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RA1 Chrono tank logics in RA2-YR: is it possible?
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Astral
Disk Thrower


Joined: 07 Dec 2012
Location: nowhere

PostPosted: Fri Apr 05, 2013 8:56 pm    Post subject:  RA1 Chrono tank logics in RA2-YR: is it possible? Reply with quote  Mark this post and the followings unread

Really, have someone thought about this thing? I see it's very usable but I don't like codes. (:

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Apr 05, 2013 11:46 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Astral
Disk Thrower


Joined: 07 Dec 2012
Location: nowhere

PostPosted: Sat Apr 06, 2013 1:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

So (to Ares developers) please create this logic in Ares.

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Sat Apr 06, 2013 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Give him 100 euro and I am sure he will do it for you.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sat Apr 06, 2013 3:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Astral wrote:
So (to Ares developers) please create this logic in Ares.


It's already in the game. WW just rewrote it for the Chrono Miner.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sat Apr 06, 2013 3:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope. In RA1 the Chrono Tank allowed you to deploy it. Behind the scenes the game manually recreated the effect that the tank was selected by the ChronoShift SW and set the cursor to ChronoWarp. Clicking at the target location appeared to just move the unit there. Actually, it was like the real Chronosphere that fired (and it checks for the CTNK so it won't enable TimeQuake/ChronalVortex and it won't reset the unit after some minutes). RA2 does not do this.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Apr 06, 2013 3:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's... so Westwood.

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Zero18
Commander


Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Sat Apr 06, 2013 5:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Copy the chrono ability from chrono legionnaire to make a chrono tank. RA1 you have to deploy to teleport, but the time are instant, however in RA2, you have to wait for the chrono legionnaire to become available after teleporting them on the map.

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Sat Apr 06, 2013 6:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

that would be another stunning feature that hopefully ares may include one day

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Sun Apr 07, 2013 9:00 am    Post subject: Reply with quote  Mark this post and the followings unread

That would actually be quite a useless feature except from recreating that specific tank... I would be more interested in like a thousand other things.

Something that appears easier is for example using a TS [jumpjet] style logic in RA2 vehicles (drive or fly according to circumstances), that already works on calculation... for Subterranean locomotor. That, or enabling subterranean for infantry without bugs and etc.

Or even making aircraft that are not insta-downed by any amount of emp, but configurable like vehicles (this should be easier?). It's very annoying to have an aircraft giant blimp and see it downed by an EMP of 1...

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sun Apr 07, 2013 11:32 am    Post subject: Reply with quote  Mark this post and the followings unread

I worked on ChronoTanks long ago. It was 2010 or 2011. They might not be that usefuld themselves, but the requirements to make them work certainly are.

By design, aircraft has no way to land properly when EMP hits. Generally, working with locomotors is quite nasty.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sun Apr 07, 2013 1:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:
I worked on ChronoTanks long ago. It was 2010 or 2011. They might not be that usefuld themselves, but the requirements to make them work certainly are.

By design, aircraft has no way to land properly when EMP hits. Generally, working with locomotors is quite nasty.


Have you look into the Mobile EMP in TS/FS? I have been considering abusing that feature to create a MAD Tank and Crono Tank feature.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Sun Apr 07, 2013 1:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Mobile EMP uses a single hardcoded weapon. The RA2 deployer logic is much more advanced.

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Astral
Disk Thrower


Joined: 07 Dec 2012
Location: nowhere

PostPosted: Sun Apr 07, 2013 8:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I want just the same Chrono tank logic as in RA1, not something like a tank that teleports like a Legionnaire.

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