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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.

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Old 08-19-2003, 09:24 PM   #1 (permalink)
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Default A stupid nOOb question

I was playing TS last night as NOD and I decided to actually build the tiberian waste facility. Question is. Does the logic for the chemical facility and the other chemical stuff exist in RA2?
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Old 08-20-2003, 02:29 AM   #2 (permalink)
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If you could get veins to appear, then those questions could be answered. Sadly the vein logic no longer exists, and without getting veins in the first place, how could you harvest them?
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Old 08-20-2003, 02:32 AM   #3 (permalink)
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True. But could I take the vein overlay from TS add it to Red alert 2. then make a multiplayer map and make it possible?
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Old 08-20-2003, 02:36 AM   #4 (permalink)
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No, it doesn't. Sleipnir's Stuff -> Open Source thread, page 2, said, that somebody gave tiberium weeds=yes, and it just became invisible, and neither harvester=yes nor weeder=yes could harvest them. As for chemmissile logic (ManualControl/AuxBuilding), it partially works: giving SW an AuxBuilding w/o ManualControl works, the SW starts charging when that building is built. Giving ManualControl doesn't work, as it requires a building which can be filled with something to initiate charging, and storage=xx has been disabled in RA2. When the AuxBuilding is built, a SW with MC shows on the sidebar, but it doesn't start charging no matter what. I tried making AuxBuilding a garrison structure, hoping a full garrison would do a trigger, but nothing happened. Then I changed it to a building with ammo=5 and tried reloading it's ammo, again nothing. Besides, that garrison had some bugs: when it was built, EVA said "Structure abandoned", and it completely ignored BuildLimit=1 tag. I'll try it in Yuri with UnitAbsorb, maybe something will happen.

Edit: Tried it. No luck, everything's just the same. But the garrison bugs are fixed.
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Old 08-20-2003, 03:47 AM   #5 (permalink)
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Well guess that answers my question. oh well.
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