Rock patch musings (split: 'Just Curious-SW Screwups')
well, I've been thinking about this, and I know of a workaround to allow ANYTHING to instantly activate and do what it is supposed to do....but, only problem is, is we need some help from PD to make it work.
Heres what we need:
1. A new tag for the ini files- allowing for a completely new ini file to be made. if we can allow support for three extra ini files, completely new, linked with rules, then we have millions of new possiblities- one ini file used to define new tags, another 2 ini files to use the new tags.
2. Then, we need to make a few new things on this new ini file- We need to provide the coding to allow it to make it fire on its own, then we need to combine a bit of customized coding to allow for us to click the icon and have it fire somewhere depending on what type of weapon it is- healing, your base, offensive, enemy base, nuclear, anywhere.
3. Then, we need to fix the superweapon hardcoding, and remove it to allow for multiple superweapons- REAL superweapons.
4. Finally, we need to fix up the coding for the superweapons- so, we use the second ini file we have, disable all supers in the rules.ini, then we move all the coding over to the new file. then, we use a code that allows for us to disable it in skirmish and multiplayer by adding in a link-code to the original rule.ini.
5. Finally, we need to setup the final ini file- the one defining the tags. As of yet, we wont know how to do it, because PD would have to set all this up to work in his patch, then he could explain how to do it. IT might take a while, but each ini file can be used for more than just one thing....and that YR conversion to RA mod would be much better with this. we could make a tag to add to buildings and such to allow for the camo turrets to not be attacked unless revealed.
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