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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. |
05-06-2005, 08:28 PM
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#11 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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5 == 0? ^^
Anyway, I've edited my post above to better reflect what I consider the problems with your system. I got a little heated this afternoon, sorry about that.
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05-06-2005, 08:45 PM
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#12 (permalink)
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Senior Member
Join Date: Dec 2002
Location: UK
Posts: 434
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To those who haven't considered it, you can use my system of having the BuildingType land mine gain sensors when veteran and give the mine layer intitial veterancy.
When the veteran mine layer deploys, hey presto, a veteran and therefore cloaked land mine without cloak generator.
It essentially replaces the cloak generator problem with forced initial veterancy on the mine layer unit. Still better in my oppinion.
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05-07-2005, 07:39 AM
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#13 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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Sounds good martyr. I might consider that. I have been looking for a good mine-layer package for a while... well if I use it, I will credit you. You could even make a complete zip dowload, with art (and cameo) and code, maybe sounds too. People would credit you for it and you will become a teensy little bit more famous in this world. Because I'm too lazy to do it myself :|
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05-07-2005, 08:00 AM
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#14 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Now that's modding. Look at that n00bs. Smart. Simple. Working.
Although, I feel a little blind.
I had cloaked Aircraft that way.
I have promotable structures.
...it's so blindingly obvious, and yet...oh well.
Thanks for the hint, dude. Makes my mines a lot more useful.
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05-07-2005, 08:32 AM
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#15 (permalink)
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Senior Member
Join Date: Dec 2002
Location: UK
Posts: 434
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I came up with that system some time ago to deal with the IE caused by Invisible=yes. Cloak generator was just too stupid.
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05-09-2005, 08:31 AM
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#16 (permalink)
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Senior Member
Join Date: Sep 2003
Location: U.K.
Posts: 726
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and having a veteran symbol on a mine isn't? :|
Also you know where do you your readmes and you need to write some posh history about the unit, how are you gonna explain it and also why the cameo has no veteran.
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05-09-2005, 08:47 AM
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#17 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Or you could just be honest and explain to the user it is a hack to make it work.
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05-09-2005, 08:57 AM
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#18 (permalink)
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Senior Member
Join Date: Dec 2002
Location: UK
Posts: 434
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I don't pretend that there are no problems. I just meant that having a veteran symbol is pretty insignificant compared to having a land mine which cloaks your units or, worse, causes a reconnection error, which are most definitely significant problems.
All the other problems associated with a vehicle-building mine layer obviously still stand, but I still think that vehicle-building mine layers are the best method.
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05-09-2005, 09:19 AM
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#19 (permalink)
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Senior Member
Join Date: Sep 2003
Location: U.K.
Posts: 726
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yes, for the hardcoded game
I guess it okay, its just an eye sore, annoying "hacks" are when you write please don't pick up naval vessels with a carryall.
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05-09-2005, 10:11 AM
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#20 (permalink)
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Senior Member
Join Date: Dec 2002
Location: UK
Posts: 434
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True. But such is the nature of the beast. You have a choice: live with the unavoidable problems or don't include the feature in your mod at all.
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