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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. |
08-05-2004, 08:07 AM
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#11 (permalink)
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Member
Join Date: Jun 2003
Location: Computer Chair
Posts: 33
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you could share money by doing the spy in your own structer glitch
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08-05-2004, 09:03 AM
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#12 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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Ren, I think Soylent= only affects the cash you get when a unit is sent to the Grinder. Or am I wrong?
Is anyone going to rate my "Aid Chopper" idea? 
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08-05-2004, 09:17 AM
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#13 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Russia, Novosibirsk
Posts: 489
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By the way, (I'm not sure if it works) we can create a truck which have a weapon similar to floating disk draining weapon, but instead it drains money from the refinary, it should put them there. (if disk drains XX money at a moment, truck should darin -XX)
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08-05-2004, 10:07 AM
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#14 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,057
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Draining is a global setting, you can't have two units draining different amounts. Furthermore, the drain weapon is supposed to be fired vertically.
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08-05-2004, 12:02 PM
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#15 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Russia, Novosibirsk
Posts: 489
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Pity
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08-06-2004, 04:18 AM
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#16 (permalink)
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Senior Member
Join Date: Jul 2004
Location: England
Posts: 104
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Instead of causing the chopper to deploy into a weak building that will drop a crate when you fire on it and destroy it, you could give it almost no armor or strength, make it invisible and give it damage on the buildup anim, like the MAD tank in the tutorial section. This way the chopper would seem to deploy into a cash crate (if you have CarriesCrate=yes and CrateBeneathIsMoney=yes.) I think they are the right tags.
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08-06-2004, 08:22 AM
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#17 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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@Whitey: Seems like you're right...the original line in the guide talked about "objects", but the later YR addition says that it's only for grinding...so instead of just rewriting it from vehicle --> depot-selling to vehicle --> grinder-selling, Westwood screwed up again and simply limited the tag to grinding.
God I hate their coders.
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08-08-2004, 04:07 AM
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#18 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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Quote:
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Originally Posted by Rulke
Instead of causing the chopper to deploy into a weak building that will drop a crate when you fire on it and destroy it, you could give it almost no armor or strength, make it invisible and give it damage on the buildup anim, like the MAD tank in the tutorial section. This way the chopper would seem to deploy into a cash crate (if you have CarriesCrate=yes and CrateBeneathIsMoney=yes.) I think they are the right tags.
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Nice in theory, but I think seeing a chopper deploy directly into a crate would look "weird", and I think it would be better if the players had control over when the crate is dropped (money crates can disappear after time I think).
But you have raised the point: what if there are no attack-capable units around to destroy the aid package? Well, firstly I'd say that the palyer that deployed the chopper might be able to help his unfortunate ally in destroying the crate, and secondly, the said unfortunate ally would already be done for if he can't provide a single attack-capable unit to destroy it, so why would he need the money? I can't think of any situations where breaking open the aid package would be annoying... well not right now anyway.
Still, the MAD Tank thing could work.
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08-08-2004, 09:00 AM
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#19 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Then it could have a deploy/self-destruct weapon
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08-08-2004, 02:13 PM
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#20 (permalink)
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Senior Member
Join Date: Jul 2004
Location: England
Posts: 104
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Quote:
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Originally Posted by Whiteboy
Nice in theory, but I think seeing a chopper deploy directly into a crate would look "weird", and I think it would be better if the players had control over when the crate is dropped (money crates can disappear after time I think).
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In my opinion it wouldn't look half as weird as seeing a chopper deploy into a building that drops a cash crate when you destroy it, and my way would seem to be more obvious in a multiplayer with someone who didn't know what the mod does.
However, my way would still look weird, so perhaps it would be more appropriate to give the code to a convoy truck, which will deploy into a building that destroys itself and has a cash crate underneath, and has an identical looking truck as a FreeUnit=, and the new truck could be an APC or something. That bit was based on one way of producing a minelayer, and can be adapted to give the convoy truck more crates.[quote]
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