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landmine, needs improvement
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ludvigpasse
Cyborg Engineer


Joined: 24 Mar 2010

PostPosted: Sat Apr 10, 2010 12:12 pm    Post subject:  landmine, needs improvement
Subject description: want it to be invisiable, but not hide your own unit/structures
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hey, ive made a mine, and it works decent, its invisiable for the enemy, but not the the player who put them out. And they only explode if the target walking close to it is hostile. But it also shrouds your own units/small defefence structures. And i dont want it to do so, can i keep it invisiable for the enemy, but not hide your own units?


The weapon
______________

[minebomb]
Damage=420 ;was 400, changed 11/30
ROF=80
Range=1
Projectile=InvisibleLow
Speed=35
RadLevel=100
Warhead=apmina
Report=DemoTruckDie
Suicide=yes
DecloakToFire=no


The mine
_______________
[landmine]
Name=Limpet Mine
Strength=100
Points=50
Cost=150
Sight=5
Power=0
BuildCat=Resource
Armor=wood
CloakRadiusInCells=1
CloakingSpeed=.01
TechLevel=1
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
BaseNormal=no
Adjacent=15
Unsellable=true
IsLimpetMine=true
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
GuardRange=2
AttackFriendlies=no
DamageSelf=yes
HasStupidGuardMode=false
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Primary=minebomb

; Clone of Demobomb
DeathWeapon=minebombE
Prerequisite=NARADR,POWER

UIName=Name:Mine

Image=GAPILL
CanC4=no
ClickRepairable=no
Repairable=no
CanRetaliate=no


Trainable=yes

CloakGenerator=yes

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Apr 10, 2010 12:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

CloakGenerator will always do that, and it cant be fixed unless you use NP or RP, and put Cloakable=yes on the building.

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ludvigpasse
Cyborg Engineer


Joined: 24 Mar 2010

PostPosted: Sat Apr 10, 2010 12:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

think you can explain that in "dummy" terms? I have no clue what ur talking about atm:S

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Apr 10, 2010 12:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

I cant remember exactly if this would work correctly and I dont have the time to fiddle with it right now but remove the CloakGenerator=yes and it's associated tags and try InvisibleInGame=yes and RadarInvisible=yes. Though I'm not sure if this would make it invisible for you as well, but would that really matter being a mine and all.

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ludvigpasse
Cyborg Engineer


Joined: 24 Mar 2010

PostPosted: Sat Apr 10, 2010 1:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

well that solution was crap, its invisiable for the player whos buy it, and it refugees to detonate, and u cant force it to blow up.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Apr 10, 2010 1:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

It would also mean infantry could walk over it. The tag is used for the invisible light posts.

Anyway... I meant earlier NPatch and RockPatch. They're exe hacks which add extra functionality for modders and one of those things is making Cloakable work on building types.

Can get them both here. For NP I recommend "Special Edition", and for RP "Celebration Edition" (stupid names I know). The MDKs have guides in, with tutorials on all the new tags etc.

However if you don't want to use one of those then there is no real work around. You could though edit the graphics and add lots of transparent areas (use the shadow frames), and completely see-through sections like the RA1 Camo Pillbox. That way it could be spotted by a careful enemy player.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Apr 10, 2010 2:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

oops, I meant this one.

Invisible=yes ;"Is completely and always invisible to enemy (def=no)?"
not InvisibleIngame=yes

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Sat Apr 10, 2010 2:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
oops, I meant this one.

Invisible=yes ;"Is completely and always invisible to enemy (def=no)?"
not InvisibleIngame=yes

That tag make reconnection error online.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Apr 10, 2010 2:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

ArvinCool wrote:
That tag make reconnection error online.


Hmmmm, Thats never happened to me, and i have it on some structures in 2 of my MapMods and theyve always worked just fine.

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Sat Apr 10, 2010 2:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
ArvinCool wrote:
That tag make reconnection error online.


Hmmmm, Thats never happened to me, and i have it on some structures in 2 of my MapMods and theyve always worked just fine.

Thats nice for you. I am just saying what it is written on ModEnc

http://modenc.renegadeprojects.com/Reconnection_Error

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ludvigpasse
Cyborg Engineer


Joined: 24 Mar 2010

PostPosted: Sat Apr 10, 2010 3:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium

oops, I meant this one.

Invisible=yes ;"Is completely and always invisible to enemy (def=no)?"
not InvisibleIngame=yes

can you write which tags i should put in the manual to make it invisible for the enemy, but not for myself? Looks like its the tags that u just wrote, but they look abit messy:P

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sat Apr 10, 2010 6:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is a simple solution to this man. Just make the image for the mine a 3X3 building that your own units cannot walk over, instead of using a pillbox...

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Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Sat Apr 10, 2010 6:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Let me tell you something it would be easier to mod the rulesMD yourself. Just copy Invisible=yes into your manual tab on TibEd.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Sat Apr 10, 2010 8:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Code:
CloakRadiusInCells=1


How about 0.1?

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ludvigpasse
Cyborg Engineer


Joined: 24 Mar 2010

PostPosted: Sat Apr 10, 2010 8:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

ive already tried that, doesnt work, it dont get invisible, also tried with 0.5, no help there.

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wardeathfun
Commander


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

PostPosted: Sat Apr 10, 2010 8:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cloakable=yes
CloakingSpeed=1

its what i use.

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ludvigpasse
Cyborg Engineer


Joined: 24 Mar 2010

PostPosted: Sat Apr 10, 2010 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

wardeathfun, hmm can u have a look at this code, and edit it with ur touch, so it works as i want it:P If i just add ur 2 rows im not sure it will work very good.

The weapon
______________

[minebomb]
Damage=420 ;was 400, changed 11/30
ROF=80
Range=1
Projectile=InvisibleLow
Speed=35
RadLevel=100
Warhead=apmina
Report=DemoTruckDie
Suicide=yes
DecloakToFire=no


The mine
_______________
[landmine]
Name=Limpet Mine
Strength=100
Points=50
Cost=150
Sight=5
Power=0
BuildCat=Resource
Armor=wood
CloakRadiusInCells=1
CloakingSpeed=.01
TechLevel=1
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
BaseNormal=no
Adjacent=15
Unsellable=true
IsLimpetMine=true
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
GuardRange=2
AttackFriendlies=no
DamageSelf=yes
HasStupidGuardMode=false
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Primary=minebomb

; Clone of Demobomb
DeathWeapon=minebombE
Prerequisite=NARADR,POWER

UIName=Name:Mine

Image=GAPILL
CanC4=no
ClickRepairable=no
Repairable=no
CanRetaliate=no


Trainable=yes

CloakGenerator=yes
Post

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Apr 10, 2010 9:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

IsLimpetMine is from FS & doesn't do anything in RA2.

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ludvigpasse
Cyborg Engineer


Joined: 24 Mar 2010

PostPosted: Sat Apr 10, 2010 9:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

okay good to know, but it doesnt really help:P

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sat Apr 10, 2010 9:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

EricAnimeFreak wrote:
There is a simple solution to this man. Just make the image for the mine a 3X3 building that your own units cannot walk over, instead of using a pillbox...


I already gave you the answer you wanted.....

Listen CloakRadiusInCells=1 is determined by the center cell of your building.

So if your building is 1X1 it looks like this:

zzzzz
zxxxz
zxyxz
zxxxz
zzzzz


Where x Is cloaked terrain, y is cloaked building, and z is uncloaked terrain.

Now with a 3X3 building it looks like this:

zzzzz
zyyyz
zyyyz
zyyyz
zzzzz


By using a 3X3 we avoid there being any leftover cloak.

_________________
Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Apr 10, 2010 10:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

A land mine that's bigger then a barracks isn't very pratical tho :/

AFAIK you need RP/NP for Cloakable=yes to work & ludvig is modding RA2.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Apr 10, 2010 10:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well since he's got a Grinder topic, I assume hes modding YR. And I already explained all that further up the topic.

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ludvigpasse
Cyborg Engineer


Joined: 24 Mar 2010

PostPosted: Sat Apr 10, 2010 10:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

got it working now, heres the code if any1 wanna use it.



[landmine]
Name=Limpet Mine
Strength=100
Points=50
Cost=200
Sight=5
Power=0
BuildCat=Resource
Armor=wood
Cloakable=yes
CloakingSpeed=1
TechLevel=1
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=0
BaseNormal=no
Adjacent=10
Unsellable=true
IsLimpetMine=true
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
GuardRange=2
AttackFriendlies=no
DamageSelf=yes
HasStupidGuardMode=false
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Primary=minebomb

; Clone of Demobomb
DeathWeapon=minebombE
Prerequisite=NARADR,POWER

UIName=Name:Mine

Image=GAPILL
CanC4=no
ClickRepairable=no
Repairable=no
CanRetaliate=no


Trainable=yes

RadarInvisible=yes
RadarVisible=no


Invisible=yes


Weapon:
[minebomb]
Damage=420 ;was 400, changed 11/30
ROF=80
Range=1
Projectile=InvisibleLow
Speed=35
RadLevel=100
Warhead=TerrorBombWH
Report=DemoTruckDie
Suicide=yes
DecloakToFire=no



now when you buy this mine, and u see its completly visible, well then you have an untrained eye Very Happy. The mine works prefectly, it only detonates when the enemy is close 2 it, and if the buyer of the mine go close to it, it doesnt blow up. And its completly visible for the buyer, but for all the enemies, its invisible on the radar and the map. The best thing is, it doesnt use shroud to do this effect. So it doesnt makes ur units invisble when close 2 the mine.

And best of all, its just copy and play.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Apr 10, 2010 10:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah yes the Grinder thing, he confused me for a sec saying his is editing art.ini & couldn't find some YR files.

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