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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. |
04-17-2005, 11:22 PM
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#1 (permalink)
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Senior Member
Join Date: Jul 2004
Posts: 448
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dogfights
i was just thinking, when i came up with an idea on making dogfights work in YR/RA2, and i thought, if you maybe do one of these two things, you can make it work:
1) make it a Jumpjet (the allied jumpjet unit can do dogfights), and change its movement zone.....or make it a jumpjet and change its Locomotor,
OR
2) create an infantry unit, that looks like a plane, and is a jumpjet, and is exactly like the Allied Jumpjet unit, BUT looks like a plane and shoots like a plane. Im not sure if the 1st one will work, i havent tried it yet, but the second will work, i tested it.........Anyway, thats an idea brought back to life, and if it for someone reason doesnt work, then maybe it was just a bug......but i would like opinions on this, but PLEASE, no links to RTFM, thing about this being WAY out of date and such, i already know....
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04-18-2005, 06:01 AM
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#2 (permalink)
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Senior Member
Join Date: Sep 2003
Location: U.K.
Posts: 726
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those aren't aircraft.
Its not new, have you even bother to use an [SHAD] against an [ORCA] or [BEAG]
[AircraftTypes] vs [AircraftTypes] is impossible.
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04-18-2005, 09:47 AM
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#3 (permalink)
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Senior Member
Join Date: Jul 2004
Posts: 448
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thats why i said, make an infantry unit lookinglike a plane. its not in the aircrafttypes, and it LOOKs like a plane, with all the functionality of a plane. I read somewhere that the ride height was diff when you do that, but it isn't......
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04-18-2005, 10:52 AM
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#4 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Dude. It's just not new, okay? It's been done. Let go.
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04-18-2005, 07:36 PM
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#5 (permalink)
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Member
Join Date: Jan 2004
Posts: 80
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Even if the planes do dogfight it's screwed anyway. They just sit there and fire they don't actually move. :/
P.S. maybe if you used the FlyBy= tag it could solve that. I'll have to test that theory.
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04-18-2005, 10:07 PM
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#6 (permalink)
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Senior Member
Join Date: Jul 2004
Posts: 448
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hmmmm......maybe, ill test that one out too.
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04-19-2005, 05:44 AM
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#7 (permalink)
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Senior Member
Join Date: Sep 2003
Location: U.K.
Posts: 726
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its an tag which defaults to aircraft, i don't see the point, it looks stupid anyhow see an hovering, silent aircraft unit which have to land on the ground anywhere and have ulimited ammo
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04-19-2005, 09:49 AM
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#8 (permalink)
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Senior Member
Join Date: Jul 2004
Posts: 448
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i can use ammo on infantry......i have tried it before. its just a bit glichy, that's all. anyway, i have a question, can an armory be ANY building, like for example, the construction yard, or the barracks? and how do you make a tank armory? i know infantry armory is armory=yes, but that doesn't work with tanks, does it?
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04-19-2005, 11:27 AM
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#9 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,053
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Ammo on infantry - bugged.
Anything as armory - yes, but the AI doesn't like it.
Tank Armory - you can't.
Armory=yes on tanks - no, it doesn't.
You could learn all that by RTFM... we discussed infantry ammo last week, and armory is also well documented. Lazy...
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04-19-2005, 01:52 PM
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#10 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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That's why you shouldn't support it by answering, but link RTFM instead... 
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12-18-2003 10:51 AM |
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