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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. |
09-03-2005, 07:36 PM
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#1 (permalink)
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Member
Join Date: Jun 2005
Posts: 42
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Some modding questions, please help.
I have a few questions that I'd like to ask:
1. How do I make a new V3 like missle? When I tried, I made a new missle from the dreadnought, but it acted like the aircraft carrier's planes. It would launch, go to the target, then turn around and slam into the ship, like it was trying to land, detonating and damaging the ship it was launched from.
2. I made a new defense building, but I don't know to make the AI build it like a defense. That is to say, build several of them all over the base.
3. Is there anyway to change the order the AI builds buildings? Like make it build a new airified I made before its battle lab? It would make more sense, because the airfield doesn't need the battle lab.
4. How can I make the AI build more than one war factory, barracks , or airfield? I'd like the AI to do this, particularly the airfield buildings.
Thanks for taking time to read this. Any help with these problems would be appreciated.
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09-03-2005, 07:48 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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1) Search (In short, no can do)
2) Add it to the list of defenses at the top of rules.ini, iirc, and add AIBuildsThis=yes
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09-03-2005, 07:56 PM
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#3 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Italy
Posts: 417
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About the Dreadnaught missile, can you post all of his code here?(unit, weapon, art)
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09-03-2005, 09:55 PM
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#4 (permalink)
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Member
Join Date: Jun 2005
Posts: 42
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Hm, well I made that missle a long time ago and had to erase my hard drive since then. I just got back to modding RA2 and havn't messed with it yet, but I'll get all of the code up soon. NukeWinter, what does iirc mean? I understand the other two but not that one...
Do you guys think giving the new missle a short ranged suicide weapon will work? I'm going to try that and see.
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09-03-2005, 10:11 PM
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#5 (permalink)
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Senior Member
Join Date: Jul 2004
Posts: 448
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no. as far as I believe....You cannot make new v3 missiles. You can try, but they dont work.
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09-04-2005, 12:26 AM
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#6 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Italy
Posts: 417
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Oh lol how bad... I wanted the your Dreadnought codes so I could copy them and make a kind of unit with a negative damage so when the missile returns it would heal the unit, ou said the missile returned. Well, after all I tought that idea would be good....
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09-04-2005, 12:58 AM
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#7 (permalink)
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Senior Member
Join Date: Jul 2004
Posts: 448
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well, if it returns, that might work. you can make new ones....but they dont work properly is what i mean. so, even if logic says itll work, it might not. try it and see- goldeagle, can you post your exact code for mr.graffitti? ALL of the missile code and unit code? I have some testing i want to do myself, for mine and mr.graffitti's mod.
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09-04-2005, 05:02 AM
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#8 (permalink)
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Senior Member
Join Date: Sep 2003
Location: U.K.
Posts: 726
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well instead of listening to what if and maybe BS please listen to advice has been tested properly.
1. New missiles are impossible cos V3ROCKET,DMISL,CMISL are hardcoded and have tags in general regarding warhead and damage.
However u can simulate a crashing missile using limbo launch logic i.e. an aircraft which turns into another object otherwise u give an invisible weapon to an plane which kills itself (by giving a Animation which has Damage=xxxx where xxxx is high damage e.g. in artmd [MYANIM] Damage=9999
2. Base Defences, best to copy + paste code from another one. If u want the AI to build them then use the Find function in notepad and search for NALASR or ATESLA
you will find AlliedBaseDefenses= SovietBaseDefenses=, etc in YR otherwise u just add to end of BuildDummy etc in [AI]
3. Well prerequisites, tech level, cost determine that and where u place it in the buildtypeslist but not adding new entries to the end is risky and not recommended.
4. The AI never builds additional factories cos of cloning bugs e.g. if ai has two barracks and it builds a tanya, it will get one free and same with factories.
It sort of happens with airfields too according to my own reports by other modders.
The easiest solution is to simply make TechLevel=-1 clones of the building which the AI will only build. (The AI can build TechLevel=-1 items ...)
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09-04-2005, 06:18 AM
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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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1. Animation? What kind of crazy bastardization of a simple technique is that again?
2. IsBaseDefense.
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09-04-2005, 07:52 AM
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#10 (permalink)
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Senior Member
Join Date: Sep 2003
Location: U.K.
Posts: 726
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easy sucide planes for when u just want something to explode over target.
Its call easy, alternative solutions
also IsBaseDefence=yes is good but its better to list it in AI build lists as well.
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