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Forum Members: 18,679
Total Threads: 8,804
Posts: 95,885
Administrators:
DeeZire, Redemption
There are currently 15 users online.
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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. |
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View Poll Results: What should be done with the Superweapons?
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Change old weapons into new ones.
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1 |
25.00% |
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Add new weapons(emulated), keep old ones the same.
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0% |
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Add new weapons, slightly change old ones(new anims., new names, etc.)
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1 |
25.00% |
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Do nothing! Leave weapons the same.
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2 |
50.00% |
10-14-2005, 05:01 PM
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#61 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Texas, USA
Posts: 367
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I agree, Rock Patch is a hack. All it does is it adds functionality to the game.
Goldeagle. You can't spawn ground units, you can only spawn aerial units. Read the tutorial on spawns and enslaves here.
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10-14-2005, 08:26 PM
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#62 (permalink)
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Member
Join Date: Jun 2005
Posts: 42
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Hm, thanks for clearing this up. I didn't think you could spawn ground units, especially after what happened earlier, though I have to admit
that although it didn't work it was actually rather funny. :lol: The tutorial should help clear things up. It doesn't say anything about
suicide weapon, but I can test that easily. I think the problem may have been that I was using a 3x3 building to spawn with, which may
have messed things up. I hope to have some good news for the update later tonight. I already know that I will probably have some screenshots.
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10-14-2005, 08:57 PM
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#63 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Texas, USA
Posts: 367
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Try making a superweapon that fires a weapon that has a projectile with the image set to the plane's voxel. Look like a suicide bomber that way. 
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10-14-2005, 11:30 PM
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#64 (permalink)
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Member
Join Date: Jun 2005
Posts: 42
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Mod Update:
Hello. Here's the update I promised. I'm finializing the Soviet buildings and they should be done soon. I have also decided to not give all sides a spysat. The map revealing items are below:
Soviets: SpySat Scan= Hacks an Allied Spysat, giving the Soviets a small scan of an area.
Yuri: Distant Vision= An advanced form of Psi Reveal, shows more of the target area, and may reveal all cloaked objects in the area as well(still working on it)
I'm also still working on a way to make new supers, but its not going well. I still haven't found a way to make the player aware that the
weapon is ready. I'm currently trying to make a suicide spawned unit tote the weapon to the target, suicide itself, and deploy the super upon death.
This isn't working because the plane won't suicide. If any one can help, please do. I've also decided to create the Soviet units after the buildings
are done, so you should start seeing units soon. Lastly, I have some screenshots of the new buildings and and the first part of the new Soviet
super, the Tesla Cannon. It has a shockwave, its just not in the shot. Click on pics and maximize new window for best effect.
Drone Ref. and the Drone Miner(left vehicle)
Advanced Tesla Coil:
Soviet Airfield:
Comm. Center:
Tesla Lab:
1st half of Tesla Cannon:
I have more stuff to show, so I may post more pics and info tomorrow, so check again. Thanks for your support and please post any comments
or questions.
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10-14-2005, 11:53 PM
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#65 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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Try adjusting your game resolution, and make the height of that Advanced Tesla Coil 7 (in artmd.ini). The Ion Cannon looks a bit odd at the point of impact.
So far, it looks like an exhibition of what's available on YR ARG :lol: All of those new things I have seen before. But that's just my "two cents".
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10-15-2005, 01:55 AM
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#66 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Texas, USA
Posts: 367
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You need to add an animation for the Ion Cannon. I think the default warhead is IonWH. Can we get an Ion Cannon expert in here?
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10-15-2005, 03:08 AM
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#67 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,062
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Quote:
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Rock Patch ... doesn't fix anything.
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Oh yes it does. Allied Paradrop plane count used to set the Spy Plane count. Now it no longer does. That is only one of the examples. So please don't talk bullshit, mmkay?
Besides, "a rose by any other name"...
Quote:
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Can anything spawn ground units?
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Can anybody search before asking their questions? These forums, ModEnc, my own site, Revora, virtually any modding forum has an answer to that question.
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10-15-2005, 04:18 AM
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#68 (permalink)
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Senior Member
Join Date: Jan 2004
Location: Land of the babes
Posts: 1,112
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Opinions DCoder, opinions. Who ever said that that example you gave is a "bug"? If it was, Westwood would have "fixed" it long ago. It's pretty obvious they intentionally set the # of Spy Planes with the amount of Allied Paradrop planes. Call it lazy coding, but that was how the game was made, there was always just 1 Allied paradrop plane and Westwood always wanted just 1 Spy Plane.
If it were a bug, it would detract from the game somehow - a bug can be described as something that gets in the way - something that's not supposed to be there. If it wasn't supposed to be there then why did Westwood take that coding shortcut. If it wasn't supposed to be there, they would have noticed well before producing the 1.001 patch. Yes we bash them a lot but seriously, they are (or were, when they existed) a professional game development team. They would have noticed "bugs" and fixed them long ago. And they did: 1.001. There have been no more patches after that - this means one thing: all that were considered "bugs" by Westwood and their testers have been fixed. Developers do not like leaving games with bugs in them lying around...
The only way I would consider such things to be bugs is if it gets in the way of a modder. But we are talking about modding here, not playing the game. And when you go into changing the game, for me, it's no "bug", it's just the way the thing was coded, and we have to get around it. The way PD got around it is to hack the exe. I would not call it a patch, but I can see how in the mind of a modder who is struggling to overcome something it could be called a "fix".
Well there's my take on the RP, I wonder what PD has to say about all this 
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10-15-2005, 04:30 AM
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#69 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,062
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You really believe YR 1.001 is completely bugfree from the dev's POV? *shoots himself*
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10-15-2005, 08:51 PM
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#70 (permalink)
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Member
Join Date: Jun 2005
Posts: 42
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The Ion Cannon has a shockwave anim., its just not in shot because it plays after the beam. Its the best I could do. As for the artwork, I already said I stink at drawing ANYTHING on a computer, so I'm using other people's graphics that they have for download. YR ARG is one of the main places I get graphics because they are of good quailty and fit the purpose of the building or unit.
DCoder= If you had read my later post you would have seen that I already knew you can't spawn ground units, I just wanted to be sure by asking some one who knew for certain.
I'll mess around with the resolution, but the pics are fine if you maximize them. I prefer the lowest resolution, so thats the resolution of the pics. The readme that came with the coil art said height 6, but I'll take a closer look. Thanks for taking a look and saying constructive comments. I also have to say that each side will still have paradrops from thier radars, and each drop will drop unique units available no other way. This will keep thing intresting. The genetic mutator will do something similar. I know the mod may not look like much now, but I'm trying my best, so just keep giving constructive advice. Thanks again.
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