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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. |
04-23-2005, 09:17 AM
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#1 (permalink)
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Member
Join Date: Mar 2003
Location: Australia
Posts: 77
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2 modding questions
1.What is the relationship between tiberium trees and the kind of tiberium they spawn? (i.e. which tree spawns which kind of tiberium)
and 2.Does IsSensor=Yes (i.e. sensor arrays) work in any version of Red Alert or Yuris Revenge, if so which version?
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04-23-2005, 09:32 AM
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#2 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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1. What number they are, afaik.
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04-23-2005, 09:33 AM
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#3 (permalink)
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Member
Join Date: Mar 2003
Location: Australia
Posts: 77
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So tibtre01 spawns the first entry in the tiberium list, tibtre02 the second and tibtre03 the third?
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04-23-2005, 02:07 PM
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#4 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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They are all the same.
I find having different ones is useful for map modding, because I can make one ore mine spawn ore faster than another...
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04-23-2005, 04:01 PM
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#5 (permalink)
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Senior Member
Join Date: Jul 2004
Posts: 448
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hey, cannis, whats the Coding to add to tibtre01-03 to make it spawn ore faster/slower? I don't know that one, and it will greatly help my maps. :lol:
Quote:
Originally Posted by CannisRabidus";p="
They are all the same.
I find having different ones is useful for map modding, because I can make one ore mine spawn ore faster than another...
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04-23-2005, 04:18 PM
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#6 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Yeah, my bad...I was thinking of my third resource adventures and how the third ore was already on maps...*shakes head* ...forget what I said.
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04-23-2005, 05:41 PM
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#7 (permalink)
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Member
Join Date: Dec 2003
Location: Work, Internet tech support, or home.
Posts: 99
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#2 IsSensor=Yes, I believe it works; its been a while since I've messed with stealth though. This is usually stuck on a building and lets the building spot cloacked (and maybe subteranean)units.
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04-24-2005, 02:30 AM
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#8 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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Quote:
Originally Posted by Death3464";p="
hey, cannis, whats the Coding to add to tibtre01-03 to make it spawn ore faster/slower? I don't know that one, and it will greatly help my maps. :lol:
Quote:
Originally Posted by CannisRabidus";p="
They are all the same.
I find having different ones is useful for map modding, because I can make one ore mine spawn ore faster than another...
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Look at my Amazon Assault YR map, those mines are set to spawn as fast as they can without the anim tripping over itself. So you set mines somewhere between that and the default depending on your purposes...
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04-24-2005, 12:24 PM
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#9 (permalink)
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Senior Member
Join Date: Jul 2004
Posts: 448
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ok, thx. ill do that. and i'm going to try and add support for the assault game mode- how do i do that? I dont want to download an entire mod to just play assault mode!! so, could you just post on how to do that/give me a link to a tutorial? And, how do I post a tutorial I made into the Member Written Tutorials section?
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04-24-2005, 02:53 PM
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#10 (permalink)
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Senior Member
Join Date: Feb 2005
Posts: 804
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erm... you telling me the ore spawning is controlled by how often the anim is played?
that would make sence, but i've never really tried to hack them...
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