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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. |
06-02-2005, 07:37 PM
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#1 (permalink)
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Junior Member
Join Date: Dec 2004
Posts: 4
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Help!! Paradroping Crates.. that gives a free vechicle unit.
I am trying to Paradrop tanks in my mod.
I do know that Paradroping Vechicle units are almost impossible
to code, but I have seen people done it with their mods when
they made carryall=yes.But I am still unsure how they had
made the codding possible.
I can think of a way of going around the problem. One, is you
Paradrop some bombs or infantry units and if it die, it leave
behind a Crate that give you a free voxel/Vechicle unit, But
the CarriesCrate=yes and CrateBeneath=true only works
on Vechicle and Buiding repectively.
I can make the Infantry selfdestruct if it hit the ground but
not leave behind a Crate.Does anyone have a good idea how
to resolve the problem? Or even better, is it possible to play
around the code to allow paradrop that is legal with both
vechicle infantry?
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06-03-2005, 07:07 AM
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#2 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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Supposedly you can paradrop a tank if the tank uses SHP artwork (its health bar will be a small infantry health bar, and its locomotor will be the chrono locomotor I believe, but this won't matter if the unit self-destructs on landing somehow).
Then CarriesCrate= can be used.
You would have to change the crate probabilities so only free units are created of course.
HOWEVER. Once a crate appears on a map, there will always be a new crate to replace that crate. Create 5 crates, and once they are used or are allowed to vanaish, 5 new crates will be randomly placed on the map, and when they are used or vanish, 5 new ones will replace them too, so that there will always be 5 crates on the map. Add 5 more crates and now there will always be 10 crates on the map. And so on. It gets cheap and crazy really fast.
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06-03-2005, 07:18 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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Going from that, you could just decompile/reorder/recompile the crate's artwork, which would not only give you the necessary SHP tank, but also look like a crate was dropped.
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06-03-2005, 08:06 AM
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#4 (permalink)
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Senior Member
Join Date: Sep 2003
Location: U.K.
Posts: 726
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couldn't someone point him to an carryall paradrop vehicle tutorial which messes up the shadows or hva or something like that?
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06-03-2005, 09:32 AM
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#5 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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Paradropping a "tank" to give a crate that may contain a tank... :/
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06-03-2005, 06:58 PM
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#6 (permalink)
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Senior Member
Join Date: Jul 2004
Posts: 448
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Sounds very wierd......and not very fun. But, it IS possible to para drop tanks without messing up the graphics. I found it around 7 months ago. Multiple solutions to paradropping tanks are:
a) Edit the graphics themselves, so that it seems less messed up- it would require a complete edit of all graphics though.
b) Get PD or someone else who edits EXE's, to make it possible.
c) finally, my way: Edit the graphics of the ENTIRE game, almost like a TC, but only graphics, to a more tank dropping friendly graphic set.
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06-03-2005, 09:40 PM
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#7 (permalink)
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Junior Member
Join Date: Dec 2004
Posts: 4
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Thanks for the input guys. I know this is a difficult
problem I had suggest. Thanks CannisRabidus
and Death3464 for some very intriging solutions
to my delema.I had personally known that paradroping
vechicle units can really messed up the HVA and
shadows. The reason I seek to have that feature
in my mod was that I want to Paradrop Mercenaries
and that include both Infantry and Tanks. The
Infantry part is easy to code.The Tank part is
a leap of imagination.
CannisRabidus, you mention that Crates can appeared
to replace the numbers that had appeared before. Even
if there is more than one,where the rulemd.ini specify
one appeared at a time. Suppose the crate regeneration
rate is modified?
CrateMaximum=1
CrateMinimum=1
CrateRegen=0
And do you mean as an Infantry or
Vechicle type by Tank shp? I had thought of that, but
Tank shp is difficult to get and unless you rip one out of
RA1 as the Mammoth but even then that shp is either
out of size or require serious touching up.For that is
beyond my skill or expertise as a modder. I have made
an infantry that behave like a tank before,but.. nothing
compare to a real vechicle type.It make life a lot easier..
if tanks can be paradrop.
Death3464 you says that Editing the Graphic may solve
the problem.. err.. sounds like a painful way of getting
around the problem,but I admire your approach to
the problem.
Hmm.. I had just have an idea around this, but had not
the time to test it yet.. but suppose if you can paradrop
a bomb that does not explode,but after touching the
you DEPLOY it into a building(like the SeigeChopper or
the MCV) and then destroying it so it leaves behind a crate?
Or Drop an infantry unit that deploy "mines" and the
"mines" in turn(as a building) and give a free vechicle
unit? I have once seen someone does a Minelayer
that deploy mines and after deploying give a free
Minelayer.. Maybe that may help. I wish I had the current
time to test those ideas.. but if someone can offer some
extra suggestion, I will be appreciated.
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06-03-2005, 11:24 PM
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#8 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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I have a similiar problem, I want to know how on Earth would you make it so that a bomber can go over a target and drop bombs on parachute!? Everytime I try, they wind up dropping it as soon as they come off screen...? Please help!
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06-04-2005, 07:50 AM
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#9 (permalink)
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Senior Member
Join Date: Sep 2003
Location: Tahiti
Posts: 621
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SmokeyDaBear, can you post your Bomber's weapon ? (range,ROF, etc.)
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06-04-2005, 08:43 AM
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#10 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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Infraid the inquirer. Nice to see you back 
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