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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. |
11-29-2003, 03:52 PM
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#1 (permalink)
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Junior Member
Join Date: Nov 2003
Posts: 8
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I need help
can any one help me with this i tried and irt did not work The Original Mirage Tank
if any on can help pm me
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11-29-2003, 04:47 PM
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#2 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Tahiti
Posts: 621
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which tutorial/guide did you use ?
and if you want to get better answer than this, plz try to explain entirely what's wrong with your unit.
***make it clear, i'm NOT upset, or mad or anything else....***
btw, don't think that the "Original" Mirage Tank is needed. It adds micromanagment for nothing (a tree isn't that bad since there's always lots of trees in maps). Concerning the spy, it's normal that you can choose its disguise since it uses opponent's infantry (not a terrain object) as a model, yet you could still play with only a default disguise like the AI do... 
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11-29-2003, 05:05 PM
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#3 (permalink)
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Junior Member
Join Date: Nov 2003
Posts: 8
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it is the red alert 2 one
The Original Mirage Tank
(480 total words in this text)
(530 reads)
Originally, the Mirage Tank was supposed to be able to select the terrain object to disguise as in a similar manner to the Spy. However it was felt that this caused too much micro-management - you had to 'deploy' the tank (like the Siege Chopper in Yuri's Revenge) to get it to disguise, then it could only fire when disguised. Finally you had to 'undeploy' the tank to move it again.
You can reach a good compromise by giving the tank 2 weapons and making some adjustments - with one weapon, it can disguise as any terrain object, and the other is it's normal weapon. With some additional tweaking, you can put a better animation on it's normal weapon too.
The advantage of this is that you can then get the tank to disguise as lamp posts or rocks as well as any tree - more fitting, and also makes it more useful and effective between different maps with different terrain features.
Thankfully, half of the work is done as the code is left in the RULES file, all we have to do is tweak it.
Go to the [MGTK] entry and delete the Primary=MirageGun statement. Remove the comments so that it now has;-
Primary=TankMakeupKit
Secondary=MirageGun
Note that because of a mistake here, the tank would not normally get a better weapon when it reaches 'elite' - but with our new logic, it does, due to the presence of the EliteSecondary=MirageGunE statement which was never changed.
You should also edit the entries for all of its weapons (the Primary=, Secondary and EliteSecondary= weapons) so that each weapon has OmniFire=yes set - this prevents the tank turning to face its target thus giving itself away.
Next, we need to change the warhead used by the TankMakeUpKit weapon - if we dont do this, the tank can get confused when targetting enemy vehicles and wont attack them with the right weapon.
Find the [TankSnapshot] entry and change it so the first line is like this;-
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
Now add a new animation to the end of the [Animations] list called CHRONOFS. Find the [MirageWH] and change it so the AnimList= looks like this;-
AnimList=CHRONOFS
This is an animation image that's in the game files but completely unused, so we get to make use of it thus add a little uniqueness. It actually looks better than the default one, which simply uses an effect used by 'Iron Curtained' units.
Finally, in the ART file, add this section so that the animation displays properly;-
[CHRONOFS]
Translucent=yes
Translucency=75
YDrawOffset=12
There you have it - one final thing to note is that you will notice the Mirage Tank as being one of the few tanks that has no seperate turret (it is built in) - this is required for this logic to work, as problems occur when the game tries to disguise 2 joined voxels like a tank and its turret into one terrain object. You are therefore restricted to such voxel units when using this weapon
i cant get it right
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11-29-2003, 06:15 PM
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#4 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Egypt
Posts: 1,241
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exactly what did you 'fail' to understand?
1. in the [MGTNK] edit the following tags so they look like this:
- PrimaryWeapon= TankMakeUpKit
- SecondaryWeapon= MirageGun
- ElitePrimaryWeapon= TankMakeUpKit
- EliteSecondaryWeapon= MirageGunE
2. Go to the entries of the 3 weapons about and add the tag OmniFire=yes
3. Make sure that the [TankMakeUpKit] has a WarHead named TankSnapshot, also, make sure that there is such a WarHead in the [WarHeads] list.
4. Go to [TankSnapshot] and edit the Verses= tag to make it look like this:
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
Finally, DeeZire was kind enough to give you how to activate an unused animation for the MirageGun weapon..so you dont exactly 'have' to do it.
i hope this made it more cleare to you  .
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11-30-2003, 03:14 AM
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#5 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,048
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It's [MGTK], not [MGTNK].
Warheads don't have to be in the [Warheads] list, I have over 20 non-listed WHs, and they work fine.
And it's Primary=/Secondary=/etc. not PrimaryWeapon=/etc.
For newbies, that's a big difference.
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11-30-2003, 04:26 AM
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#6 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Tahiti
Posts: 621
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why do take the chance to have probs, by non-listing your WH ?? :/
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11-30-2003, 08:07 AM
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#7 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,048
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Quote:
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Originally Posted by DZ's INI guide
NOTE: unlike previous C&C games, there does not appear to be any consequence of omitting a warhead from this list - indeed, several warheads used in the game do not appear in this list. However, this list is used to form the internal table required for the map file Action= which uses a Warhead= (from this list) to do damage at a waypoint (see the Map Editing Guide) so omitting any warheads from this list means that they cannot be used for that Action=. For this reason, I personally recommend including all of the game's warheads in this list in order to give map files complete functionality.
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I don't do map coding, so I don't really need that. Besides, IIRC, some default entries are missing from that list as well...
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