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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. |
04-25-2003, 01:41 AM
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#1 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Between the heaven and hell
Posts: 630
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Some other questions :)
Here r some other typical questions :
1)How can i glow the vehicles with red using boris' flare ?
2) Can any unit hold 2 sets of airstrike weapon with 2 sets of airstrike team ?
3) Can i do vehicles paradrop using aitrigger at skirmish same as map trigger ? I tried one giving it [teamtypes] house=<player @ A), waypoint=0, TransportWaypoint=0 (that means the paradrop will occer at the waypoint 1 on the skirmish map), but failed.
4) I gave a spy (deployable) a weapon having verses only against special_1 and special_2 armor (using dog armor=special_2). When his primary was makeupkit and secondary was silencer pistol he neither took disguise nor shot dogs (at deploy state). but when i gave him silencer pistol as primary and makeupkit as secondary he can only take disguise when deployed but still can't shot dogs. What's the problem (i didn't modify makeupkit or its warhead, so verses against special_1 and special_2 armor wasn't removed) ?
5) Which animations allow to create infantry by animtoinfantry= tag (eg. weapon anim, death anim) and only which anim allows to create infantry of a house by animtoinfantry= tag (eg. death anim) ?
6) How can i unparalyze ground vehicles paralyzed at ground ? with simple repair vehicle ?
7) Does SpyCamera weapon allows to attach any anim to it anyway ?
8) We know normally we can have two firing points by one firingFLH, and we can have 3 firing points by using juggernaut method, but can we have 4 or more firing points with one firing FLH (means either with primary or secondary FLH) ?
9) Can Cyborg Repear's Web weapon b enabled at YR anyway ?
10) Can i add active anim to an overlay type (wall) ?
11) Can i have active anim with laser fence type wall (i dont means anim to those posts, i want anim to the fence walls) ?
A lot of questions I'm still a learner a still know a little about CnC modding. Don't flame me and try to post correct answers. 
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04-25-2003, 03:51 AM
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#2 (permalink)
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Member
Join Date: Mar 2003
Location: In Memoria. Well, the outskirts...
Posts: 52
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1) Boris' flare weapon uses the [colouradd] section to make things change colour, but that's as much as I know about this.
2) Giving the primary weapon and secondary weapons warhead propeties would have this effect, although I don't know if more than one sirstrike can be added.
3) No idea, sorry.
4) If you take away all the deploy stuff, he should work properly, although I don't know hy it isn't working in the first place.
5) Any warhead with infdeath=9 will turn infantry into brutes if it kills the infantry it is used on. Whoever uses the animation on the infantry makes that infantry a part of their side. So, if you made a crate baddie which turned infantry into brutes, they would always be neutral because crates are neutral.
6) The dolphin can get rid of squids when it fires its weapon. I think you'd have to mak it a sonic weapon in order to extract the paralyser.
7) I tried that, but the spy plane crashed itself! You could attach a trailer to the weapon by using the projectiles.
8) Sorry, I dunno!
9) Never heard of it!
10 + 11) I would very much doubt it, but... tibtrees use animations, so I don't see why not.
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04-25-2003, 04:54 AM
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#3 (permalink)
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Senior Member
Join Date: Mar 2003
Location: The Netherlands
Posts: 1,494
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Psycho, now your talking about the brute death, wouldn't that tag be more useful for your fake SW. Just make an animation which spawns a unit with special_2 armor and give the sw building a mindcontrol weapon wich only mindcontrols this armour. Give the unit a speed and a deploy weapon with suicide. So you can build your SW in your base and when it's charged you just walk your infantry to the enemy base and deploy it where you want it. I think this is more AI frendly and looks more like an targeted SW.
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04-26-2003, 03:49 AM
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#4 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Between the heaven and hell
Posts: 630
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Hmm a nice Hunter Seeker idea 
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04-26-2003, 02:24 PM
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#5 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 1,858
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9) the logic was only is Firestorm.
Firestorm and RA2 were developed at the same time, unfortunately, so that all code that was added to Firestorm is not in RA2. 
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04-27-2003, 04:12 AM
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#6 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Between the heaven and hell
Posts: 630
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some other questions :
12) Can i undeploy mobile warfactory type structure by AI code after deploying ?
13) Can b a structure added to a task force in skirmish AI ?
14) Can any super anim/ charging anim generate infantry using animtoinfantry= ?
15) Can any weapon spawn debrises (not sure but seen with brute attack on vehicles) ?
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04-30-2003, 03:14 AM
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#7 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Between the heaven and hell
Posts: 630
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So, no other people is going to reply ? :/
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04-30-2003, 02:04 PM
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#8 (permalink)
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Senior Member
Join Date: Jan 2003
Location: the Netherlands
Posts: 3,036
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15) Yes, positively, but I don't know the tags. Or maybe it was the projectile? Anyway it can be done.
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05-01-2003, 01:49 PM
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#9 (permalink)
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Member
Join Date: Mar 2003
Location: In Memoria. Well, the outskirts...
Posts: 52
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12) The tic tank in tiberian sun undeploys itself maybe giving the mobile war factory ticktank=yes would work?
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05-03-2003, 03:27 PM
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#10 (permalink)
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Senior Member
Join Date: Mar 2003
Location: The Netherlands
Posts: 1,494
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14) I don't see why not. Warheads work. And if it doesn't you could use the warhead. it culd contain an anim with makeinf=
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