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DeeZire Online > Editing Community > Command and Conquer Editing > Red Alert 2 & Yuri's Revenge Editing » Fixing bugs in YR - The YR Unofficial 1.002 Mini-Patch

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 11-18-2005, 08:55 AM   #321 (permalink)
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Will look into the barrel stuff, what does everyone else think?

The passenger deploy stuff is irrelevant to the UMP as there are no Gattling Tanks with passengers in the unmodded game.

I'd forgotten about the weird smudge on trees. I don't know what causes it or how to fix it...
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Old 11-18-2005, 10:02 AM   #322 (permalink)
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A few years ago, before I acquired internet connection, I had the tree smudge error, IIRC the [CombatDamage]TreeTargeting=yes was to blame.
<offtopic>I have since then switched to [weapon] TerrainFire=yes for finer control, and I'm thinking how the Mirage tank falls into this.</offtopic>
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Old 12-15-2005, 04:27 AM   #323 (permalink)
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TreeTargeting=no in the unmodded game.

On a new decision:
The Flak Cannon has Adjacency=2 and gets a range bonus from height (!?)
Whereas the Patriot Missile and Gattling Gun have Adjacency=4 instead.
Should the Flak Cannon be made consistent with the Patriot and Gattling defenses?
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Old 12-15-2005, 05:11 AM   #324 (permalink)
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i think so
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Old 12-15-2005, 07:12 PM   #325 (permalink)
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I agree.
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Old 12-16-2005, 04:07 AM   #326 (permalink)
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The trouble is, are there any other AA weapons that need changing?

The Flak Track and Sea Scorpion use some of the same elements as the Flak Cannon: and all three get a range bonus from height.
Should I change them all, only the Flak Cannon, or none of them and leave it up to modders?

I feel that if the range issue is not resolved then I can't very well change the Adjacency.
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Old 01-05-2006, 04:42 PM   #327 (permalink)
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actually a flak cannon would gain range bonus from height wouldn't it? higher cos shell is launched from higher height e.g. a flak weapon has 1500m range on ground level as a example, if he is 1500m up and fires then the shell maximum range is now 3000m in the air i guess ....

MooMan65 says:
As I said. All screwed.

Should be Landing Craft, Armored Transport and Hover Transport. Nice and distinctive. Adjust their stats a bit too in accordance to those names so it's not too bad if you obtain another sides one.

MooMan65 says:
In the Soviet mission, Boris says 'get me an ARMORED transport from Shipyard'.

AG:
Also [YHVR] uses SAPC as csf string when its cameo says Hover Transport
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Old 01-05-2006, 06:25 PM   #328 (permalink)
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Err, dude...that's bullshit

Reason: Flak bullets don't fly in a ballistic pattern towards a ground target, but more or less straight in the air.

In other words, if, with 1500m range, it was put at 1500m height, the highest point it could hit would be 3000m. But the bullets would not be able to magically fly twice as high, making the highest point 1500m height + 1500m range + 1500m magic gain == 4500m.

I know the logic behind this can be read from what you wrote, if you know what you're looking for, but wording has to be precise here: Flak shells should not get a range bonus from height. Yes, they should/will be able to hit a higher point in the air, simply because the gun itself is positioned higher - but they should not get an additional bonus.
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Old 01-06-2006, 07:25 AM   #329 (permalink)
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so in the ra2 engine it works that way? range of unit + height + additonal bonus? but hey thanks for correcting me
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Old 01-06-2006, 10:52 AM   #330 (permalink)
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Well...how else would it work?
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