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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.

View Poll Results: What should be done with the Superweapons?
Change old weapons into new ones. 1 25.00%
Add new weapons(emulated), keep old ones the same. 0 0%
Add new weapons, slightly change old ones(new anims., new names, etc.) 1 25.00%
Do nothing! Leave weapons the same. 2 50.00%
Voters: 4. You may not vote on this poll

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Old 09-30-2005, 07:19 PM   #11 (permalink)
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Quote:
Originally Posted by DCoder";p=&quot View Post
Hmmm... why do I remember Renegade's post about Ammo from a while ago? Maybe because it detailed the Ammo system in detail...
Or maybe because you read it at ModEnc afterwards?
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Old 09-30-2005, 10:24 PM   #12 (permalink)
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Ok, if I read the info on that site link correctly, it means building ammo pips don't work.... So does anyone have any ideas on how to make the player aware the weapons ready? I'm currently out of ideas.....sounds won't work to my knowledge, niether will ammo pips......
@tate= If you mean the comm. center's weapon, here it is:

[TCannon] ;Comm. Center "super weapon"
Damage=50 ;still tweaking damage, warhead is messed up
ROF=150 ;this is being tweaked too, needs to be WAY longer
Range=-2
Projectile=InvisibleLow
Speed=100
Warhead=IonCannonWH
FireOnce=yes

Thanks for the help guys, just need to figure out how to alert the player.... I should have the rest of the Soviet buildings up tomorrow, and maybe a few Allied ones too.
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Old 10-01-2005, 05:22 AM   #13 (permalink)
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Quote:
Originally Posted by ModEnc
Unfortunately, it simply reloads to full ammo as soon as it is out of rounds, meaning that it makes no difference if ammo is defined or not. It doesn't even stop shooting while reloading.
Quote:
Originally Posted by Goldeagle";p=&quot View Post
Ok, if I read the info on that site link correctly, it means building ammo pips don't work....
But as it is, it looks like you're unable to read the info on "that site link" correctly.

It's not just the pips not working. All that adding ammo to a building does is confusing it. No matter whether you alert the player on every magazine change or not.
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Old 10-02-2005, 03:00 PM   #14 (permalink)
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Storage pips worked in TS, for the refinery, silos, and waste facility. None of these work in RA2 coz Westwood removed the logic. Just shows pips did work with storage. Maybe you need pips, if you aren't using any. If that doesn't work, throw it on the wishlist, if PD will look at it.
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Old 10-03-2005, 01:03 AM   #15 (permalink)
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What do storage pips have to do with ammo? Ammo pips work fine. It's the building ammo coding that's fubared, not pips.
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Old 10-04-2005, 07:23 PM   #16 (permalink)
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Sorry I haven't posted for a while. I had two term papers to do over the weekend. :dead: This has put the mod a little behind schedule.I'll have the Soviet buildings finished up in a few more minutes(I working on the last one now). Here are the rest of the buildings:

1. Mobile Service Depot= Should be rather self-explainitory, a mobile repair bay. Made to give the Soviets infield repairs.

2. Soviet Airfield= Also self-explainitory, builds, rearms, and repairs Soviet aircraft.

3. Tesla Lab= Grants access to advanced Tesla and EMP weapons.

4. Nuke Lab= Same here, only with nuke and plasma tech instead.

5. Distruption Coil= uses an EMP weapon to "give the player control of enemy vehicle". In quotes because control span is so brief, vehicle can't really be used(unless its the last one standing). Meant to cause enemy armor groups to attack each other randomly by controling a vehicle, shoot a few times, then take a different one.

The Sentry Gun is now equipped with a light anti-armor weapon to give the base armor protection during times of low power.

As for the new supers, I'm looking at alternate ways of making them. The most appealing way right now is to make a beacon structure that can be placed anywhere. This way, the player will know that the weapon is ready. The Radar Tower now also gives you a Paradrop rather than the Spyplane. Everyone has map revealing buildings now, so Psi Reveal and Spyplanes are useless. The same will go for Yuri's Radar when I get to it. The tech airports now unlock hidden aircraft when captured.
Also, how would everyone feel if I gave each side a Battle Bunker structure? Its just an idea I've been thinking about.
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Old 10-05-2005, 01:35 AM   #17 (permalink)
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So everyone has mobile service bays, airfields, spysats... woot, three sides with completely identical equipment. >_>
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Old 10-06-2005, 09:05 PM   #18 (permalink)
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And we don't wanna here from n00bs with a name like DeezirePostReplier and a title of Spammer, that shows no consideration to newbs!!
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Old 10-06-2005, 10:36 PM   #19 (permalink)
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Don't stick with that name, it sets a bad start for yourself. And use proper spelling. This place has been contaminated with n00bs, and we have been stuck with the job of a moderating without moderator interface.
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Old 10-06-2005, 11:14 PM   #20 (permalink)
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Come on DeezireRelpierShitSomething, with your behaviour I can't ensure you know nothing about modding.
I wonder what D, Ren or AG will post.
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