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DeeZire, Redemption
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| Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here. |
04-27-2003, 09:33 AM
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#21 (permalink)
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Senior Member
Join Date: Dec 2002
Location: In a fox hole
Posts: 465
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ahh
[NAPOST]
Cameo=
Image=NAPOST
Remapable=yes
Foundation=1x1
;Buildup=NAPOSTMK
;DemandLoadBuildup=true
;FreeBuildup=true
NewTheater=yes
;ActiveAnim=NAPOST_A
;ActiveAnimDestroyed=NAPOST_AD
;ActiveAnimZAdjust=-100
;ActiveAnimTwo=NAPOST_B
;ActiveAnimTwoZAdjust=-100
CanHideThings=False
;Height=1
ToOverlay=NAPOST
[NAFNCE]
Image=NAFNCE
Remapable=yes
Foundation=1x1
NewTheater=yes
CanHideThings=False
;Height=1
ToOverlay=NAFNCE
;rules
;deployed bridge builder
[NAPOST]
UIName=Name:BRDGB
Name=Bridge Section
Image=CABHUT
BridgeRepairHut=yes
LaserFencePost=true
UndeploysInto=BRDGB
BuildCat=Combat
Strength=100
Prerequisite=BARRACKS
Armor=wood
Crushable=no
Wall=yes
TechLevel=-1
;Adjacent=4
Sight=0
Nominal=yes
Selectable=no
Owner=British,French,Germans,Americans,Alliance,Ru ssians,Confederation,Africans,Arabs,YuriCountry
Cost=25
Insignificant=yes
Points=10
Repairable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60,S_BANG49
ThreatPosed=0 ; This value MUST be 0 for all building addons
BaseNormal=no
AIBuildThis=no
;Bridge Section
[NAFNCE]
UIName=Name:BRDGB
Name=Bridge Section
BuildCat=Combat
Strength=100
Prerequisite=BARRACKS
Armor=wood
Crushable=no
Wall=yes
TechLevel=-1
;Adjacent=4
Sight=0
Nominal=yes
Selectable=no
Owner=British,French,Germans,Americans,Alliance,Ru ssians,Confederation,Africans,Arabs,YuriCountry
Cost=25
Insignificant=yes
Points=10
Repairable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60,S_BANG49
ThreatPosed=0 ; This value MUST be 0 for all building addons
BaseNormal=no
AIBuildThis=no
this is what i have...duno if it works
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04-27-2003, 10:59 AM
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#22 (permalink)
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Junior Member
Join Date: Mar 2003
Location: UK
Posts: 24
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Hmm, I have tried this code too now, and one problem: as I use tibed, with the overlay settings, it keeps overwriting itself, but I dont know whetehr it should. I've tried this as far as I can and now every time I tell the unit to deploy there is an internal error. Back to the drawing board, or just a load of editing.
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04-27-2003, 12:49 PM
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#23 (permalink)
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Senior Member
Join Date: Dec 2002
Location: In a fox hole
Posts: 465
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hmm..i got an image noe for the bridge biulder...
this seem to look appropiate
its the body of the disrupter
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04-27-2003, 03:24 PM
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#24 (permalink)
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Junior Member
Join Date: Mar 2003
Location: UK
Posts: 24
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Wahey! Looks sweet. I'm still working on fixing the deployment problem. Good luck.
Note: When this is done we'll also need a constrution animation for the repair hut type thing.
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04-27-2003, 04:30 PM
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#25 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 1,858
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MMk4C01, why do you have YuriCountry in the owners list?
This does not work in YR.
I forgot "wall=yes" in my code. 
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04-27-2003, 04:34 PM
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#26 (permalink)
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Junior Member
Join Date: Mar 2003
Location: UK
Posts: 24
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Ok, Im going to kick my comp if it does this again. I'm in desperate need of help. Every time my thing deploys I get an internal error. It has been fine up until I edited the overlay and now its gone all salad. *kicks*
I'll get there in the end *sighs*, where am I going wrong?
Btw, Kravvitz, cameo request: Could we have a cameo for the Bridging Machine Please. Thankyou.
Kane
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04-27-2003, 06:10 PM
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#27 (permalink)
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Senior Member
Join Date: Dec 2002
Location: In a fox hole
Posts: 465
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umm i found out laser fence logic can't work in yr...
some nim wit must have deleted it from the game when they made yr...i wish they left it alone...
i wonder if this can rely on wall logic..like wall that can strech far...
theres codes for that..theres codes for things to be biult anywhere too..but i wonder will units still go across??
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04-28-2003, 07:23 AM
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#28 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Is the LaserFence-logic totally deleted from the code or does it just not work as it used to?
i.e. if I put two LaserFencePosts next to each other - would they still trigger the LaserFences to be put between them, regardless of if they act as fences or not?
I'm asking because I remember I once played around with LaserFences, and they worked fine and stuff, they just didn't turn "on", so to speak - you could drive over them without probs...but I don't remember if this was in YR or in RA2... 
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04-28-2003, 03:45 PM
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#29 (permalink)
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Junior Member
Join Date: Mar 2003
Location: UK
Posts: 24
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Ok, breakthrough here:
Well, not as such, but I've found something that could end my pointless tests.
I made a unit which can deploy into a section of wall. A section of wall, I think it was Soviet. Anyways, yes, it works fine, except the fact that it doesnt join up over distances, it has to ACTUALLY be constructed to do this, unfortunately, meaning that we'll need the bridge repair hut thingy to have a limit, otherwise it'll be everywhere. Basically... damn
But, thanks to a lot of help from Kravvitz last night, I've solved the deploy bug and everything's working fine except what it's supposed to be doing. Thats the update from me.
BWT, MMk4C01, I think I've found what you need for how far walls will strecth. If I remember rightly, they can be a distance of 5 cells away from eachother to 'wall''.
Part of the NAWALL code:
GuardRange=5
Also, MMk4C01, that voxel is slightly too small if u haven't tried it, unless that's what you wanted, but as you say, the body of a disrupter, heh, its the size of one too.
Continue
BTW, thanks for all of your help.
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04-28-2003, 04:22 PM
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#30 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 1,858
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Quote:
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Originally Posted by kanejordison
BWT, MMk4C01, I think I've found what you need for how far walls will strecth. If I remember rightly, they can be a distance of 5 cells away from eachother to 'wall''.
Part of the NAWALL code:
GuardRange=5
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I was hoping you would find that on your own.
Quote:
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Originally Posted by kanejordison
Also, MMk4C01, that voxel is slightly too small if u haven't tried it, unless that's what you wanted, but as you say, the body of a disrupter, heh, its the size of one too.
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I'm using a different Voxel...it's rather big...the "Allied Land Fortress" by Highground.
http://cncsource.editingsource.com/p...=raii_art_hg_i
Quote:
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Originally Posted by kanejordison
BTW, thanks for all of your help.
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You're quite welcome.
I'd like to get it working myself. 
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