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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. |
03-30-2006, 10:41 AM
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#1 (permalink)
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Junior Member
Join Date: Aug 2003
Posts: 11
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Just a quick question..
Does anybody know of any way of implementing an area that can be crossed by infantry, but not tanks(or that sort of thing)? Basically, I'm just making a WW2 mod(for personal use mainly, unless anyones interested  Always DDay and Blitzkrieg.) and was wondering if i could in anyway make any of the tank blocking things like hedgehogs and cubes.
Any help would be appreciated even if it's a no-go. I tried to think of examples in the game, but couldn't think of any. It's odd for me to ask something about coding, it's normally(and still is) the graphics :cry:
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03-30-2006, 02:35 PM
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#2 (permalink)
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Guest
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I don't think I now..mayeb but ony maybe it's possible..
...try to pm one of the admins if there still alive :tard:
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03-30-2006, 03:21 PM
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#3 (permalink)
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Junior Member
Join Date: Aug 2003
Posts: 11
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I won't bother bothering admins when there's plenty of experienced modders who browse this forum(albeit not 24/7.)
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03-30-2006, 03:24 PM
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#4 (permalink)
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Guest
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ok thats fine but I have this very nice modd in my head but I can't make modds..so please give me a mail of oen of those great modders then..
..I want the mail because i want to do it private..
..my mail: jamie.tattersall@gmail.com
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03-30-2006, 03:54 PM
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#5 (permalink)
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Junior Member
Join Date: Aug 2003
Posts: 11
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Yeah, that's nice about your mod and all but please don't hijack my thread. Find their email addresses yourself, I don't have them. However if you can't put a skill towards a mod you want to make, you might as well give up, because people aren't just going to jump on board and make a mod for you.
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03-31-2006, 04:23 AM
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#6 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,056
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Oh my god, a new guy that has a full brain, a rare event indeed. *applauds Lawzy*
There is way to build such areas manually, though the AI will never use it...
BuildingType that has a ToOverlay=XXXX, OverlayType XXXX that has Land=Weeds, and [Weeds] with track/wheel/hover speed percentages set to 0. You can substitute Weeds for Ice, both are unused. Obviously, you can't create such areas on slopes or shores, but well, it's the only way.
There is also an alternative with using a ToTile= instead of ToOverlay=, and then picking a tile that has its TerrainType set to Weeds or Ice, but fiddling with terrain tiles in this way requires XCC TMP Editor, plus the correct TerrainType indecies for Weeds/Ice have not been found yet, so this solution is pretty much useless.
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03-31-2006, 08:25 AM
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#7 (permalink)
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Junior Member
Join Date: Aug 2003
Posts: 11
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Ah, excellent, thanks DC, Land Characteristics. I'll take a look into that. Now just to make the blocks etc. Made a building in Photoshop the other day, except I couldn't get it to show. I'm guessing it's got something to do with the palette. The combination of graphics and XCC sends my brain scatty!
As for being a new member, I did join in 03 :lol: Although it seems that was my first post heh. I used to run a messageboard with 7000+ members where you got the exact same thing, so I know what it's like 
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03-31-2006, 10:34 AM
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#8 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,056
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Mind that overlays can only be 1x1, so no fancy oversized gfx.
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04-01-2006, 03:01 AM
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#9 (permalink)
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Junior Member
Join Date: Oct 2005
Posts: 9
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Re: Just a quick question..
Quote:
Originally Posted by Lawzy";p="
Does anybody know of any way of implementing an area that can be crossed by infantry, but not tanks
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I work with just maps so my solution would be invisible trees.
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04-02-2006, 02:25 PM
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#10 (permalink)
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Junior Member
Join Date: Aug 2003
Posts: 11
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1x1 for oveerlays and invisable trees. Noted. Thanks guys.
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