Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Sat Apr 20, 2024 9:16 am
All times are UTC + 0
Is it ever okay to use InvisibleInGame for a player building
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [9 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Mon Mar 16, 2015 9:56 pm    Post subject:  Is it ever okay to use InvisibleInGame for a player building Reply with quote  Mark this post and the followings unread

I've been making a tech upgrade system for my mod. Invisible 0x0 building. I'm using the InvisibleInGame tag to make it unselectable to all players. Is this wise, I know it can cause reconnection errors when it has weapons and stuff but is the tag okay for just a simple invisible player owned building? Or should I never use the tag for player buildings?

Thanks in advance.

Back to top
View user's profile Send private message
FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Mon Mar 16, 2015 10:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Don't use that tag. It causes reconnection errors and there's no point if you use a 0x0 building for the upgrade. A 0x0 building cannot be selected or interacted with in any way.

_________________
KGR | AT
AZUR
Discord: theastronomer1836
Steam

Back to top
View user's profile Send private message Skype Account
dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Mon Mar 16, 2015 10:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

FurryQueen wrote:
Don't use that tag. It causes reconnection errors and there's no point if you use a 0x0 building for the upgrade. A 0x0 building cannot be selected or interacted with in any way.
Annoyingly, It still shows a no move cursor over it.

Back to top
View user's profile Send private message
Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Tue Mar 17, 2015 12:46 am    Post subject: Reply with quote  Mark this post and the followings unread

If you are using Ares, you can just make it a "flat" structure that allows units to move over.

_________________
Mao Zedong wrote:

Our mission, unfinished, may take a thousand years.  

Back to top
View user's profile Send private message
EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Tue Mar 17, 2015 5:08 am    Post subject: Reply with quote  Mark this post and the followings unread

FurryQueen wrote:
Don't use that tag. It causes reconnection errors.


Not 100% true. Pre-exsisting buildings on map with that tag "InvisibleInGame" do not cause recons.

Of course that information does not help out dodgevipergts.

This is quite the problem...

Assuming I understand what he wants.
Basically he wants X multiple possible upgrade trees for a single side or faction. But he wants it so once you place it, you cannot build the others, now or if it gets destroyed. But if it gets destroyed he wants to make it rebuild-able, but not the other upgrade options.

I can't think of a way to fix this without resorting to 0x0 building. I will never use that though, because it's wonky. So in my opinion, he's stuck.

_________________
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!

Back to top
View user's profile Send private message Visit poster's website
RehteA
Soldier


Joined: 16 Oct 2013

PostPosted: Tue Mar 17, 2015 5:58 am    Post subject: Reply with quote  Mark this post and the followings unread

You can use Ares's IsPassable=yes and Firestorm.Wall=yes on a 0x0 building.
You'll still get the no move cursor and Tooltip shown, although units can actually stop and move over it without problem.

Any fix for that stupid cursor?

Back to top
View user's profile Send private message
dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Tue Mar 17, 2015 6:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I have used ares IsPassable. But you still get the no move cursor, thats my only issue.

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Mar 17, 2015 7:44 am    Post subject: Reply with quote  Mark this post and the followings unread

No need for Ares
Bib=yes works too

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Tue Mar 17, 2015 6:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Unfortunately, Bib also shows the no move cursor over it.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [9 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1624s ][ Queries: 11 (0.0100s) ][ Debug on ]