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Hard Coding with Naval Yards
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Remus
Rocket Cyborg


Joined: 14 Apr 2003
Location: North America

PostPosted: Sat Mar 27, 2004 10:06 pm    Post subject:  Hard Coding with Naval Yards Reply with quote  Mark this post and the followings unread

I'm playing around with a few things with regard to naval yards. I noticed that they seem to be hardcoded to be 4x4 structures. At least, if I change the graphic and try to have a naval yard of a different (smaller) size, it remains a 4x4 structure. This is based off the alignment of the hit point bar. Is it truly hardcoded to be 4x4 or am I in error?

Second, it appears as if naval yards are hardcoded to be waterbound no matter what alterations are made (ex: WaterBound=yes tag -which I now realize must have to do with the AI's placement of naval yards only). Is this true? Also, units with Naval=yes can go on land (ex: amphibious transport), yet a structure with Naval=yes cannot be placed on land?

I'm very curious about this, so any confirmation would help greatly! Thank you.

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Sat Mar 27, 2004 11:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Did you change Foundation= under GAYARD in the art(md).ini?

Did you try different combinations of Naval= and WaterBound=?

DeeZire's Editing Guide wrote:
WaterBound=
Can be set to 'yes' or 'no' and determines if this BuildingType can only be placed on water tiles when it is constructed.

Naval=
Can be set to 'yes' or 'no' and determines whether or not this object is considered as Naval based - for VehicleTypes this indicates that it is produced from the Naval Yard (as that structure is classed as a War Factory). This is used to identify objects by the NavalTargeting= logic.

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Remus
Rocket Cyborg


Joined: 14 Apr 2003
Location: North America

PostPosted: Sun Mar 28, 2004 12:02 am    Post subject: Reply with quote  Mark this post and the followings unread

I have read DeeZire's guide, specifically looking at those tags, before performing my test. I changed the overall image of GAYARD to a different structure with a completely different Foundation= using the Image= tag in the rulesmd section under [GAYARD].

So far, I tried eliminating WaterBound=yes altogether with a semicolon. When that failed, I gave it WaterBound=no.

As for tampering with Naval=, I believe I need it to remain as Naval=yes if I am to make the structure perform the function I want it to. I was comparing the coding for the Naval Yards to the coding for the Warfactories. I kept thinking there were more differences, but it appears that the only two tags making the difference are WaterBound=yes and Naval=yes.

For some reason, I also kept thinking there was a tag IsNavalYard=yes as well, but I was mistaken.

Originally, I wanted to ask this without giving away what I am testing, but to clarify things, here's what I'm testing:

I am trying to perform an effect in a mod which I will not explain in detail. Simply put, the only feasible way to pull off the effect is to give a side a "second warfactory." So, to do this, I was trying to take away the naval yard and replace it with a new landbased warfactory that produces units with Naval=yes. These units with Naval=yes could be anything, not necessarily ships, but giving them Naval=yes allows them to be built from the second warfactory while all other vehicles continue to be built through the original warfactory.

From my testing so far, this does give me the effect I desire. I am able to make units build from the warfactory in a fashion that very closely mimicks the original warfactory. The only problem is the building can only be placed on water. If I can solve this problem, then this will help me accomplish a great deal in my mod.

Last edited by Remus on Sun Mar 28, 2004 12:04 am; edited 1 time in total

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Kravvitz
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Joined: 25 Mar 2003
Location: USA

PostPosted: Sun Mar 28, 2004 12:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Try putting Naval=yes on GAWEAP and see what happens.

Don't worry about it, about half the time I post, I get "No post mode selected" aswell.

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Remus
Rocket Cyborg


Joined: 14 Apr 2003
Location: North America

PostPosted: Sun Mar 28, 2004 9:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

By putting Naval=yes on GAWEAP, it could not be built (except probably on water). I did not adjust the adjacent distance for it, but I assume that if it could not be built on land near the rest of the base, then most likely the game expected me to place it over water.

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Mon Mar 29, 2004 11:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I guess that gives you your answer. You won't be able to do what you wanted to do without modifying the terrain on maps.

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Tue Mar 30, 2004 1:20 am    Post subject: Reply with quote  Mark this post and the followings unread

I experimented with this a while back, my idea was to have light and heavy weapons factories, however, i concluded that the naval yards are in fact hardcoded to be 4*4 and no matter how hard i tried i could not get this to work.

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Tue Mar 30, 2004 4:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Welcome back, Tratos! Very Happy

Even if it's for only one post.

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Remus
Rocket Cyborg


Joined: 14 Apr 2003
Location: North America

PostPosted: Tue Mar 30, 2004 5:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

I see. Oh well. I was hoping to use this to have a separate facility for jumpjet units. This way, a side could have a new type of airport...

However, I'm not going to give up yet. I'll try to see if there are any other work arounds. Maybe some other solution will give me the results I'm looking for.

Thanks for your help.

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Kravvitz
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Joined: 25 Mar 2003
Location: USA

PostPosted: Tue Mar 30, 2004 6:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

would all of the units have baloon hover, or would some of them land normally?

You could try modifying the Ice terrain type, since it isn't used in game.

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Remus
Rocket Cyborg


Joined: 14 Apr 2003
Location: North America

PostPosted: Tue Mar 30, 2004 11:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

For the most part, all of the units would have balloon hover. Although I'm still considering if each side should get an aerial transport/dropship.

As for modifying the ice terrain type, would that be the same as the breakable ice from TS? (I know there are already ice terrain graphics in RA2/YR.)

Now, I'm not too familiar with editing terrain types, but I'm curious. What would editing the ice terrain type accomplish? I know that it could be altered graphically to look like land. Then what? I still wouldn't expect to be able to place a naval yard on it since those are only placed on the water terrain type. (Of course, even if I could place naval yards on this altered terrain type, it may pose gameplay problems since I would have to include a patch of that land by every base in a map and the players would have to know to place their "naval yards" there.)

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Kravvitz
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Joined: 25 Mar 2003
Location: USA

PostPosted: Wed Mar 31, 2004 5:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes the ice was breakable in TS, but that feature was removed from the RA2/YR engine.

I need to ask Blade and DJ Breit if my idea is feasible.

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