logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,576
Total Threads: 8,657
Posts: 94,432

Administrators:
DeeZire, Redemption

There are currently 53 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

Reply
 
LinkBack Thread Tools
Old 04-25-2003, 01:41 AM   #1 (permalink)
Senior Member
 
Join Date: Dec 2002
Location: Between the heaven and hell
Posts: 630
Send a message via MSN to Psycho
Default 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.
Psycho is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-25-2003, 03:51 AM   #2 (permalink)
Member
 
Join Date: Mar 2003
Location: In Memoria. Well, the outskirts...
Posts: 52
Default

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.
Nokunbash is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-25-2003, 04:54 AM   #3 (permalink)
Senior Member
 
Join Date: Mar 2003
Location: The Netherlands
Posts: 1,494
Send a message via MSN to Daedalus Send a message via Yahoo to Daedalus
Default

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.
Daedalus is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-26-2003, 03:49 AM   #4 (permalink)
Senior Member
 
Join Date: Dec 2002
Location: Between the heaven and hell
Posts: 630
Send a message via MSN to Psycho
Default


Hmm a nice Hunter Seeker idea
Psycho is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-26-2003, 02:24 PM   #5 (permalink)
Senior Member
 
Join Date: Dec 2002
Location: USA
Posts: 1,858
Send a message via ICQ to Kravvitz Send a message via AIM to Kravvitz Send a message via MSN to Kravvitz Send a message via Yahoo to Kravvitz
Default

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.
Kravvitz is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-27-2003, 04:12 AM   #6 (permalink)
Senior Member
 
Join Date: Dec 2002
Location: Between the heaven and hell
Posts: 630
Send a message via MSN to Psycho
Default


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) ?
Psycho is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-30-2003, 03:14 AM   #7 (permalink)
Senior Member
 
Join Date: Dec 2002
Location: Between the heaven and hell
Posts: 630
Send a message via MSN to Psycho
Default


So, no other people is going to reply ? :/
Psycho is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-30-2003, 02:04 PM   #8 (permalink)
Senior Member
 
Join Date: Jan 2003
Location: the Netherlands
Posts: 3,036
Send a message via MSN to ComradeJ
Default

15) Yes, positively, but I don't know the tags. Or maybe it was the projectile? Anyway it can be done.
ComradeJ is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 05-01-2003, 01:49 PM   #9 (permalink)
Member
 
Join Date: Mar 2003
Location: In Memoria. Well, the outskirts...
Posts: 52
Default

12) The tic tank in tiberian sun undeploys itself maybe giving the mobile war factory ticktank=yes would work?
Nokunbash is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 05-03-2003, 03:27 PM   #10 (permalink)
Senior Member
 
Join Date: Mar 2003
Location: The Netherlands
Posts: 1,494
Send a message via MSN to Daedalus Send a message via Yahoo to Daedalus
Default

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=
Daedalus is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On



All times are GMT -4. The time now is 11:52 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.