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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. |
05-04-2006, 11:27 PM
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#1 (permalink)
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Junior Member
Join Date: May 2006
Posts: 9
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Prism Logic
I've been modding the prism tanks and prism towers in RA2/Non-YR, to bring better balance to the force. Basically, fixed where prism tanks would out-range static defences, i.e. prims tower, tesla coil. etc. That went well, but now I'm wanting to make it where the prism tanks can link together, like the towers do, and possibly link to the towers.
What I've tried.
I've bypassed the turret workaroud bit and set it up like a normal tank, with primary=Comet and given them secondary=prismsupp, which is the dummy weapon used by the towers. I checked the prism support logic near the beginning of the ini file, and even added the prism tank's ID to that of the tower at "PrismType=ATESLA; " to look like "PrismType=ATESLA,SREF;", and a couple of other variations wich only seemed to break the towers.
This didn't work, the prism tank works good with the primary weapon, but it won't link up automatically if one fires. Nor will it link if a tower fires. I tried a force fire, which it will fire it's primary, and thus damage the tank/tower I was trying to link it to.
I tried comparing the tesla trooper and tesla coil scripts to see if that shed any light on how to link 2 units. Nothing there really.
Any ideas? I'm beginning to suspect that it's hardcoded in the logic.
I have not tried giving them only the secondary weapon yet. This may be a good way to find out if it's hard coded, but even if it works there, but doesn't when they have a primary, what's the point?
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05-05-2006, 02:41 AM
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#2 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,053
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Only infantry can charge buildings, nothing else can charge anything else. At least in this sense.
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05-05-2006, 02:48 AM
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#3 (permalink)
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Junior Member
Join Date: May 2006
Posts: 9
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Yeah, I'm finding this out. It'd be a neat idea, but not willing to edit the hard code to make it work, which'd probably be what I'd have to do. BTW, is it just me or does RA2 seem to be Tib Sun, stripped to half of it's functions, and only a few new ones added in. I know it's the same engine, but I feel like I'm playing Diet Tib.-Sun (Themed in a cold war-ish look)
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05-05-2006, 03:29 AM
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#4 (permalink)
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Senior Member
Join Date: Feb 2005
Posts: 804
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sounds about right to me about the diet tib-sun thing.
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05-05-2006, 03:33 AM
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#5 (permalink)
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Junior Member
Join Date: May 2006
Posts: 9
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Yeah, I'm still new to this. But in reading the ini, and the tutorials (Gasp! A newbie reading!) I keep seeing stuff like "Residual from Tub.-sun still parsed" And things of the sort. I see ALOT of it, and very few things new to RA2. Of course I don't have YR, so I'm unable to make a judgement about it.
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05-05-2006, 05:57 AM
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#6 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Texas, USA
Posts: 367
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Quote:
Originally Posted by CobraG0318";p="
I feel like I'm playing Diet Tib.-Sun (Themed in a cold war-ish look)
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I have never heard anyone phrase it better. Thats what we should call it from now on.
There are many things dropped from RA2 and wont work anymore. There is one guy who called PD who works on hardcoding. PD is the best we have. He is doing wonders with breaking the hardcoding for us, or at least making new coding. But as far as I have heard, he isn't working on making units weapons linkable.
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05-06-2006, 06:14 AM
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#7 (permalink)
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Junior Member
Join Date: May 2006
Posts: 9
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Would be nice if he could. Beause I was thinking, while static defences should outclass mobile units, you do have seige weapons. So a (single) prism tank should never out range or outpower a prism tower (like they do at elite as it stands now). However, it would be great if they could link to make a seige weapon. But probably is more trouble than it's worth getting it to play acceptably, not to mention getting the code to work. Right now I'm getting down basic INI scripting, and surfing the mix files for voxels and shapes. (And wondering why the acid head mofo's couldn't pick a standard pallet). Do you guys remember which game had the beetle looking harvesters, with the tank that came off to unload? RA1, I think, right? (been so long) Anyways, I have use for it.
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05-06-2006, 07:20 AM
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#8 (permalink)
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Senior Member
Join Date: Oct 2003
Location: England
Posts: 272
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Command and Conquer the original had the beetle harvies.
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05-06-2006, 01:57 PM
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#9 (permalink)
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Junior Member
Join Date: May 2006
Posts: 9
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I knew it was an older one, just couldn't remember how old. Thanks, saves me from having to search for it. Still going to be fun figuring out how to get it converted over properly, but I'll do that....tomorrow. :-) Because I also want to modify it slightly.
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05-06-2006, 02:39 PM
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#10 (permalink)
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Senior Member
Join Date: Oct 2003
Location: England
Posts: 272
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Well, being as the old ones were just .shps, you will probably have to make a vxl of it.
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