logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,617
Total Threads: 8,723
Posts: 95,217

Administrators:
DeeZire, Redemption

There are currently 40 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

Reply
 
LinkBack Thread Tools
Old 04-12-2005, 07:13 PM   #1 (permalink)
Member
 
Join Date: Dec 2003
Location: Work, Internet tech support, or home.
Posts: 99
Send a message via MSN to Psico
Default cloak generator

Okay a couple of simple questions: how do you put the stealth ability on a structure? Can you change the area affected by the cloak generator tab so it only affects a certain building? If you could just point me in the direction, I don't like getting the answers unlike noobs; I have passed those days in my moding. :lol:

What I have done so far.

I tested the cloakable=yes and it didn't seem to work. So I put the tag to make it a cloak generator and it worked, but it cloaked the fellow buildings that were around it. I have checked up in the sections at the top that apply to general settings, and I found a tag that dealt with the cloak generator. I didn't have time to test it, I had to go to work which is were I am now (tech support is sometimes boring), forgot what that tag was called but could it be what I'm looking for?? :scared:

*edited the name of post, other part of problem solved.
Psico is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-12-2005, 07:57 PM   #2 (permalink)
Member
 
Join Date: Dec 2003
Location: Work, Internet tech support, or home.
Posts: 99
Send a message via MSN to Psico
Default

In case anyone is wondering I am making "new side" (yuri country but different name) that has its main bases under the ocean. I have the building setup as naval and underwater with all the art images and the only things that can attack it are anti sub warfare weapons, but you can see it. Its similar to a submarine that has been spotted but not came to the surface yet. So since the sub has a cloak=yes, I believe the structure needs a cloaking option as well.
Psico is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-13-2005, 02:14 AM   #3 (permalink)
Senior Member
 
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,057
Send a message via MSN to DCoder
Default

[structure]
CloakRadiusInCells=12
DCoder is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-13-2005, 04:31 AM   #4 (permalink)
Senior Member
 
AlliedG's Avatar
 
Join Date: Sep 2003
Location: U.K.
Posts: 726
Default

note that the cloaking sound is used by subs and there is horrible lag due to large shp structures and doublethick=true in the art.ini

Also walls (overlays) are not cloaked, hence its pointless for an AI unless you remove all the ProtectWithWall tags or whatever its called.
AlliedG is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-13-2005, 06:59 AM   #5 (permalink)
Senior Member
 
Join Date: Feb 2005
Posts: 804
Default

what does doublethick actually do?
bobing is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-13-2005, 08:17 AM   #6 (permalink)
Senior Member
 
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,057
Send a message via MSN to DCoder
Default

It forces the game to double the transparency effect on buildings. Because certain buildings' active anims overlap the building image itself, it wouldn't look correct to have only the anim transparented, and the building underneath still active. Look at the NANRCT art.
DCoder is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-13-2005, 12:39 PM   #7 (permalink)
Senior Member
 
Join Date: Dec 2002
Location: Earth
Posts: 343
Default

Its lazy artwork mainly, it would be possible to fix by making large edits to a lot of structures, but there is a lot of time involved in that too.
Blade is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 04-13-2005, 04:54 PM   #8 (permalink)
Member
 
Join Date: Dec 2003
Location: Work, Internet tech support, or home.
Posts: 99
Send a message via MSN to Psico
Default

I have the solution, it was in the cloak generator cells tag. Thanks for the info on the walls not cloaking though. I'm sure there was something else though, ... ... ... oh yeah, I found a tag that said cloaking stages=9? What is this, I am going to look through deezires tutorials here in a sec, but thought I'd ask incase it isn't there.

*It was, ignore this post. Thanx for all the help, past and in the future.
Psico is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Making things cloak units around each other HorseAss Generals & Zero Hour Editing 5 07-22-2005 01:32 PM
Cloak NORMAL Weapon, on an tank, for example... possible? EduElias7 Red Alert 2 & Yuri's Revenge Editing 10 09-26-2004 11:58 PM
help plz(with gap generator) Soviet_Deso Generals & Zero Hour Editing 2 02-23-2004 02:14 PM
Cameo Generator ssanzing Generals & Zero Hour Editing 3 02-05-2004 01:06 PM
Cloak Detection in Yuri's Revenge. Marshall7a Red Alert 2 & Yuri's Revenge Editing 7 03-30-2003 06:34 AM


All times are GMT -4. The time now is 07:03 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.