Wishlist
#61
Posted 14 August 2007 - 01:37 PM
#62
Posted 14 August 2007 - 03:45 PM
*Tiberium damaging
you can recreate tiberium damaging without any new code.
possible this way isn't very good and clear, but it is works!.
Sweet!
*Third & Fourth weapons
I remember this in ETS... this is awful. I am still not sure that it's working correctly.
also YR have a lot of other things, which doesn't exist in TS - for example OpenTopped logic.
I understand.
*Firestorm Defence
this needs a lot of code, because all code was deleted. (except firestorm active flag)
Awww!
*SuperWeapons can be on other object types, not just on buildings.
possible, but this is rather stupid?
(you have 10 tanks which have Awful SW and this is rather hard to destroy it)
Well, I though more like a slow nuke launcher with a buildlimit of one, rather than Grizzlies with Ion Cannons.
#63
Posted 14 August 2007 - 06:29 PM
already discussed
Could you refrase that I dont understand and If its for AI I guess its useful?
My guess is you can choose in scripts for AI to attack Certain Units EG Master mind with Robo Tanks.
Edited by hogo, 14 August 2007 - 06:30 PM.
#64
Posted 16 August 2007 - 03:43 AM
Some tag isnt useful
-----------------------------------
Now i have a new idea
Maybe you would need Hunter Seeker SW tags to base the new SW
The SW is like StarCraft`s ghost
It called Guidable SW
The SW need infantry or vehicle to guide
Example:
[General]
GSBuildings=NAMISL,GAWEAT ;use launch SW buildings
;tags for every SW
[NukeSpecial]
...
IsGuidableSW=yes ; important tag
GSUnits=BORIS ;infantry or vehicle
;infantry for guiding
[BORIS]
...
Guider=yes ; important tag
SuperWeapon=NukeSpecial
Secondary=Flare ;the guidable weapon must be secondary
Boris`s weapon
[Flare]
Damage=1 ;must 1
ROF=60 ;No meaning
Range=60
Cursor=Nuke ;you can use the feature of NPatch
Warhead=Special ;must
Projectile=Invisible
IsLine=true
IsHouseColor=true
When the SW doesnt ready, the guidable infantry(vehicle) all use normal weapon(Primary=AKM)
Until the SW ready , the infantry(vehicle) use guidable weapon(Secondary=Flare)
#66
Posted 16 August 2007 - 11:11 AM
This is sad...
VK, I have a wish - airplanes to regain their ability to use waypoints and guard. That would make life a whole lot easier for some of us.
Yeah A guard area Like Generals would be awesome Ive always wanted that for my Raptors
#67
Posted 18 August 2007 - 11:42 AM
I was thinking of having something along the lines of the Rock Patch installer/uninstaller.1) NPSE include NPatch Manager.An automatic uninstaller included with NPatch would be nice.
2) you can delete GAMEMD.EXE and rename GAMEMD.BAK to GAMEMD.EXE.
3) automatic? should it uninstall NPatch after game exit?
4) Possible, NPatch won't longer modify GAMEMD.EXE.
Instead of it, it can use GAMENP.EXE / NPatch.exe / RA2NP.EXE / RA2NP.LCF / NPATCH.LCF.
This will be very good wiht multi mod support, but such things, like XCC Mod Launcher possible won't work.
#69
Posted 18 August 2007 - 08:38 PM
At least NPSE won't be released with this techno. (or posssible another versions will be available for testing?)IMO, VKs way has much more possibilities and absolute control, especially if done with a different EXE.
#70
Posted 19 August 2007 - 09:51 AM
No. Voxels.Vpl (in LOCAL.MIX) contains palette remap data IMO. (VPL = Voxel PaLette?)(this does work! i opened blablablal.vpl in a hexeditor and replace all 00 with FF and i got one or two more colors working but only from certain directions...)
ever tried it?
#71
Posted 19 August 2007 - 02:22 PM
yes.ever tried it?
#72
Posted 19 August 2007 - 03:37 PM
#74
Posted 20 August 2007 - 03:12 PM
yes, very similar, if you talk about affected cells.Quick question since it wasn't answered clearly earlier in the thread, but have you re-enabled the TS style sonic blast? I know you are making it possible to alter the colour of the YR beams (dolphin sonic and magnetron beam), this would be a different but related item.
no.A question on those recoloured beams... is it possible to make them house colour, like a laser?
Edited by CnCVK, 20 August 2007 - 03:12 PM.
#75
Posted 20 August 2007 - 10:41 PM
1. Allow weapons to have OpportunityFire=bool (Default=no) so they could fire even when another weapon is firing to stimulate hardpoints or multiple turrets.
2. If possible, add a new tag like Hardpoints=weapon that allows stacked values so the unit could have multiple hardpoints based upon AlternateFLH*=. It should go up to five maximum stacked values since the "*" only goes up to 4 and is zero based (Starts from 0 to four).
3. Some way to make the tooltip system more flexible so we could jam more stuff into the string without IEs when unit/building is selected over the queing menu. So maybe we could put maybe a description in the tooltip.
Third idea is completely impractical
#76
Posted 21 August 2007 - 12:44 AM
Exempel rulesmd.ini line 1566
Best idea ever. isint it?
#77
Posted 21 August 2007 - 07:41 AM
Also, decoupling the ring animation that is currently shared between the genetic mutator and the ion cannon would be useful.
Did you enable alternate scenarios or the map select screen in NPSE BTW (I assume not since they are not documented).
#78
Posted 21 August 2007 - 11:49 AM
At the moment there are some selection issues with them (they don't respond to click-drag group select unless you select them on their own and move them off the helipad, even after you've done this multiple aircraft on a single pad don't select properly - you seem to only get one or two).
Also, new units don't fly in from off the map if the pad is full.
Not sure if that's possible, but it was in TS so the engine can certainly do it.
#79
Posted 21 August 2007 - 01:18 PM
- Prevent weapon usage based on what terrain the unit is on. (In weapon declaration)
RestrictedByTerrain=yes ; is weapon used on only 1 terrain type, land or water (def=no)
Restriction=Land ; Can only fire and use this weapon on land
or
Restriction=Water ; Can only fire and use this weapon in water
This allows a Navy Seal to have a completely different weapon depending on whether he's swimming or not, for example.
Edited by tmapm, 21 August 2007 - 01:19 PM.
#80
Posted 22 August 2007 - 06:50 AM
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