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Some amazing screenshots in GZ testing!!
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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Tue Feb 22, 2011 2:50 am    Post subject:  Some amazing screenshots in GZ testing!! Reply with quote  Mark this post and the followings unread

Thanks for you interesting, here're five pictures:



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5.PNG



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4.PNG



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3.PNG



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2.PNG



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Orac
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Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Feb 22, 2011 3:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Interesting..
This is direct modification of the exe, or dll injection?

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Tue Feb 22, 2011 3:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Exe of course.

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FurryQueen
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Joined: 24 Jul 2010
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PostPosted: Tue Feb 22, 2011 3:32 am    Post subject: Reply with quote  Mark this post and the followings unread

The laser is intriguing. I like it.

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Untrue
Jumpjet Infantry


Joined: 16 Sep 2010

PostPosted: Tue Feb 22, 2011 3:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Meh not sure if like. They're only EMP stuff and CellSpread but if there are more updates then I'd look into it.

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IamInnocent
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Joined: 28 Dec 2010
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PostPosted: Tue Feb 22, 2011 11:16 am    Post subject: Reply with quote  Mark this post and the followings unread

I like it... But where to get Gear Zero?

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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Tue Feb 22, 2011 12:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Question regarding CellSpread, have you expanded the lookup table or you just deleted it? Sight uses the same table, that's why I ask.

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Nyerguds
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PostPosted: Wed Feb 23, 2011 12:32 am    Post subject: Reply with quote  Mark this post and the followings unread

In that case, the logical choice just seems to be adapting the cellspread code so it doesn't need a table, but leave the table there for the rest of the game...

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LH_Mouse
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Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Wed Feb 23, 2011 8:29 am    Post subject: Reply with quote  Mark this post and the followings unread

The original algorithm(searching for affected cells in a table) has a benefit, that it is very fast. Since in original YR CS=11 contains some bugs, if CS <= 10 the original algorithm will still be used, else the new algorithm will be used instead(in fact these new codes are very simple, only 60 lines in total, in assembly).

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freedom fighter
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Joined: 14 May 2009

PostPosted: Wed Feb 23, 2011 10:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Dat laser Cool I've been dying to get a a BigLaser=yes without house colour.

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LH_Mouse
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Joined: 10 Jan 2010
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PostPosted: Wed Feb 23, 2011 12:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

There're two algorithms to draw laser effects in original YR, one of which is used to draw lasers with IsHouseColor=yes(which only accepts one color parameter but supports big lasers), the other is used to draw lasers without IsHouseColor=yes(which accepts three color parameters but does not support big lasers). In GZ, if you set IsBigLaser=yes on a type of laser then it'll be forced to be drawn in the first algorithm, then the LaserOuterColor= and LaserOuterSpread= will both be ignored since that algorithm does not accept more color parameters.

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Allied General
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PostPosted: Wed Feb 23, 2011 2:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Big laser is interesting.

Its also nice how your cellspread does damage outside 10.

The key thing is online testing of such features though.

If no recon I look forward to progress.

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GMBigB
Vehicle Drone


Joined: 09 Feb 2011
Location: Hamburg, Germany

PostPosted: Fri Mar 11, 2011 12:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Question is a little offtopic... but anyway: where do you got the big laser tank in 4.png from? Is it freely available somewhere?

Benjamin

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Fri Mar 11, 2011 12:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

@GMBigB: Turret is completely created by myself. The body is modified from original Tesla Tank.

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Team Black
Defense Minister


Joined: 25 Sep 2006
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PostPosted: Fri Mar 11, 2011 2:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

incredible!

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Mar 11, 2011 3:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is the EMP darkening effect customisable? IMO it should be, looks a little strong ATM.

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GMBigB
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Joined: 09 Feb 2011
Location: Hamburg, Germany

PostPosted: Sat Mar 12, 2011 12:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

@LH_Mouse

Are you creating a mod, too? I thought Gear Zero would be an Exe-Patch only. If you created the tank just for fun and not going to use it anywhere, I would have use for it...

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Mar 12, 2011 2:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Some amazing videos in GZ testing!!

@GMBigB
He has a mod called invincible legion, on which all tests are done.

Avenger is actually ECM feature,missile jammer
Shrapnel unlock will force shraplen weapons to appear



GZ Avenger.rar
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GZ Shrapnel Weapons Unlock.rar
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Last edited by kenosis on Sun Mar 13, 2011 5:15 am; edited 1 time in total

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LH_Mouse
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Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Sat Mar 12, 2011 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

GMBigB wrote:
@LH_Mouse

Are you creating a mod, too? I thought Gear Zero would be an Exe-Patch only. If you created the tank just for fun and not going to use it anywhere, I would have use for it...


Of course I have my own mod(named "Invincible Legion", however in Chinese). If you like that tank, take it please.

Note: You may need these codes in your RulesMD.ini:

Code:
[PTNK]
Turret=yes
TurretCount=6
WeaponCount=1
Weapon1=xxxx      ; Write your own here.
EliteWeapon1=xxxx   ; Write your own here.
IsChargeTurret=true



ptnk.rar
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 Filename:  ptnk.rar
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FurryQueen
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PostPosted: Sun Mar 13, 2011 2:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh shit. I wanted that tank. I can find a good home for it. :p

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GMBigB
Vehicle Drone


Joined: 09 Feb 2011
Location: Hamburg, Germany

PostPosted: Sun Mar 13, 2011 9:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

@LH_Mouse
Thank you!

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Gangster
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Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sun Mar 13, 2011 11:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hi LH_Mouse. Why you are not contributing Ares? Your additions to EMP behaiviours, CellSpread and Lasers maybe very usefull. Smile

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Mar 13, 2011 11:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

LH_Mouse codes things in assembly, Ares uses C++ and he has already admitted that he can't code in C++ efficiently.

Personally, as an Ares supporter by heart, I'd be also happy if Ares could benefit of LH_Mouse's additions, however I doubt this'll happen anytime due to the programming language barrier.

The only solution to this what I could imagine that if he shares his new code, DCoder might convert it into C++.

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=======================
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Nyerguds
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PostPosted: Mon Mar 14, 2011 8:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

well I'm the same... I can program in asm but not in C++. I just got the advantage of being the only one developing on C&C95.

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GMBigB
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Joined: 09 Feb 2011
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PostPosted: Tue Mar 15, 2011 4:55 am    Post subject: Reply with quote  Mark this post and the followings unread

I think knowing asm is much more important than knowing C++ if you want to contribute code to Ares.

I took a closer look at Ares at the weekend and played around with it, trying to add some things. Not to contribute something - just to get into it and to see if I might be able to help. And although I am a professional C++ developer, I failed.

Ares provides a great framework with description for many classes and memory locations of their instances, but the biggest problem is to debug through gamemd.exe and find appropriate hooks for your code. That seems to be the real challenge. I don't know if its easy when you know asm well, but as a C++ developer, its an insurmountable barrier. And if you are limited to use existing hooks, you can't do much. I might have used the wrong tools, but it's more likely my asm isn't good enough. Afterwards, I even more appreciate what the Ares developers achieved so far.

To cut a long story short: From my point of view, Ares would for sure benefit from LH_Mouse additions, because it's not about "what to do" and "how to do", but "where to do".

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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Tue Mar 15, 2011 12:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hehe... GMBigB, have you checked YR++? It is composed from disassembled game code. Include them into your code as well.

I don't know anything about C++, I have some C knowledge, but if I think about is much, I can understand how this or that works in Ares.

If they're still not enough, that's where you should pop up on RenProj IRC, and ask DCoder. He knows assembly, he can help you regarding hooking.

You're right assembly is needed for Ares hooks, however, you can ask for help regarding them. You wouldn't be the first one.

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LH_Mouse
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Joined: 10 Jan 2010
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PostPosted: Tue Mar 15, 2011 1:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ares uses syringe to inject dll codes into gamemd.exe, thus no any other process is allowed to attach to gamemd.exe any more - iow, debugging Ares with OllyDbg is impossible! That's also one of the major reasons why I cannot contribute to Ares.

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Tue Mar 15, 2011 2:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well Mouse, you could always ask DCoder/pd/AlexB for help.
I think your feature in GZ is very cool.
Also, it seems like you havnt said everything you added in NPExt, like IsHacker= tag.

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GMBigB
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Joined: 09 Feb 2011
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PostPosted: Tue Mar 15, 2011 5:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Hehe... GMBigB, have you checked YR++? It is composed from disassembled game code. Include them into your code as well.


Sure I did. You can't compile Ares without YR++. I am going to contact the Ares team soon. Maybe I can help in some way.

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IamInnocent
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Joined: 28 Dec 2010
Location: East Malaysia

PostPosted: Wed Mar 16, 2011 2:25 am    Post subject: Reply with quote  Mark this post and the followings unread

LH_Mouse wrote:

Of course I have my own mod(named "Invincible Legion", however in Chinese). If you like that tank, take it please.

Note: You may need these codes in your RulesMD.ini:

Code:
[PTNK]
Turret=yes
TurretCount=6
WeaponCount=1
Weapon1=xxxx      ; Write your own here.
EliteWeapon1=xxxx   ; Write your own here.
IsChargeTurret=true


Thanks... That tank's turret can make a good replacement for my laser turret in my mod.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Mar 16, 2011 3:35 am    Post subject: Reply with quote  Mark this post and the followings unread

LH_Mouse you should try to make the tib spwan in a radius instead of just occuping a square cell, that way it can have the look of a radius spread instead of just filling up a single cell "looking squarish". I think that would be cool.



tib spread.png
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tib spread.png



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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Wed Mar 16, 2011 4:48 am    Post subject: Reply with quote  Mark this post and the followings unread

In fact ore can only be created in a cell which has a nearby cell that already has ore or an ore tree in it.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Mar 16, 2011 2:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

so cant be done? ah well, just trying to give you some ideas.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed Mar 16, 2011 4:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

You realize ore is just generated per cell, so you'd have to change the cell shapes in order to do such a drastic effect.

It would be more interesting to see a system like the supply docks or ore mines introduced as an alternate mining system if you wanna change something, as those works sufficiently well.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
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PostPosted: Wed Mar 16, 2011 5:19 pm    Post subject: ore Reply with quote  Mark this post and the followings unread

This was my idea for a supply dock, but trying to complete other things first. So any testing of this will have tho wait. My thought was to have a building that looked like any other civilian building on the map. For visual image a picture the building being shaped like a u, in the center of the you would be ore, but the image would be invisible. The value of the ore would be high.

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Mar 17, 2011 4:50 am    Post subject: Reply with quote  Mark this post and the followings unread




&#24405;&#20687;1~1.rar
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 Filename:  &#24405;&#20687;1~1.rar
 Filesize:  5.73 MB
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Allied General
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Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Mar 17, 2011 10:25 am    Post subject: Reply with quote  Mark this post and the followings unread

In regards to the ECM some tag is needed to determine if it is a missile it can default to yes by default but as a example in current version

Heat seeking energy balls would be shot down/affected by this ECM

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Mar 17, 2011 1:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeap,there is ECMLevel tag,only ECM weapon's damage is larger than ECM level,the missile will be shot down.ECMLevel=9999999 prevents the missile from being shot down.

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IamInnocent
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Joined: 28 Dec 2010
Location: East Malaysia

PostPosted: Thu Mar 17, 2011 2:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

If Gear Zero is still under development... can I suggest some things? (Not forcing, you can reject these if you want.)

1. Shatterer Logic (Doesn't see the code of C&C 3. Makes my own.)
[Weapon]
AmbientDamage= (How much damage will deal after the projectile passes through?)
Range= (Number)
IsSetRange= (Set to yes and the projectile will fly to the max distance of range. Example if the weapon's range is 10, the unit fires at range 6, the projectile will still go to range 10.)
AmbientWarhead= (Same goes for warheads but for ambient damage. Example nuclear boulder rolls over units and explodes at the target.)

[Projectile]
StraightShot= (Set to yes and makes the remaining range that the unit weapon fires with IsSetRange set to yes, keep going straight.)
SubjectToCliffs/Walls/Elevation= (Will the weapon stop by these things?)

2. Restore BurstDelay function.

~Sorry for my bad Grammar #Tongue ~

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LH_Mouse
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Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Thu Mar 17, 2011 3:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

IamInnocent wrote:
If Gear Zero is still under development... can I suggest some things? (Not forcing, you can reject these if you want.)

1. Shatterer Logic (Doesn't see the code of C&C 3. Makes my own.)
[Weapon]
AmbientDamage= (How much damage will deal after the projectile passes through?)
Range= (Number)
IsSetRange= (Set to yes and the projectile will fly to the max distance of range. Example if the weapon's range is 10, the unit fires at range 6, the projectile will still go to range 10.)
AmbientWarhead= (Same goes for warheads but for ambient damage. Example nuclear boulder rolls over units and explodes at the target.)

This may be taken into consideration.

IamInnocent wrote:

[Projectile]
StraightShot= (Set to yes and makes the remaining range that the unit weapon fires with IsSetRange set to yes, keep going straight.)
SubjectToCliffs/Walls/Elevation= (Will the weapon stop by these things?)

This has been realized. (However "SubjectToElevation" does not mean "this projectile will be stopped by 'elevation'"...)

IamInnocent wrote:

2. Restore BurstDelay function.

Valid in original YR, http://modenc.renegadeprojects.com/BurstDelayX .

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Krow
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Joined: 30 Jan 2010
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PostPosted: Thu Mar 17, 2011 3:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

BurstDelay does work but it only works on VehicleTypes like modenc stated. What we would like is instead of on VehichleTypes, you could make it as per-weapon basis.

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kenosis
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Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Mar 17, 2011 3:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

In NPExt was a tag "UseROFAsBurstDelay"

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IamInnocent
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PostPosted: Fri Mar 18, 2011 6:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh!? BurstDelay is available on YR from the beginning? I didn't know that #Tongue (Because I put them to weapons code) Laughing

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gamefreak11221
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Joined: 10 Jul 2009
Location: Philippines

PostPosted: Fri Apr 08, 2011 12:11 am    Post subject: Reply with quote  Mark this post and the followings unread

How did you make the laser?

I've bin experimenting to make that one for Prism Tank

Code:

[Comet]
Damage=120
ROF=100
Range=15
Projectile=LargeCometP
Speed=15
Report=PrismTankAttack
Warhead=CometWH
Bright=yes
LaserInnerColor = 250,220,168
LaserOuterColor = 250,200,85
LaserOuterSpread= 2,1,2
LaserDuration = 18
IsLaser=true   ; this flag tells the game to use the special laser draw effect
IsBigLaser=true

[SuperComet]
Damage=200
ROF=100
Range=15
Projectile=SuperCometP
Speed=15
Report=PrismTankAttack
Warhead=CometWH
Bright=yes
LaserInnerColor = 250,220,168
LaserOuterColor = 250,200,85
LaserOuterSpread= 0,0,0
LaserDuration = 15
IsLaser=true   ; this flag tells the game to use the special laser draw effect
IsBigLaser=true

[SuperCometFragment]
Damage=80
ROF=100
Range=8
Projectile=SuperSmallCometP
Speed=15
Report=
Warhead=CometWH
Bright=yes
LaserInnerColor = 250,220,168
LaserOuterColor = 250,200,85
LaserOuterSpread= 0,0,0
LaserDuration = 15
IsLaser=true   ; this flag tells the game to use the special laser draw effect
IsBigLaser=true


Can someone check my codes

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Fri Apr 08, 2011 5:19 am    Post subject: Reply with quote  Mark this post and the followings unread

In original YR IsBigLaser=yes does not work.

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gamefreak11221
Cyborg Soldier


Joined: 10 Jul 2009
Location: Philippines

PostPosted: Fri Apr 08, 2011 5:30 am    Post subject: Reply with quote  Mark this post and the followings unread

then what should i change except the IsBigLaser=true?

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Fri Apr 08, 2011 6:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Nothing... the logic only works in GZ...

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gamefreak11221
Cyborg Soldier


Joined: 10 Jul 2009
Location: Philippines

PostPosted: Sat Apr 09, 2011 5:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Lol, so GZ is using a modified engine...anyway, when will the beta release?

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Sakura
Civilian


Joined: 10 Apr 2011
Location: Japan,Gensokyo

PostPosted: Sun Apr 10, 2011 10:33 am    Post subject: Reply with quote  Mark this post and the followings unread

"Miao",I'm passing by.

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secondwtq
Light Infantry


Joined: 26 Jun 2010
Location: China

PostPosted: Mon Apr 11, 2011 4:42 am    Post subject: Reply with quote  Mark this post and the followings unread

ZY, please take care of your self-weight.

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