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#201 Black Temple Gaurdian

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Posted 16 September 2007 - 01:19 PM

A tag like
negativestolentech
or
negativeside1tech, negativeside2tech, negativeside3tech ect.

so when you get stolen tech the unit with negativestolentech=yes is unable to be built.

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according to our determinedly dopey Prime Minister Mr Brown, Obama also has a beach in Normandy named after him. If that can't win you an election, what can?


#202 SSTG

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Posted 16 September 2007 - 01:22 PM

Expanding cloning vat logic to more than just infantry like having buildings duplicate tanks like a machine reproduction factory
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#203 Hogo

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Posted 16 September 2007 - 02:02 PM

Expanding cloning vat logic to more than just infantry like having buildings duplicate tanks like a machine reproduction factory


Already been asked VK seemed to ignore it although its a good Idea.

Allow Ai Scripts to choose Units Directly like Buildings. Eg Harriers Script has

Attack Demo Truck but obveously been in the script format

Attack master mind and such this would provide a huge break through for the AI.

#204 SSTG

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Posted 17 September 2007 - 10:44 AM

what about expanding theme logic I wanted more different load screen music played depending if I chose soviet or allied or yuri
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#205 Gangster

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Posted 17 September 2007 - 11:25 AM

-Custom Deploy cursor for upcoming NPAE's Advanced deploy logic :good:

#206 Guest_Guest_*

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Posted 18 September 2007 - 10:36 AM

what about expanding theme logic I wanted more different load screen music played depending if I chose soviet or allied or yuri


That would be very good! And random main menu sond track :grin:

#207 Guest_Guest_*

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Posted 18 September 2007 - 05:04 PM

make superweapons as they are in generals. like if you have 10 psy-radars you can use psychic reveal 10 times?

#208 Guest_sercan_*

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Posted 18 September 2007 - 05:13 PM

[quote name='CnCVK' date='Aug 9 2007, 03:52 PM' post='495622']
[quote]Add Tiberium mutation to the list too [/quote]
You mean a infantry-on-tiberium->convert it too something else? ]

infantry gets killed by a tiberium gas cloud --> turns into a visceroid.
Infantry gets killed by a warhead with a flag that turns the dying infantry into a vehicle.

thats my theory :grin:

#209 Holy_Master

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Posted 18 September 2007 - 08:06 PM

infantry gets killed by a tiberium gas cloud --> turns into a visceroid.


i think you can do this by using virus gas cloud+genetic mutation warhead logic.
--- Emm... ---

#210 SSTG

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Posted 18 September 2007 - 09:43 PM

make superweapons as they are in generals. like if you have 10 psy-radars you can use psychic reveal 10 times?


That can already be done if you duplicate the SW Npatch code its just time comsuing and takes alot of cursor space since you can only have one custom action made for each superweapon
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#211 OmegaBolt

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Posted 18 September 2007 - 09:49 PM

And you'd need to clone the building...

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#212 Medusa

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Posted 19 September 2007 - 04:44 AM

Animation building spawning (This would allow for vehicle wrecks and possibly the "husks" left by large units in TW.).

Allow ProtonTorpedo type weapon (Weapon with ROF=3) to fire at aircrafts or allow the unit to use another weapon against aircrafts without breaking the weapon (Currengly if the weapon is set as a secondary weapon then the the strafing/multi shot effect will not work unless primary is another proton torpedo type weapon.), this could also be applied to bomber units too.

Edited by Medusa, 20 September 2007 - 08:44 PM.

They shall perish...

#213 SSTG

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Posted 19 September 2007 - 05:52 AM

That would be cool like if MOs centurion could be capturable when its taken down as an example

Edited by SSTG, 19 September 2007 - 05:52 AM.

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#214 Hogo

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Posted 19 September 2007 - 03:15 PM

That would be cool like if MOs centurion could be capturable when its taken down as an example


Yeh Or the Battle Fortress Can be Brought back. That would make it cool Say

Leavehusk=yes/no
Huskimage=BFHUSK

[BFHUSK]
Capturable=yes

And what ever else you would want like Husk Strength :D

#215 OmegaBolt

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Posted 19 September 2007 - 03:44 PM

In that case you could also add a tag such as HuskCapturer so only some units can capture it and not all Engineers etc. That would probably need some kind of IsHusk tag for the actual husk code though... bit too much work I guess.

There could also be a HuskChance tag which would be the percentage change it will spawn a husk, so it is more random and doesn't fill the whole map with em.

Edited by OmegaBolt, 19 September 2007 - 03:45 PM.

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#216 Hogo

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Posted 19 September 2007 - 07:27 PM

In that case you could also add a tag such as HuskCapturer so only some units can capture it and not all Engineers etc. That would probably need some kind of IsHusk tag for the actual husk code though... bit too much work I guess.

There could also be a HuskChance tag which would be the percentage change it will spawn a husk, so it is more random and doesn't fill the whole map with em.


Yeh Like 50% so you have ever way that it will Die and Nothing or A husk Appears.

#217 yangqs

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Posted 20 September 2007 - 01:47 AM

I hope to have Second ForceShieldSW,but it seems associate with first ForceShieldSW

First ForceShieldSW:
Range=15 ,need power

Second ForceShieldSW:
Range=8 ,not need power

But why always associate? Not microcosmic parameter ?

#218 imarafan

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Posted 20 September 2007 - 03:26 PM

HOLAS: ™

re enable the mine layer logic? :lol:
i are a cat full of HOLAS..... delivering HOLAS to the world o.o

#219 Black Temple Gaurdian

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Posted 20 September 2007 - 08:27 PM

Allow buildings to have a tag to detect cloaked units.

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according to our determinedly dopey Prime Minister Mr Brown, Obama also has a beach in Normandy named after him. If that can't win you an election, what can?


#220 Medusa

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Posted 20 September 2007 - 08:43 PM

Re-enable the UseTurretShadow=bool tag so units with large large turret (Mechs or artilleries) would look better.
As for the husk left by units, I was thinking something like buildings with Captureable=yes and UndeployInto=UNIT, but whatever works I guess :dry:
Also, a swarm effect like the ones in General (Chinese units have this) will be nice, use the Sight= tag as the effecting radius (Units see allies and become encouraged). It would need a new global value like the bounties such as SwarmRatio=, SwarmCombat= , SwarmCap= and SwarmCombatMax= like the VeteranRatio=, VeteranCombat= , VeteranCap= tags, the maximum tag was just there for balance so units wouldn't get infinitely strong.

Edited by Medusa, 20 September 2007 - 08:53 PM.

They shall perish...




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