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Forum Members: 18,581
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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. |
12-27-2003, 04:02 AM
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#22 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Tahiti
Posts: 621
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update : Godwin's glass effect can also be found guide here that's to say here in DZ... even a sticky one !!
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12-27-2003, 01:16 PM
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#23 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Quote:
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Originally Posted by archaic0
OK, now I have a sort of strange issue... I put the following on a unit:
BuildLimit=5
And it limits it to 5, but I can only build 1 less than the max at a time... in this case, I can only build 4 at first, then I have to build the last one after they are done.
Even when 2 die, I can't build 2. I have to build 1, then 1 after that to finish up.
Any ideas why it's doing that?
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That's the standard...it may suck, but that's the way it goes.
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12-27-2003, 01:45 PM
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#24 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Tahiti
Posts: 621
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that's why I don't work with BuildLimit... I mean, why put BL=5 ?? IMO, either a unit is unique (BL=1 or -1), or not...
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12-27-2003, 02:17 PM
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#25 (permalink)
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Member
Join Date: Dec 2003
Posts: 44
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I put 5 on chrono legion guys because one just isn't powerful enough but I wanted to prevent tons of them. I guess I could just edit his weapon though and limit to one to acomplish the same thing.
Things like the jets though, I've put a 16 now to hold the air force at bay. Although some test games so far are showing that limiting things can hurt you big time if you limit things too much.
I've got some experimenting to do, definately.
Thanks guys.
Anyone have an idea about making a Ghost like StarCraft? I don't know how the primary and secondary weapons work though, but I want to make his primary weapon the chrono gun and the secondary a nuke call. Can that be done?
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12-27-2003, 03:19 PM
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#26 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Tahiti
Posts: 621
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concerning the nuke call here's a LINK
(I did it, and it works....)
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12-27-2003, 04:37 PM
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#27 (permalink)
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Member
Join Date: Dec 2003
Posts: 44
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But I'm using original RA2, not YR, so I don't have the boris character.
what about moding the ghost seal to still have the railgun, but give the railrun the nuke warhead?
Then it should draw the line, right?
then I'll just have to increase his range and slow down the rate of fire or something to give it a delay.
Sound plausable?
And is there a definition of the techlevel= var? Just what puts you at different tech levels and why is that important vs just requiring a certain building?
And what's this soylent= var anyway?
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12-27-2003, 04:57 PM
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#28 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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The techlevel doesn't really control anything important like in older C&C games, where it controlled at which mission / multiplay level stuff became available. RA2 doesn't have that system anymore, but tech level still has a function (apart from obviously setting it to -1 to make a unit unbuildable), even though it's somewhat different from other C&C games.
The TechLevel setting controls in which order the icons in the sidebar appear. In other C&C's the icons just appeared in the order they became available, so, in TS, if you built a radar (for SAMs) before a Hand of Nod (for Laser Turret), then the SAM icon would come before the Laser icon. If you built the HoN first, the Laser would come first in the list.
In RA2, the icons are ordered by techlevel. Low-tech stuff comes first, and high-tech last. Anything above 10 can't be built. If multiple units that go in the same "tab" share a tech level, then the cheapest units are listed first. That's why if you're Allied and you capture a Soviet War Factory, your tanks (all level 2) are listed in the order of Robot Tank (600), Grizzly Tank (700), Rhino Tank (900).
Some special stuff goes for the vehicle tab, because it contains ships and aircraft too. The rule is that any vehicles come first (which are then ordered by techlevel), then aircraft and ships last. The game recognises anything that has Naval=yes as a ship, and it also considers airborne "vehicles" such as airships, nighthawks etc. as aircraft.
Soylent is more easier to explain. It sets the credits a player gets when he sells the unit/building by any means. Selling buildings is obvious, but vehicles and infantry can also be sold (in a Grinder for example).
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12-27-2003, 05:40 PM
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#29 (permalink)
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Member
Join Date: Dec 2003
Posts: 44
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Thanks, that all makes sense.
Progress on my Ghost... I've given a seal the grand cannon weapon and taken away the C4.
I tried to get the nuke to work, but it seems to be a multilevel thing that I'm not ready to tackle so I'll do it the old fashioned way and just give him a really big gun.
For fun I set ROF=1 and he shoots machine gun speed grand cannon balls. *smile*
He's tough as hell... got some work to do to balance that.
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12-27-2003, 05:49 PM
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#30 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Tahiti
Posts: 621
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I know it's not my prob, but why don't you go and buy YR ?? it's only $10 at max.....
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