Posted: 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
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?
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. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
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. QUICK_EDIT
Invisible=yes ;"Is completely and always invisible to enemy (def=no)?"
not InvisibleIngame=yes _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Hmmmm, Thats never happened to me, and i have it on some structures in 2 of my MapMods and theyve always worked just fine. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
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 _________________
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... _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
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.
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.
now when you buy this mine, and u see its completly visible, well then you have an untrained eye . 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. QUICK_EDIT
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