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Light posts, trees and some known small obstacles


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#1 Indigo

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Posted 18 July 2004 - 12:17 PM

I was wondering maybe for D-Day, some known little obstacles like the trees and lightposts, maybe they can be changed. Can they be made to be ran over like the sandbags? I think it looks weird for a tank to avoid and make a turn from going straight to a tree or lightpost, but if it's a light or a transport vehicle (as long as it's not a tank) I don't mind.

I always thought they should be ran over like in Generals eversince I got hooked into RA2.

Those fences and sandbags in the screenie in CnC Central, they can be ran over by tanks, right?

Can this be done in D-Day, pls? :unsure:

#2 Andre27

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Posted 18 July 2004 - 01:03 PM

Those fences are part of the terrain and therefor cannot be run over.
Don't know about the sandbags.

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#3 Mig Eater

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Posted 18 July 2004 - 01:10 PM

I could probably get it working but I don't want to...

Trees are being changed & will be a lot bigger, light/lamp posts are being changed in to 1x1 buildings so then they can give off light on night maps :unsure:


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#4 Indigo

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Posted 18 July 2004 - 01:33 PM

I could probably get it working but I don't want to...

Awww, c'mon Mig, strictly only for the tanks. It doesn't have to be for the light vehicles. Pls, pretty pls...with sugar on it.

It doesn't have to be present for the beta immedetely, but pls add this in your list to be done.

#5 Mig Eater

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Posted 18 July 2004 - 02:33 PM

no! it would be way to much work for something that would not even look good, the trees wouldn't fall down or anything they would just disappear. I would also have to use up all the unused overlay files which I already have plans for...


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#6 8doczzz1

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Posted 18 July 2004 - 07:04 PM

Those fences are part of the terrain and therefor cannot be run over.


I recall driving over some of the fences in that pick before (definitely the white one, don't know about the others).... they're considered walls, yes? Except they're crushable.. Same with sandbags, which were crushable in standard RA2 (which makes sense, I'd hate to see sandbags that stopped a tank)

#7 Mig Eater

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Posted 18 July 2004 - 08:18 PM

I think André was half a sleep or something there, his post didn't make much sense :unsure:


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#8 Indigo

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Posted 20 July 2004 - 08:18 AM

Ok, no running over on them. But could they be atleast be burned by flame or blown when forced attacked upon strictly by tanks and aircrafts only?

I think they wouldn't look that bad if they disappear when they are burned or blown up, what do you say Mig?

#9 Major_Gilbear

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Posted 20 July 2004 - 01:03 PM

Burning trees was another peice of logic removed from TS, sorry.

As for blowing up trees with explosive weapons; that's already in RA2 anyway? :p

#10 Indigo

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Posted 20 July 2004 - 01:16 PM

Burning trees was another peice of logic removed from TS, sorry.

As for blowing up trees with explosive weapons; that's already in RA2 anyway? 


No, I'm quite sure this is possible. I remember quite clearly that when I still had RA2/YR DeeZire installed, I was able to burn trees even light posts with the Soviet flamethrower, and I was so disgruntled that when I forced fired on trees, the only thing that gets blown is the ground where the tree is standing. I'm sure of this because I remember only getting fond of using the Soviets because of the flamethrower can clear up trees to make way for my Apocalypes tanks. You guys can give it a try if you want.

#11 Major_Gilbear

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Posted 20 July 2004 - 02:19 PM

You can allow the flamethrowers to affect trees, yes, but the trees won't burn like they did in TS.

Since they won't burn, and since not all sides have flamethrowers, I think it is best if that was left out. :p

#12 Mig Eater

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Posted 20 July 2004 - 03:25 PM

Flamethrower units can already attack trees... (like in DZ)


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#13 Indigo

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Posted 20 July 2004 - 07:00 PM

Flamethrower units can already attack trees... (like in DZ)

And light posts as well? Sweetness! This is just one of the many things I want for D-Day. Now I know there'll be a way to make way for my Tigers. :p

That's it for burning trees then. :p

...and since not all sides have flamethrowers...

That's where the blowing up of trees strictly only with tanks and aircrafts comes in place, so atleast all sides have a means of clearing up a way it. ;)

Anyway, my apologies for pestering you guys about trees and light posts. I've played other mods as well and quite sad only because I can't make a clear path out of those small obstacles, it's like a small issue to me. Eh, what the heck, thanks for hearing me out guys. ^_^

#14 wilmet

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Posted 23 July 2004 - 10:57 AM

tanks could already blow up trees ... just use force fire :p
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#15 Indigo

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Posted 23 July 2004 - 11:48 AM

We'll see it on the beta release of D-Day then. :p

#16 wilmet

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Posted 23 July 2004 - 02:42 PM

it's funny how you're getting offended since I'm absolutely right in what I'm saying.
instead of wasting everyone's time and whining about getting stuff in the mod , why not check first if it isn't already in before asking ?

Edited by wilmet, 23 July 2004 - 02:52 PM.

apologising to the world on behalf of my country for the existence of Brussel sprouts and Jean Claude Vandame

"I'm not retreating, I'm just fighting in another direction" (anonymous US corporal, Korea)

work is sacred...so don't go near it.

#17 Major_Gilbear

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Posted 23 July 2004 - 05:42 PM

Stop arguing please, or deletion of posts will occur :D

Trees could already be blown up in RA2, YR and most mods AFAIK. Just force fire with cannons/missiles on trees.

As for flamethrowers, they might be able to remove trees too, but they won't set the trees alight, nor do all sides have flamers (and as they are so good at deforesting, it might be an unfair advantage). Testing will see what makes the cut I guess.

#18 Andre27

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Posted 24 July 2004 - 09:53 AM

EDIT:
Mig, Andre, M.Gilbear, I apologize for my actions but I won't back down on this little fucker.  I'm satisfied to hear from you straight that there'll be a way to remove trees in D-Day.  That'll be all.  You can lock this thread now.

<{POST_SNAPBACK}>


Since people cannot behave properly i'm enforcing the warning made by MG.
If you folks want to argue, take it to the flame section. THIS is not the place.!

I'm removing the flame posts, but leaving the topic open for suggestions.

This program, though reasonably normal at times, seems to have a strong affinity to classes belonging to the Cat 2.0 program. Andre 2.7 will break down on occasion, resulting in garbage and nonsense messages whenever it occurs. Usually a hard reboot or pulling the plug solves the problem when that happens.


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