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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.

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Old 04-23-2005, 03:58 PM   #11 (permalink)
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ok, well, I have another question then- is it possible to make a Tank turn into Base Defense? like, Lasher Light Tank Deploys into a Tank Bunker type thing? Or a Lasher Tank deploys into a Lasher Tower (shoots same as lasher tank, but is building)?
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Old 04-23-2005, 04:11 PM   #12 (permalink)
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You know, I think I came across something like this once...it was a really weird hack...it was something with M...and I think a C...oh, of course: MCV.
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Old 04-23-2005, 05:44 PM   #13 (permalink)
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Quote:
Originally Posted by Renegade";p=&quot View Post
You know, I think I came across something like this once...it was a really weird hack...it was something with M...and I think a C...oh, of course: MCV.
That is a yes. Just put your building in the rules, then give the lasher the tag deploys into lasher building. Also for undeploy give the lasher building the tag undeploys into lasher. (not exact tabs, but you know what I mean.)
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Old 04-23-2005, 05:56 PM   #14 (permalink)
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thx, i was wondering about that. I didn't know if a vehicle could deploy into that, but can a vehicle deploy into a garrisonable building? if it can.......what happens if it is un-deployed with units still in it?
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Old 04-23-2005, 06:13 PM   #15 (permalink)
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One of two things, the units come out just fine and then you have to undeploy it again to get it to move, or it causes an internal error.

HOW TO FIX THIS:

Do one of three things to fix it; 1) don't make it garrisonable, just give it the garrisoned weapon. 2) don't make it garrisonable at all. 3) don't let the building undeploy back to a tank. The last option, just try it and see.
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Old 04-23-2005, 07:31 PM   #16 (permalink)
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or it might make a transport......i wonder.....if it was a transport deployed into a garrisonable building......anyhow, what do you think of a Robot Tank deploying into an Ore Refinery?
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Old 04-23-2005, 07:38 PM   #17 (permalink)
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The imaging would be right, but you may want to correct the refineries free unit and make the robot tank an actual tank so it don't go across water. The reason you should correct the free unit is that when you deploy it gives you a miner. Then you undeploy and deploy, puff now you have two miners. Then you undeploy, deploy, puff three... ... ... ... and so on, get the idea?
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Old 04-23-2005, 07:43 PM   #18 (permalink)
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yeah....I think i will make it deploy into a building that the miner can DOCK at, and drop ore off, but not give a free mcv.....got any ideas of already existing buildings? im adding new ones at the end. and y arent you on msn?
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Old 04-23-2005, 08:14 PM   #19 (permalink)
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Not on that often, I usually don't get home till after 11:00 pm cst. I have sunday and monday evening off though so I might catch you then or tonight.

A good building for this would be, hmm... I can't think of one that already exists in the game. Best to use the normal image for now until you can find or make one. I have a shp builder now, so I might try and come up with something, might take a couple of days though.
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Old 04-23-2005, 09:17 PM   #20 (permalink)
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Quote:
Originally Posted by Psico";p=&quot View Post
One of two things, the units come out just fine and then you have to undeploy it again to get it to move, or it causes an internal error.

HOW TO FIX THIS:

Do one of three things to fix it; 1) don't make it garrisonable, just give it the garrisoned weapon. 2) don't make it garrisonable at all. 3) don't let the building undeploy back to a tank. The last option, just try it and see.
Oh, the great expert has spoken. The possibilities are either "works fine" or "gives internal error".

If neither of us has tested it, what great knowledge do you possess to rule out the case where the building undeploys with the infantry in it, and the poor guys simply vanish?
I'm not saying I'm right, I'm just saying if you don't know, it's dangerous to jump to conclusions.
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