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Buildings used as Landmines?
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Aug 08, 2011 9:41 pm    Post subject:  Buildings used as Landmines? Reply with quote  Mark this post and the followings unread

Can buildings be used for landmines? I know Infantry can be used for parabombs that explode upon contact with ground, but can buildings be coded to explode when someone drives up to it? I know I did this before, but seem to be having brainlock or something

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Mon Aug 08, 2011 9:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes very possible. I've seen it done and have done it myself.

Cloak it and make it passable, with a weapon that will destroy itself, Range=1 or less, DamageSelf, low Strength, AreaFire and whatnots.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Mon Aug 08, 2011 9:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

the original Blitzkrieg for yuri had landmines. but looking at the rules it appears it is a vehicle that deploys into a landmine

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Aug 08, 2011 10:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Darn it, I was hoping nobody posted yet. I was gonna delete this post cause I already figured it out. But thanks for the replies guys.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Mon Aug 08, 2011 10:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
Darn it, I was hoping nobody posted yet. I was gonna delete this post cause I already figured it out. But thanks for the replies guys.


Can't blame us if you raise an easy question #Tongue

Always happy to contribute something.

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Nikademis Von Hisson
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PostPosted: Mon Aug 08, 2011 10:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

sometimes im full of useless knowledge......sometime Im just useless, lol

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Kcirevam
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Joined: 15 Jun 2011
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PostPosted: Tue Aug 09, 2011 3:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Another way is a slave miner like vehicle that has Freeunit=YOURMINEGOESHERE, the slave logic undeploys the vehicle and you already have your land mine.

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Nikademis Von Hisson
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PostPosted: Tue Aug 09, 2011 4:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

thats what blitz has

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Aug 09, 2011 9:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

My landmine is just a placeable building, not using any deploy logic. I gave it an Ajacent=15, that way it can be placed futher out from the base, cause they have a little punch to them. They are also invisible to everyone but those who place it.

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Tue Aug 09, 2011 10:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
They are also invisible to everyone but those who place it.
I assume you gave the mine Invisible=yes?

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001010011100101110
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Joined: 18 Aug 2009

PostPosted: Tue Aug 09, 2011 10:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

How about cloaking like I mentioned...

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Aug 09, 2011 10:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

@ArvinCool, that is correct Invisible=yes and also used RadarInvisible=yes too. They only have a cell range of 1.5 and can only be detonated by the enemy.

@001010011100101110, No I didnt use any cloak logic. Invisible=yes is all thats needed.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Tue Aug 09, 2011 11:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Huh, and here I thought Invisible on buildings had bugs involved...

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Tue Aug 09, 2011 11:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

be careful about that tag cranium, it cause RE

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Tue Aug 09, 2011 11:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Didnt Ares fix that problem already?

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Tue Aug 09, 2011 11:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
Didnt Ares fix that problem already?


Don't see it in the manual, but I could be wrong.

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Tue Aug 09, 2011 11:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dont think that type of fix would be in the manual. But I could be wrong too. I know some RE issues were resolved, but cant really remember which ones they were.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Aug 09, 2011 11:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

AFAIK Arvin is correct, it do causes recons and that haven't been tackled out by Ares.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Tue Aug 09, 2011 11:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think the same applies to InvisibleInGame.

BTW anyone else having issues with ModEnc?

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Aug 09, 2011 11:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, it started around 2-3 hours ago as a global one, the whole RenProj is down now. I have a feeling Ren will cure it tomorrow.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed Aug 10, 2011 5:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Invisible=yes to my knowledge causes recons in ares still, however, buildings placed on maps before game start do not cause recons,

I think your best making a land mine shp, give it cloaking since ares has that now.
Also with ares logic now u could have Deploying sensor tanks to find mines using sonar sw and auto self targeting.

I have another round about method of getting land mine layer in ra2 ares, if anyone is interested.

It involves making a SW which is a unit delivery, fires at itself, and costs money to lay mines when deployed. Then u can give it another SW which can be called denote mines, which destroys all mines within a 11 cell radius for a cost.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
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PostPosted: Wed Aug 10, 2011 6:10 am    Post subject: landmine Reply with quote  Mark this post and the followings unread

I took a look at the Blitzkrieg rules and they have the minelayer as a vxl & as a shp. The coding for the vxl show a deploys into the mine, i have never used or tested the code to see if the vxl disappears or does it drop and and you can move it.

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001010011100101110
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Joined: 18 Aug 2009

PostPosted: Wed Aug 10, 2011 2:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

EricAnimeFreak wrote:
I think your best making a land mine shp, give it cloaking since ares has that now.


Pretty sure you don't need Ares or even YR for cloaking to work.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Wed Aug 10, 2011 3:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

001010011100101110 wrote:
EricAnimeFreak wrote:
I think your best making a land mine shp, give it cloaking since ares has that now.


Pretty sure you don't need Ares or even YR for cloaking to work.


You do need either Ares or NPatch for Cloakable=yes to work on BuildingTypes.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Wed Aug 10, 2011 3:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

So you do. My apologies.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Aug 10, 2011 4:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can use an 1x1 cloak generator in YR 1.001 as a workaround. Not the best, but working.

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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Cranium
Defense Minister


Joined: 05 Dec 2009
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PostPosted: Wed Aug 10, 2011 7:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah, I just went ahead and made it cloakable. No sense in fiddling around with the invisible crap. Maybe someday Ares will fix the RE thing involved with it.

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