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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. |
07-28-2005, 04:39 PM
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#1 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Italy
Posts: 417
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Some questions around
Hey, i got some questions here........ One per post...
1= Can I make the railgun gun (railgun-gun sounds odd) able to deal damage without using the ambientdamage= tag?
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07-28-2005, 05:38 PM
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#2 (permalink)
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Senior Member
Join Date: Oct 2003
Location: In front of my computer...
Posts: 215
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It's been a while since I've modded RA2, but I am fairly certain that you can't.
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07-29-2005, 02:06 AM
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#3 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,047
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Do you mean you want it to cause damage along the path? Then just attach a 1-frame trailer anim which spawns a damaging particle.
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07-29-2005, 07:03 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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Damage on the actual railgun works too, its how you get a railgun to spawn an impact animation
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07-30-2005, 04:52 PM
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#5 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Italy
Posts: 417
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Ok coolio, railgun doubt solved.
2= I changed the E1 (GI) for a RANGER, my ranger its just a recolor of the normal GI, and since there is no more e1 in the infantry types list and in the allied inafntry list and in the artmd.ini, so Gi no longer exists. I forgot the paradrop things, and when i paradroped i saw just the parachutes falling. LAter then I noticed some points on my radar, it was the location in where i placed the paradrop, i notice that there were some invisble units, that cannot be selected in groups, always had their hp bar to 1 and they chrono around..... Are these guys some kind of dummy or placeholder?
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07-30-2005, 09:51 PM
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#6 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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That's what happens when you try to spawn units that are undefined. It has no health, no locomotor, no image, no nothing. And that's what you get, a lot of nothing.
Why on earth are you removing existing units?? Disable them if you want but do not remove them. There are maps which pre-place standard units, so you should provide at least legacy support for all standard units.
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07-31-2005, 04:32 PM
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#7 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Italy
Posts: 417
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Coolio... Certainly, I dont know why I removed it..... Never tought of it..
3= I was playing around with the cluster missile and the weedguy things, and i when I saw the cluster missile clustering i'de wondered if i could make a unit that spawns a unit that spawns other unit... Is it possible??
Ok, here goes number four too
4= Can I make a grenade launcher? I mean a real grenade launcher, like if my unit have it and shoot it, the grenade touches soil and explode after a little of time. With a delay effect similar to the Ivan's bombs.... Is it possible??
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08-01-2005, 12:50 AM
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#8 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,047
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I really doubt it. Besides, it would have serious problems even if it was possible. It is possible with MakeInf trick and RockPatch, but that only works on infantry.
The Oil Derrick explodes with a delay...
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08-01-2005, 07:41 AM
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#9 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 756
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It could be done with a series of anims, using particles to do the damage. The grenade guy wouldn't get any experience though.
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08-02-2005, 05:37 PM
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#10 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Italy
Posts: 417
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See....... I'll try to do it with the anims.... It could a robot guy, tough..
5= Im trying to add weather to my mod with an invulnerable device in the center of the map, that may give it a foggy or rainy effect. Would that make my maps very laggy? Just to know, to see if I continue with the project or stop it.
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