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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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Old 11-30-2005, 09:40 PM   #1 (permalink)
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Default Confused and Worn from headaches

Alright... anybody remember when I was talking about a mod I was thinking up? It's almost done with the outlining, but I'm worried majorly that something might not work.

For those of you knowledgeable in the Metal Gear [Solid] series, I plan on making a Metal Gear RAY as a superweapon, buildable only once. This is extremely complex for words, ESPECIALLY the words of a newbie to RA2 editing. VERY COMPLEX.


Here's the model version, just to give you guys a full view, not easily seen outside of the game.
http://www.spawn.com/toys/product.aspx?product=1948


Because of it's shape and form, I'm thinking, to make the full-sized, or even scaled version, I'd have to do each piece, about 7 separate vxls.

It's back would fire cluster missiles on ground targets (which I recently found was NOT impossible, thank you DCoder), and in deploy, the face would open, using the Hydro Cannon(laser) for buildings. Upon opening of the face, it'd lose armor stats, as the weakpoint of RAY is when it's mouth is open.

To make it move, i'd have to animate the legs, the main reason for even doing them. It'd also be able to swim, under the surface. Arms would only need to exist outside of the rest of it, because RAY has a 50 caliber machine gun in the tip of each arm... err... wing... I guess... probably only good to use on infantry, just like in the game.

And, as the MGS games highlight them, RAY, like all Metal Gears, would be able to fire a nuclear warhead (from torso) anywhere on the map.

Already self repairing, but too large for the war factory, it'd have to come with a pad when built, in which, it could return for more hastily repairs.


Now, I've already forseen several problems, and I'd like to know if anyone, already knowing solutions, or willing to test or create new ones, would be able to help. I'll shoot:

1)Would 7 vxls even be able to connect together properly?

2)Would it be able to loose the armor stats upon deploy, or even for that matter, be able to open it's face? Animation doesn't matter, the completion of the task is what counts.

3)Would the walking work, and especially, the swimming?

4)I've obviously forseen that firing a missile out of it's back would be close to impossible, at least without some kind of tracking trigger or such. Would this be possible to create?

5)Would it still be sellable on the repair pad? That could be some serious trouble and such...

6)Would I get bitchslapped and sued by Konami for using one of their works of art in a Red Alert 2 mod?
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Old 12-01-2005, 01:44 AM   #2 (permalink)
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Objects can have only two weapons.

1. Yes... Mammoth MK II in TS had about 12 pieces. Although they are all "sections" of a single big voxel, not several separate ones.

2. AFAIK, yes.

3. You can't have separate walking and swimming animations, the vehicles don't differentiate their movement animation depending on the surface they are moving on.

4. Um, if you just want to correct the missile's firing origin, you can set that in the art(md).ini with Primary/SecondaryFireFLH=/WeaponXFLH=

5. Sellability on the repair pad only works in RA2, not YR, I don't remember which game your mod is for. Besides, I don't think there is a way to set which vehicles can repair on a certain repair facility and which can't.

6.Possible.
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Old 12-01-2005, 06:08 PM   #3 (permalink)
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AWESOME! HELP FROM DCODER!
*bows*

alright.. but like, verification.

1) Right, like 7 pieces... connected. Still don't really know how to conenct separate vxl fires, but then again, I haven't even made them yet. I'll save that question for later.

2)...Okay... wtf is AFAIK?

3) Shyeeeit. I take it that means RAY will be solid-ground exclusive,

4) That would work for a superweapon response(click on the sidebar & targeting? And it would be possible without separate triggers in every map?

5) Alright... I don't think it matters if tanks can repair on it too... but that would mean subs getting the A-OK to repair on service depos, just not being able to get there... anyway, you think it'd be possible to have a unit on top of the pad when the pad is built?
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Old 12-02-2005, 03:25 AM   #4 (permalink)
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1. If you have TS, open the Mammoth Mk II in VXLSE, and observe the Section menu / toolbar at the top left.

2. As far as I know.

4. Superweapons cannot be launched from units, only from structures. You could make it so the missile is launched from the deployed mech, by using the rock patch EM Pulse cannon logic, though I think that one cannot have a visible projectile yet. Just remember that undeploying the mech into the mobile version will reset the nuke's charging timer.

5. Since the pad would have to work the same way as the repair bay already does, you would be able to repair the mech on the original repair bay as well... I don't think that would cause any problems with subs though.
And to my knowledge having a free unit spawn on top of the parent structure is only possible with the hoverpad, which only works on AircraftTypes.
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Old 12-02-2005, 10:10 AM   #5 (permalink)
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Hmmmm...Could he not make his unit an aircraft/hovering unit that looks like it is on the groung? It would solve his question #3, and it would allow the unit to spawn on the pad...
An just for my clarification, if you do that, and make an aircraft unit, can you still make it look like it is walking on the ground?
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Old 12-02-2005, 09:41 PM   #6 (permalink)
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Not likely... RAY swims underwater...

DCoder, more questions... sorry.

1) Where's VXLSE at? You got a link, or a site name?

2) Alright... but does that mean it'd only be able to change the face, and keep moving?

4) Would it still be able to launch with an open face, mobile unit? Or would that require something that LOOKS like a nuke and has the same properties? A vxl mini version of the missile might be easier to create than a shp launch... it'd still not how to wire all that shit up, still'd need your help with it...

5) If it can't come on the pad, how the hell would something that big be able to be created? Is it even possible?
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Old 12-03-2005, 02:24 AM   #7 (permalink)
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1. Look at some other threads in this forum...

2. No. MCV deploys and the deployed version cannot move... I do believe only the armor class can change upon deploying, not strength.

4. It would only fire when the mech is deployed. And what it looks like is your choice.

5. You can get a free vehicle in one of two ways:
a. FreeUnit=, which spawns a unit right next to the structure.
b. a structure that UndeploysInto= the unit, Core Defender style.
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Old 12-04-2005, 07:24 PM   #8 (permalink)
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DCoder, you've been a big help, and I thank you for it... but there's still alotta shit to ask, and I'm forgetting things. I'll bring this shit back up when I'm further into it, but yeah. Thanks for everything.
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