bigger.. as big as the buildings? Im not a 3d modeler so Im looking into using the existing units.

4. Can a 'window' be displayed and/or a message be displayed on the screen?

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Gen.Kenobi
Disk Thrower


Joined: 08 Dec 2009
Location: Brazil

PostPosted: Thu Dec 31, 2009 1:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. This can be done with mapping scripts.
2. Already answered above: you can put whatever language you wish in the string, but i reccomend english Wink
3. Don't think it's possible without tweaking the model, however in Generals you had a scale command due codding....so you may have a few changes.
4. Due Mapping scripts.

The mod that you are trying to do, i.e, tank racing can be done with mapping & scrippiting, nothing more.

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Clive
Civilian


Joined: 31 Dec 2009

PostPosted: Thu Dec 31, 2009 6:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

2. Already answered above: you can put whatever language you wish in the string, but i reccomend english Wink

- I was referring to programming languages (C, C++, Java, etc). Not spoken languages.

Thanks.

So I assume, Map mods are more flexible for this kind of stuff. Which raise another question. Can SDK/ra3 mod be combined to work only for a specific map mod?

For further explanation regarding the racing tanks. It should be not controlled on "map-mod-basis". Im thinking of coding the logic of the tank race on the core SDK. So that any map will do.

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Gen.Kenobi
Disk Thrower


Joined: 08 Dec 2009
Location: Brazil

PostPosted: Thu Dec 31, 2009 7:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah.

RA3 uses XML programming language. I don't think that is possible to add another one.

Well, when you create a mod, it should work with any maps, modded or not. Wink

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slye_fox
Vehicle Drone


Joined: 30 Apr 2005
Location: London, UK

PostPosted: Sat Jan 02, 2010 5:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. Yes, within the .lua and WB scripts
2. Just .xml, .lua and WB scripting; all of which have hard coded limitations
3. The geometry section of an object can have a scale line added
4. Window, no. But a message on the screen can be displayed via scripting.

Nod maps are maps that have been compiled with mod objects.
Compiled maps don't need any other files and need to be recompiled to have changes added.

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