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why does ra2 have no subterranean or carryall functionality?
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Mechacaseal
AA Infantry


Joined: 29 Aug 2015

PostPosted: Thu Jun 01, 2017 4:25 am    Post subject:  why does ra2 have no subterranean or carryall functionality? Reply with quote  Mark this post and the followings unread

or deformable terrain. or cracking ice. seems like there was no need to remove that from functioning...

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Thu Jun 01, 2017 4:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Heavy land units will sink on ice like a vessel when killed... so it isn't all gone.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Jun 01, 2017 4:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Apparently, deformable terrain slowed down the engine significantly. I haven't been able to chk that for myself tho... It has been cut from the game.

The subterranean and carry-all logic is still there, just unused.
However, if you wanna use the Subterranean APC from TS, you'll get a nuke siren played everytime the driller digs (DigSound=NukeSiren. Dunno what WW was thinking when using it as part of the Nuke-logic).

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One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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nlspeed
Grenadier


Joined: 26 Dec 2016

PostPosted: Thu Jun 01, 2017 11:31 am    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
Dunno what WW was thinking when using it as part of the Nuke-logic).

If I remember correctly, it was very close to a beta or somesuch, and DigSound was still unused, so instead of coding a new tag, because of time constraints, they put the NukeSiren on that tag.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Jun 01, 2017 2:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can fix the dig sound by disabling the the normal dig/nuke siren sound & then instead attach the sounds to the related animations. Ares also adds new tags to fix it too.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Jun 01, 2017 3:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

But which anim is attached to the Nuke's target? (Unless you meant this fix is for diggers...)?

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One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Thu Jun 01, 2017 4:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
Apparently, deformable terrain slowed down the engine significantly. I haven't been able to chk that for myself tho... It has been cut from the game.

The subterranean and carry-all logic is still there, just unused.
However, if you wanna use the Subterranean APC from TS, you'll get a nuke siren played everytime the driller digs (DigSound=NukeSiren. Dunno what WW was thinking when using it as part of the Nuke-logic).


... I think they were planning on something that was cancelled.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Jun 01, 2017 5:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
But which anim is attached to the Nuke's target? (Unless you meant this fix is for diggers...)?

Attach the siren to the silos activation anim.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Jun 02, 2017 5:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
TAK02 wrote:
But which anim is attached to the Nuke's target? (Unless you meant this fix is for diggers...)?

Attach the siren to the silos activation anim.

Do you mean NKMSLDN? It's the Anim that plays for the Nuke pointing down...
If I were to attach the siren to the Silo activation, then the siren would play everytime the nuke's ready, right?

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One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Jun 02, 2017 7:02 am    Post subject: Reply with quote  Mark this post and the followings unread

If using Ares...

Code:
[NukeSpecial]
UIName=Name:Nuke
Name=N U K E !!!
IsPowered=True
RechargeVoice=00-I154
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=10
Type=MultiMissile
SidebarPCX=nukeicon.pcx
SW.Sound=NukeSiren
Action=Nuke
WeaponType=NukeCarrier
ShowTimer=yes
DisableableFromShell=no
AIDefendAgainst=yes;AI will use AISuperDefense system to decide to block this
Range=7
LineMultiplier=2
EVA.Impatient=EVA_TemporarilyUnavailable
SW.FireIntoShroud=no

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Jun 02, 2017 12:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
Do you mean NKMSLDN? It's the Anim that plays for the Nuke pointing down...
If I were to attach the siren to the Silo activation, then the siren would play everytime the nuke's ready, right?

Attach it to the silo closing anim, it will then play just after the nuke is fired.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Jun 02, 2017 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

'SuperAnimFour=NAMISL_H'
Basically, doing that would start the siren, but not where the Nuke is due to hit, which is exactly what DigSound is used for, and what I want to try to keep without using DigSound.

Your idea would start the siren in my base Smile

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One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Jun 02, 2017 1:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

The siren is played map wide for all players & not at the target position.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Jun 02, 2017 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

True, but it's noticebly louder at the target.

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One and only developer of the Command & Conquer Dune "C&C D" mod.
m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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