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CRATES & VISCEROIDS
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adamstrange
Plasma Trooper


Joined: 07 Mar 2013

PostPosted: Fri Oct 23, 2020 11:17 pm    Post subject:  CRATES & VISCEROIDS Reply with quote  Mark this post and the followings unread

I have 2 questions

CRATES
I want to have an area that's guarded by civilians and within that area there are those power up crates and you have to destroy the defenses to get to the crates.

The problem is that when I place crates on the map, they dissapear when the game starts.

I also want to have crates hidden under certain buildings so that when they are destroyed the crates are there for the taking.
How can I do this ?

VISCEROIDS & METEORITES

The RulesMD.ini have this in its code

Visceroids=yes           ; Are randomly appearing visceroids going to occur?
Meteorites=yes           ; Are tiberium meteorites going to occur?


Originally it was set to NO  but when I switch it to YES, nothing happens.
No metors or viscers appear but in Tiberium Ressurection  the viscers are all over the place.

How can I get thses back into the game because want to have an area where   viscers are in a walled off section of the map and if this wall is broken they escape throughout the map attacking all sides.

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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Fri Oct 23, 2020 11:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. Use triggers to create crates. For crates under buildings, you can use CrateBeneath on the target building to pop up a random crate, or CrateBeneathIsMoney to force a cash crate. Do note that in skirmish mode another crate will always be spawned when a crate is picked up, and this mechanic is somehow bugged.

2. I guess you need to define SmallVisceroid= and LargeViseroid= first so that the game knows what to spawn. Those units will also need SmallVisceroid=yes or LargeVisceriod=yes in their own sectioned. Since it says "randomly", I'm not sure if you could restrict their spawn to a specific location. Maybe you should use triggers to spawn them. Many TS logics are broken or changed in RA2, remember.

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MRMIdAS
Tiberian Beast


Joined: 17 Jul 2008

PostPosted: Fri Oct 23, 2020 11:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Visceroid logic doesn't work, they require units to die in tiberium.

you can make visceroids, and they can work, but you need to code the art and their attack anims and weapons and whatnot, but unless you do weird fuckery, infantry will always make a visceroid, or never make a visceroid, or will just not die in tiberium.

But yeah, you can make in infantry that looks like a visceroid.

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MIdAS - Turning wages into beer since 2002

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