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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. |
04-19-2005, 08:58 PM
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#1 (permalink)
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Senior Member
Join Date: Jul 2004
Posts: 448
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lol, yeah- i know that infantry ammo was just talked about- i was following the whole conversation. which is also leading to another point- i said it's glitchy. i know a way around the glithyness though.
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04-20-2005, 04:09 AM
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#2 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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Can you tell us?
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04-20-2005, 06:15 AM
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#3 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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[StarshipTroopersDrillInstructorVoice]"MEDIC!"[/STDIV]
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04-20-2005, 09:25 AM
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#4 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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I loved that movie somehow.
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04-22-2005, 12:10 AM
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#5 (permalink)
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Senior Member
Join Date: Jul 2004
Posts: 448
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ok, well, whiteboy, the way to do it is quite simple, you just need to use certain techniques. for example, there is no glitch GIVING the ammo, its reloading right? well, make it deploy, into itself, with no ammo restriction, and, whether its was a glitch or not, if you undeploy it, it somehow refills it's ammo. not realistic, still fixes the glitchyness though......only one problem with it is if you give it to big of an ammo restriction (ie. 100), it MAY, not always, the guy won't fire.....note one thing- you need to make sure that the guy deploys into the EXACT same unit- ie. GI deploy into immobile GI, same EVERYTHING. then undeploy, and there you go- reloaded. and as far as i found, there was no other problems with the infantry ammo thing that is not already bypassed. now, making it more realistic is more of a challenge, but i THINK (it's not tested) that i also know a Short-Cut to get to that too.
Renegade- what did your post mean? i don't get it.......
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04-22-2005, 09:11 AM
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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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Somebody recently said that healing would reload the ammo as well. I did not test that yet, though.
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04-22-2005, 10:32 AM
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#7 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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@ Death: You do not have to get it. He's Renegade...
Anyway, what you are saying is that the player must deploy the infantry unit and then undeploy it. Sounds like uneccessary micromanagement to me. Why do you really want infantry to have ammo anyway if they require microing? Just curious.
@ Ren: regardless of whether it works or not, I still don't like the idea of a "Reloader-Medic" infantry unit that has to constantly follow all infantry that use ammo. It would just be weird IMO... but if a mod were to have such a unit, I would make him either very fast or have a chrono locomotor.
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04-22-2005, 10:36 AM
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#8 (permalink)
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Senior Member
Join Date: Jul 2004
Posts: 448
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Quote:
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Originally Posted by Whiteboy
@ Death: You do not have to get it. He's Renegade...
Anyway, what you are saying is that the player must deploy the infantry unit and then undeploy it. Sounds like uneccessary micromanagement to me. Why do you really want infantry to have ammo anyway if they require microing? Just curious.
@ Ren: regardless of whether it works or not, I still don't like the idea of a "Reloader-Medic" infantry unit that has to constantly follow all infantry that use ammo. It would just be weird IMO... but if a mod were to have such a unit, I would make him either very fast or have a chrono locomotor.
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yeah, that's true. i might be able to find a way around micromanaging it though. I'll think about that one. once i've figured it out, i'll let you guys know.
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04-22-2005, 01:12 PM
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#9 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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I need somebody to test code right now!
During my test with the medic/reloader, weird stuff happened:
The guy was always reloaded before the medic reached him. Then the medic was killed by hostile forces, and I tried it again, without him...and indeed:
A few frames after the empty infantry had entered "red" condition, it reloaded on it's own. No medic, no nothing. To full ammo. Without reload-code on it. His green-energy, empty counterpart did not do so.
Could somebody please verify this?
All ammo-code I had was
PipScale=Ammo
Ammo=5
nothing more. Then I used a GI to shoot the guy down to red, and he reloaded.
If this is true and valid for all users, it means there is a fully working reloading-engine for infantry-units. And that means our men with the deassemblers might be able to do some magic.
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04-22-2005, 01:16 PM
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#10 (permalink)
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Senior Member
Join Date: Jul 2004
Posts: 448
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Quote:
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Originally Posted by Renegade
I need somebody to test code right now!
During my test with the medic/reloader, weird stuff happened:
The guy was always reloaded before the medic reached him. Then the medic was killed by hostile forces, and I tried it again, without him...and indeed:
A few frames after the empty infantry had entered "red" condition, it reloaded on it's own. No medic, no nothing. To full ammo. Without reload-code on it. His green-energy, empty counterpart did not do so.
Could somebody please verify this?
All ammo-code I had was
PipScale=Ammo
Ammo=5
nothing more. Then I used a GI to shoot the guy down to red, and he reloaded.
If this is true and valid for all users, it means there is a fully working reloading-engine for infantry-units. And that means our men with the deassemblers might be able to do some magic.
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hmmmm......seems your right. it did the same for me.i did exactly like you said, on a GI, and it worked. i just tested it really quick. thats a good little find you made there, renegade. i might just use that on my berserker unit i am making......
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