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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. |
07-23-2004, 08:21 AM
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#21 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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Well good luck. I suppose it depends on where you are in France - the countryside in the south is nice, but metropolitan areas such as Bordeux and Marseille (sp?) are not so peaceful. And then there's Paris... well at least you're in luck if you do a lot of clothes shopping
Well this may sound bad, but I don't know where Tahiti/French Polynesia is... but then again I don't even know anything about some British places. Examples are Fiji, the Falkland Islands, some places in the Carribean, New Zealand (haha, I do now after living here for a year), that place in Spain, and loads of miscellaneous islands that I don't even know the names of. Am I ignorant or just uninformed 
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07-23-2004, 09:37 AM
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#22 (permalink)
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Senior Member
Join Date: Apr 2003
Location: USA
Posts: 241
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i think its time to get back to the topic of this thread. Whiteboy could you post the coding of the "powered" unit you are trying to use.
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07-24-2004, 02:22 AM
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#23 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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Certainly!
Code:
; Assault Police Car
[COP]
UIName=Name:PIGCAR
Name=Police Car
Strength=300
Primary=MagneShake
Secondary=Medusa2E
Category=AFV
Armor=light
DeployTime=.022
TechLevel=7
Sight=6
PipScale=Passengers
Speed=6
CrateGoodie=no ;because it requires a robo center
Prerequisite=GAWEAP,RADAR,CAUSFGL,GAROBO
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=1750
Soylent=100
Points=20
ROT=5
Crusher=no
Turret=no
;Passengers=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenCarSelect
VoiceSelectDeactivated=RobotTankSelectDeactivated
VoiceMove=MCVMoveStart
VoiceAttack=MCVMoveStart
VoiceFeedback=GenCarSelect
DieSound=PoliceCarDie
CrushSound=TankCrush
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=25 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
;Bombable=no
Size=6
SizeLimit=2
;Insignificant=yes
;AmbientSound=PoliceSirenLoop
Trainable=yes
AIBuildThis=yes
;BuildLimit=20
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
EliteSecondary=Medusa2E
PoweredUnit=yes ;powered by presence of building
ActivateSound= RobotTankOnline
DeactivateSound= RobotTankOffline
The important lines are at the bottom three. I put these lines on a different vehicle, and the same happens - it can deactivate if the RCC goes offline or is destroyed, but the vehicles never come back online again.
One thing I have done is make the BuildLimit of the RCC infinite. I'm not sure if this is the default though, is the default one or infinite?
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07-24-2004, 02:38 AM
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#24 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,056
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Unrelated: Remove AIBuildThis=yes, EliteSecondary=, PipScale=, DeployTime= and fix the Soylent=.
RCC doesn't have a buildlimit, AFAICR. Did you (re)move the original Robot Tank off the GAROBO PowersUnit= ?
I wouldn't be surprised if that logic had something to do with Hover locomotor... in fact, the hover units in TS did shutdown during the ion storm, this might be a simple transformation of that code.
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07-24-2004, 09:21 AM
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#25 (permalink)
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Senior Member
Join Date: Apr 2003
Location: USA
Posts: 241
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DCODER is right also you can add something like Power=5 to the unit so it does draw power. There is no build limit so to say for the RCC.
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07-25-2004, 01:17 AM
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#26 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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Hmm, I've done those things (but I kept EliteSecondary= because I like to have quick references to elite weaponry). What will putting Power= do to the unit other than make it draw power? I don't think that will solve the problem.
GAROBO is still on the PowersUnit=. I think the reson why I can't get this vehicle to work like the Robot Tank because I haven't made another building with the PowersUnit= tag. As I have been told, this tag is not a list so I cant simply add new units separated by commas.
Also, the hover thing freom TS may play a part - like DCoder said, it could be from the old Ion Storm logic that this will only work with the hover locomotor. I hope not - the vehicle I want to make does not hover.
So I think we can conclude that the reason why my new unit can be powered down but never comes back online again is because I need to add the PowersUnit=MYNEWVEHICLE tag to a structure, which I haven't done yet. Agreed, gentlemen?
I will go now and add that tag to something. I'll let you know the results. Thanks! 
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07-25-2004, 01:41 AM
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#27 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,056
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Code:
[COP]
Secondary=Medusa2E
EliteSecondary=Medusa2E
Fix the Secondary, then. Now your Veteran level weapon is at least as good, if not better, than your Elite level weapon.
As I see it, giving Elitexxx= the same weapon as rookie nullifies the EliteAbilities= or VeteranAbilities= bonuses related to weapons - probably it was useful in TS, where you couldn't get EliteSecondary=, and not that many units had new Elite= weapons, but since you can do both in YR, I don't see a point in boosting firepower/rof in EliteAbilities=.
Look at it this way: You are a rookie unit. You get a weapon. You get promoted, your weapon boosts up too. You get promoted again, your weapon boosts up again, but it gets taken away, and you get the unboosted version again (since you specified it to be the same). Sux, no?
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07-26-2004, 03:02 AM
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#28 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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I thought the effects of the VeteranAbilities= and EliteAbilities= were cumalative. Therefore, the weapon gets better at veteran and even better than that at elite. So are you saying the effects aren't cumalative? If that is the case, I will have to change a whole load of elite weapons... but on the other hand not too many, as I didn't neccesarily want every unit's elite weapon to be better... in fact one unit I have actually gets a worse weapon when promoted, because it's other weapon gets MUCH better. It's all balance (I hope. I need more beta testers).
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07-26-2004, 01:29 PM
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#29 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 1,858
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What DCoder is saying is that by giving a unit an Elite weapon it nullifies the upgrades to the weapon from the Veteran and Elite abilities.
There is no requirement for giving anything an Elite weapon, so in some caes you may want to leave that line out.
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07-26-2004, 01:58 PM
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#30 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,056
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Yeah, especially if you already gave the unit that same weapon at rookie level...
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