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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. |
06-26-2003, 11:39 AM
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#1 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Plug-In summary?
Hi there.
I'm going to include some kind of "research-system" in my mod, meaning that people have to build plug-ins and put them on their tech-center, with the plug-ins being the prereqs for the units, e.g. if you wanted to be able to build the Tesla Trooper, you'd have to "research" the Tesla Technology; if you wanted to build the Tesla Commando (Tesla Trooper with C4), you'd have to research Tesla Technology and Explosives, etc., etc...
I think I have a pretty good idea of how to do this whole plugin-crap, but I wanted to ask if there are any things I should be aware of? Or, is there anybody who has done this yet?
Thanks for your help,
Renegade
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06-26-2003, 12:26 PM
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#2 (permalink)
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Senior Member
Join Date: Jun 2003
Location: Indianapolis, Indiana, United States
Posts: 110
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I wouldn't mind the info either, though I don't plan to use it the same way. Does anyone know of a tutorial for plug-in upgrades? I've mastered the basics, time to move on I think. *cough* I suppose upgrades may not really be advanced, but I haven't tried them yet.
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06-26-2003, 02:55 PM
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#3 (permalink)
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Senior Member
Join Date: May 2003
Posts: 116
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I have tested the plugin thing and so far I have not gotten it to work with prerequisite.
All the new things added to RA2 and YR (new codes and such) doesn´t work.
Superweapons work.
Buildlimit doesn´t work.
That is what I know of the plugins.
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06-26-2003, 03:00 PM
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#4 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Argentina
Posts: 608
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PrerequisiteOverride= uses same code than Prerequisite...? Cause its maybe a solution to that.
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06-26-2003, 05:14 PM
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#5 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Hmm...I'll try that... 
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06-26-2003, 08:21 PM
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#6 (permalink)
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Senior Member
Join Date: Jan 2003
Location: England
Posts: 183
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look at the TS inis for working examples of plugins.
PowersUpBuilding= goes on the plugin to tell the game which building the upgrade attaches to.
Powersuptolevel=, the official word from the RA2 ini says that this is "Amount of upgrade provided by this attachment. -1=incremental upgrade. Positive number is specific upgrade." personally i dont have a clue what this means so just give each upgrade a different positive number. Its possible that this was used to help the AI determine which upgrade was which in TS in which case it is now useless but probably a required tag.
Other tags include IsPLug=true which quite obviously goes on the plug-in, Upgrades= which goes on the structure that is upgradable and denotes the maximum number of upgrades it can take.
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06-26-2003, 09:13 PM
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#7 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Canada
Posts: 334
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I have a feeling that it may not work. Since upgrade buildings probably add their abilities to the parent building, the upgrade building doesn't really exist, and so cannot be counted as a prerequisite.
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06-27-2003, 05:00 AM
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#8 (permalink)
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Member
Join Date: Jun 2003
Posts: 61
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I seen on a level once, it wasn't quite an upgrade system or a plugin system, but once you built the phychic beacon (I dont think it was this building but it will do for an example), it would dissapear from the sidebar and then enable the paris tower (in the sidebar). I dunno if thats relevent to this but i thaught i could send you the level and see what you think. e.g you build a tesla command center, then you get the ability to build the adv. tesla command center but lose the ability to built the tesla command center.
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06-27-2003, 06:54 AM
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#9 (permalink)
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Senior Member
Join Date: Jan 2003
Location: England
Posts: 183
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Thats map triggers it cant be done normally, upgrades will work, look at moomans rules and the parabomb upgrade, and i have had it working before myself.
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06-27-2003, 09:08 AM
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#10 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Well, I'll just have to try it...if it doesn't work, I can still make the "technologies" as normal 1x1 buildings... 
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