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climate specific vehicles
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Durrandi
Cyborg Firebomber


Joined: 24 May 2005
Location: Memphis, Tennesee; USA

PostPosted: Fri Jul 15, 2005 1:41 pm    Post subject:  climate specific vehicles Reply with quote  Mark this post and the followings unread

is there away to have certain vehicles only show up on certain climates? ex. snow mobile recon on winter maps. fast attack tanks on urban maps. hummers on temperate. etc. etc.  

I know one way is to make a seperate tech building for each map climate that grants those units if you capture it but then you would have to modify alll your maps.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Fri Jul 15, 2005 2:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not possible, unless you edit all the maps...

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Durrandi
Cyborg Firebomber


Joined: 24 May 2005
Location: Memphis, Tennesee; USA

PostPosted: Fri Jul 15, 2005 2:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

k, thanx

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GeckoYamori
Cyborg Artillery


Joined: 06 Jun 2004
Location: Sweden

PostPosted: Fri Jul 15, 2005 2:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

But you can edit the terrain properties, right? ie change the speed of the different locomotors.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Fri Jul 15, 2005 2:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

By climate? Not afaik. You can edit that in maps, though.

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Fri Jul 15, 2005 4:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, why not making something similar with the seal? Or it can`t work on voxels?

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Durrandi
Cyborg Firebomber


Joined: 24 May 2005
Location: Memphis, Tennesee; USA

PostPosted: Fri Jul 15, 2005 4:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

it would be exactly the same though if you did that. just different image, I'm taling about different untis and etc.

So I'm going to go ahead and make a mod, Vehicle climate expansion. Each map will have a tech building that grants certain vehicles depending on that climate. and such

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Fri Jul 15, 2005 4:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Hmm, why not making something similar with the seal? Or it can`t work on voxels?


No, only on infantry.

Quote:
Each map will have a tech building that grants certain vehicles depending on that climate. and such.

You're editing all the maps? That's gonna be one hell of a huge mod.

Edit: There is another way... If you're willing to hexedit the exe a little bit. The missionsmd.pkt contains info about which map is allowed in which gamemode. Unfortunately, leaving a copy of it in the directory screws up the game and leads to duplicate entries and occasional IEs, and keeping it in a mix doesn't work. So, if you edit the exe to look for, say, durrandimd.pkt (same length), add separate gamemodes for each theatre you want to have specific things, and then edit each entry in it to include those specific gamemodes... so the mod's size would be WAY smaller than after editing each map... but it would require an external program to patch/unpatch the exe, though. And wanting to play a different mod (one which includes custom gamemodes, at least) would require the user to unpatch. Now if only xccml could do the (un-)patching part... Bah, end rant.

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Fri Jul 15, 2005 5:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

DCoder wrote:
Quote:
Hmm, why not making something similar with the seal? Or it can`t work on voxels?


No, only on infantry.
Too bad, thanx for telling me. Then, rules for all levels. Anyway, that's my intention in my mod.

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Durrandi
Cyborg Firebomber


Joined: 24 May 2005
Location: Memphis, Tennesee; USA

PostPosted: Fri Jul 15, 2005 5:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

no, not all of them just some maps. kind of like the terrain expansion mod.  more terrain options so people can make better maps, mine would be like "Vehicles Expansion"

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat Jul 16, 2005 7:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey Havoc, I forgot, there is another way to make units look different depending on the theatre. Editing the unit***.pal (one more excellent idea from Blade). But then, it will apply to all units, infantry, aircraft, including those owned by other players. Though it might yield some really interesting results, I guess.

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Sat Jul 16, 2005 7:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Why not? If it's winter, let all have white suits/shields.
A bit of topic: Is it possible to give each unit it's own pallet?

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat Jul 16, 2005 7:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Only with Rock Patch.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Jul 16, 2005 11:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Image= doesn't work in map files right?

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat Jul 16, 2005 11:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, it does.

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