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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. |
01-30-2004, 02:02 PM
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#51 (permalink)
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Senior Member
Join Date: Jan 2003
Location: the Netherlands
Posts: 3,036
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IIRC = If I Remember Correctly
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01-30-2004, 02:43 PM
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#52 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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FLH fixes for the basic tanks.
HTNK: PrimaryFireFLH=170,0,115
GTNK: PrimaryFireFLH=170,0,112
LTNK: PrimaryFireFLH=217,0,130
And for the Apoc rockets.
MTNK: SecondaryFireFLH=15,55,105
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01-30-2004, 04:33 PM
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#53 (permalink)
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Senior Member
Join Date: Dec 2002
Location: UK
Posts: 434
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Nice, although rather confusing (Grizzly Tank rules entry = MTNK, art entry = GTNK; Apocalypse rules entry = APOC, art entry = MTNK)
Westwood: How's my programming? Call 1-800-DEV-NULL
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01-30-2004, 09:13 PM
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#54 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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Quote:
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Originally Posted by martyr
Nice, although rather confusing (Grizzly Tank rules entry = MTNK, art entry = GTNK; Apocalypse rules entry = APOC, art entry = MTNK)
Westwood: How's my programming? Call 1-800-DEV-NULL
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Hey if it's art fixes then I'll give you art code, if it's rules fixes then I'll give you rules code. Then no one gets confused :drunk:
SeaMan had a whole crapload of code fixes that he kept trying to post for Westwood to use, and Delphi kept deleting them lest anyone realize that with fixes in hand, the next logical step would be for Westwood to actually deliver and make the patch. And we couldn't let that happen now could we? I'll see if he still has a record of all of that stuff.
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01-31-2004, 02:56 AM
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#55 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,062
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I already said this, but what the hell.. tesla tank should fire two bolts, not one... it has two coils, you know.
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01-31-2004, 07:25 AM
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#56 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Yeah, you know...that's too obvious for Westwood... 
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01-31-2004, 02:50 PM
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#57 (permalink)
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Senior Member
Join Date: Aug 2003
Location: Oh-HIGH-Ooh
Posts: 421
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Too complicated more like it. 
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02-01-2004, 11:02 AM
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#58 (permalink)
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Senior Member
Join Date: Dec 2002
Location: UK
Posts: 434
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Anyone ever noticed that sometimes when the Grand Cannon attacks something that is higher than the cannon (up a hill, say) that it fires over its target, impacting 1 or 2 cells behind and causing no damage?
Any way to fix that, or at least an explanation for why it happens...?
Also, I imagine you are familiar with the rare case that the Harrier can fire two shots (there's a thread about this over at the C-GEN forums).
Well what about using the same style weapon as with the A-10 style (but instead of dropping 5 bombs it drops one)? If the dropped bombs could home and not drop vertically then that might solve the problem.
Only worth doing if there are no side-effects, given the rarity of the harrier problem.
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02-02-2004, 03:12 PM
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#59 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Earth
Posts: 343
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For the mission, just pull the copy off the CD .mix file and make sure it goes in either the directory or an expandmd##.mix higher than 01 (the patch .mix file contains an altered version of the mission).
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02-03-2004, 01:29 AM
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#60 (permalink)
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Senior Member
Join Date: Dec 2002
Location: in an aircraft carrier in the Asia and the Pacific waters
Posts: 638
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Quote:
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Originally Posted by None
I already said this, but what the hell.. tesla tank should fire two bolts, not one... it has two coils, you know.
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yup..by unaltered circumstances, the tesla tank fires its bolt from the center..between the 2 coils..i made it fire 2 bolts..and it'd more devastating! 
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