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Forum Members: 18,617
Total Threads: 8,723
Posts: 95,209
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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, 05:55 PM
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#31 (permalink)
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Member
Join Date: Dec 2003
Posts: 44
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I plan to now that I've gotten back into RA - I just haven't been gaming much for the past year or so because of work and side projects.
I plan to grab YR and a few others after my vacation in two weeks. Caribbean, here I come! *smile*
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12-27-2003, 06:59 PM
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#32 (permalink)
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Member
Join Date: Dec 2003
Posts: 44
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I have a new issue that seems kind of strange.
My ghost now fires modified grand cannon ammo (way stronger and fires VERY slowly) I plan on making the ammo limited to 1 in the end I think if that works.
Whenever he shoots a bunker, it crashes the game. Everything else he can destroy fine though.
Any ideas?
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12-27-2003, 07:35 PM
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#33 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Tahiti
Posts: 621
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are you sure it's only the bunker ??
I once had this prob where the Prism Tank destroying a Weather Control Device triggered an IE (Internal Error)... In fact, it didn't came from the WC Device but from the Prism Tank's elite weap : by destroying the WCD, it got instantly promoted to Elite, and so got a new weap (ElitePrimary= ) which didn't exist.....
So check that first : if you have an EliteWeap, make sure it exists.
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12-27-2003, 08:15 PM
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#34 (permalink)
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Member
Join Date: Dec 2003
Posts: 44
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That might have been it... I recreated the weapon by copying the grand cannon original and changing part by part back the way I had it and it works fine now.
I added trainable=no around that time too, so it seems to be fine now.
I just added a deploy ability to it and moved the big gun to secondary so that he has to deploy to use it. I shut off auto-targeting and oportunity fire so he'll only fire when I tell him to. Had to change to the GI art though since the Seal doesn't have that animation at this point.
It would be nice to be able to cloak him too, but that doesn't seem to work. Am I missing something or is that just a left over from prev games?
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12-27-2003, 08:59 PM
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#35 (permalink)
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Member
Join Date: Dec 2003
Posts: 44
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Well, I'm done for tonight, but I'm left with a problem of my guy auto attacking things.
If I don't deploy him, he chases things (at least after they attack him) and if I do deploy him, then he attacks whatever he can reach.
I've put these on him:
CanPassiveAquire=no
OpportunityFire=no
But it seems not to matter. Any ideas?
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12-28-2003, 01:34 AM
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#36 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,057
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Cloakable=yes
CloakingSpeed=1
It worked for me.
For no auto-attacking, try adding
CanRetaliate=no.
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12-28-2003, 05:31 AM
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#37 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Egypt
Posts: 1,241
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also StupidHunt=no
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12-28-2003, 05:43 PM
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#38 (permalink)
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Member
Join Date: Dec 2003
Posts: 44
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After all that, he still auto fights... Maybe it has to do with his weapon being the same as the grand cannon? Some hard coded logic there that makes it attack anyway?
He doesn't just start atacking though, he waits like 8 seconds or so and then starts. Quite strange if you ask me.
The cloaking did work though, however he uncloaks when he fires (which is a good thing) but he stays uncloaked until he's ready to fire again (which is a 500 delay right now I think) It will be longer for the final guy though to prevent a massive attack with him.
He also can't fire his primary weapon while the secondary one 'charges' Is that just how it's supposed to be or do I have something messed up?
And what does ProneDamage mean? The def in the rules file says damage modifier for infantry when prone... When are infantry prone?
Lastly, is it possible to give a unit a weapon that he can only fire when deployed? I tried just a secondary definition, but that didn't work - he couldn't fire at all. I tried a primary definition as makeupkit, but that didn't prevent him from firing the secondary at a building.
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12-28-2003, 08:26 PM
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#39 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 1,858
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look at the several deploy tags.
there are probably several threads in this forum on that topic that you could search for. I'm not at home, so I can't just look up the exact tags you need.
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12-28-2003, 09:19 PM
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#40 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Tahiti
Posts: 621
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there's smth about Guard Area/Range to look for (make a search in the rules, i think there's a comment on that)
Infantry when prone are crawling infantry, not sure... *need confirmation*
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