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#301 Dupl3xxx

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Posted 09 January 2008 - 02:53 AM

I have a wish, A new voxel engin
I belive you shpuld talk to judeau about it... But if it is possible, RA2 needs it, as the current engin don't show voxels as well as some of us want it to. To bright :scars:

#302 genobreaker

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Posted 11 January 2008 - 07:56 PM

I have another wish...

for a...


- New mastermind controls in the INI, for it to enable multiple mastermind type of vehicle in game, something to do with the infinite mind control damages etc...
- TS logics like AmphibiousCrusher (APC.vxl and APCW.vxl) creating multiples of them in game
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#303 Guest_Guest_*

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Posted 14 January 2008 - 01:11 AM

Vehicle death anim for shp vehicles.
StartDeathFrame=
DeathFrames=

#304 BaRaKa_

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Posted 14 January 2008 - 09:49 AM

Even better than what Guest_Guest_* asked, an VehicleDeath=ANIMATION tag in warhead, similar to InfDeath=, to change the default explosion when a vehicle is killed by this warhead.

#305 Guest_GGGGUuuEssst_*

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Posted 14 January 2008 - 11:06 AM

Even better than what Guest_Guest_* asked, an VehicleDeath=ANIMATION tag in warhead, similar to InfDeath=, to change the default explosion when a vehicle is killed by this warhead.


mutch worse!

#306 FallenDwarf

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Posted 20 January 2008 - 01:46 PM

Stealth in YR laggs like shit. Its the damn transparent in YR that laggs.
Here a good idea VK:
When a unit is cloak, instead of transparent the unit. It makes the unit BLUE color. Mutch better IMO. Lagg must be eliminated!
Can this be added?

Edited by FallenDwarf, 20 January 2008 - 01:47 PM.

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#307 Romanul

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Posted 20 January 2008 - 06:13 PM

well another idea would be an simple smoke trail as we see at old cars
ideas for tags:
LeaveSmoke=yes
SmokeAnim=idunnohowtonameit

#308 OmegaBolt

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Posted 20 January 2008 - 06:23 PM

Or just give it a smoke trailer in the art ini.

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#309 Dracaveli

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Posted 22 January 2008 - 11:06 AM

Thing about it..there's no way to have a cut off point (at least to my knowledge)..over time it causes lag when tanks/cars/planes become numerous

It's really annoying having a continuous standing smoke effect....save for refineries but even those cut off..

I would argue for a system that if idle the animation for said unit would shut off, while it only gives a short burst to vehicle units when preparing to move..

give it to planes to kick in when they bank/turn since that's when the payload/weapon is fired and they are trying to return..the "impression" being of rapid movement.

#310 Aro

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Posted 22 January 2008 - 11:53 AM

How about getting the Power= tag to work in Vehicle class? It'd make a good use for some kind of battery SuperWeapon using HunterSeeker logic.
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#311 mevitar

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Posted 22 January 2008 - 04:11 PM

2 new tags for superweapons: Cost and InstantLoad (or something alike). The first one explains itself. The second should make the SW instantly active once the building has been placed. After use, normal SW behavior applies (so normally uses the charge counter).
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#312 Nikola_Tesla

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Posted 23 January 2008 - 12:54 AM

Your second idea can be done by giving a SuperWeapon zero loading time.

#313 mevitar

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Posted 23 January 2008 - 07:53 AM

What i meant is that after use it should load normally, so if the SW has load time, let's say 5, it should be active at start, but after use it should load 5 minutes, just like normal superweapons (something like superpowers in CnC3). Can't have it if the RechargeTime is equal to zero.
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#314 Black Temple Gaurdian

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Posted 29 January 2008 - 09:58 PM

Re-enable TiberiumDeathToVisceroid, Tiberium Damage, Heals in Tiberium, TiberiumProof, TiberiumTransmogrify, and possibly add MutateToVisceroid= (so dogs and likewise can't mutate unless the modder wants them to /defult:yes/)

Edited by Black Temple Gaurdian, 29 January 2008 - 09:59 PM.

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#315 SSTG

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Posted 31 January 2008 - 03:43 AM

I think this could work still trying to work a logic out but what about expanding the Bio reactor logic so that it could be applied to defense structure so it gets a powered up weapon like the tesla coil and tesla trooper
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#316 SSTG

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Posted 04 February 2008 - 07:50 AM

Ok got another one worked out there are tags for making something like a plane voxel twist its body on an angle while turning but this does'nt work with helicopters since they use the jumpjet locomotor

can it be changed to work with the Jumpjet as well as the Flight locomotor
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#317 Dupl3xxx

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Posted 05 February 2008 - 12:26 PM

That would be a cool feature, a flying chopper, sideways as it turns in speed, and fixes the enemy base :dry:

#318 Guest_maestro21_*

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Posted 20 February 2008 - 04:18 PM

crate powerups like ICBM crate that gives a SUPERWEAPON like one time nuke shot(iron curtain ,weather storm ,ion cannon e.t.c.) can some one do it with rock patch ? This is my dream not wait for super weapon charging time to use it ,and nuke is the one and for all..but there must be something to add different kind of superweapons in crate powerups.

#319 Dupl3xxx

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Posted 20 February 2008 - 09:20 PM

And make a tag like "SpawnCrateNumber=xx" and give it to buildings, along with "SpawnDealy=xx"
where XX would be something like this
[CrateList]
1=money
2=SecretUnit
3=Superweapon

[Superweapon]
SuperweaponNumber=5 ;number from superweaponlist)
NOC=2 ;number of charges
NeedsTooLoad=false ;duh?

#320 AprilWar

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Posted 07 March 2008 - 06:49 AM

I would prefer a new edition patch that reenables all the old TS:FS logic.
THIS WILL BE THE BEST thing ever made to YR in my opinion
limpet logic (because now i have to deploy the ldrone into a 1x1 building that
spawns an invisible "viewer" aircraft that follows the target and tehn selfdestrcuts,
silos, veins, chem misl, visceroids, correct dropships,
FS defense, random ion storms {not really} EMP logic, mobile EMP, +etc
LOL
something like a YR NPTS...
Do you think breaking the hardcore stuff from TS in YR is too much hard VK?

I hope you consider at least something of my noob list xD
(i already saw FS defense in the wishlist)
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