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#221 VK

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Posted 20 September 2007 - 08:53 PM

Allow buildings to have a tag to detect cloaked units.

old TS system don't work? (with sensors)
I think it work.
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#222 Black Temple Gaurdian

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Posted 20 September 2007 - 09:06 PM

yeah but mean actually make them de-cloak rather than just draw lines, or allow the building to fire upon cloaked units.

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#223 Blade

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Posted 20 September 2007 - 09:22 PM

Yeah, sensors don't work on buildings, they don't reveal the unit to either fire on it (in case of a defense) or reveal it to other units around. SensorArray=yes used to do this in TS and I believe in RA2 as well, but it doesn't work in YR. It does however cause a radar event to be triggered if another unit with sensors finds a unit in range of a sensor array.
SensorArray also causes a radar event if a subterrain unit is in range, but in this case it correctly shows the health bar of the unit so the player knows where it is. It would also be nice if Eva events were hooked up to the two (one for subterrain units detected, one for stealth units) so a voice could play if something was detected.

#224 Soviet Commando

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Posted 22 September 2007 - 04:35 AM

Easier to work upgrade system for units, buildings, etc.
I don't know if you can do this already but, have like SW thats like a mortar attack, or have a mortar....

#225 Tony

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Posted 23 September 2007 - 06:41 AM

Add tertiary weapon logic! or have you enabled already?
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#226 Black Temple Gaurdian

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Posted 23 September 2007 - 08:03 AM

It would help to read :

You can post your suggestions in this thread.

But remember:
I don't need ANY demands at all. This is including a hidden demands also.
Don't send demands by email or PM messages - I will ignore it

Wishlist:

  • make though is full palette support
  • vehicle can spawn other vehicles and infantry too, not only aircraft
  • Tiberium damaging
  • Increase AI build select limit (200 units).
  • SuperWeapons can be on other object types, not just on buildings.
  • Ability to set if something can be stolen by vehicle hijackers or not
  • allow SHP use for Aircraft and it can create shadow on ground when it fly.
  • Update "Simple Deploy" Logic that allow unit can move after deploy.
  • fix balloon hover [without turret] turn before attacking target,that make i'll not attacking target anymore.
  • Campaign next mission selection
  • Different CloakSound for each unit
  • Different bunker logic settings for each unit
  • More countries bonues
  • gattling logic for aircrafts and jumpjets
  • Allow any color to be used for Alpha_Image
  • A new powersystem would be nice, which can be used on tanks and infetry as well as buildings!
  • Autofire of SW's a building could create a unit whenever the timer runs out
  • A tag, Cloning=, which can be put on WFs and Airfields and Naval yards
  • Make upgrades a prerequisite
  • Re-enable TrainBridgeSet in addition to BridgeSet and WoodBridge set
  • ForbiddenTheater tag.
  • Fix the one 'power up' unit limit.

  • Firestorm Defence
  • Third & Fourth weapons
  • "SHP" Balloon hover can create shadows on ground when it fly.
  • Controllable SWs like the particle cannon in generals?


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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?


#227 Guest_Wolfwood_*

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Posted 25 September 2007 - 01:05 AM

I got a couple ideas that kinda go together:

1. Prerequisite Disabled - When say you have three tech labs and after building one you cannot build the other two

2. Prerequisite Replacement - where after building a certain building it replaces a unit/infantry/building with another

Example: Prism Lab, Chrono Lab, War Lab - Builds Prism Lab - Disables building of chrono and war lab - replaces gi with prism trooper and howitzer with prism tank

#228 Guest_Guest_*

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Posted 25 September 2007 - 01:16 AM

Wolfwood, this can be done with NegativePrerequisites.
Prism Lab, Chrono Lab and War Lab have same prerequisites, and each have the other two in NegativePrerequisite. So, building one will remove the others from building tab. Same goes for units - the Howitzer have NegativePrerequisite=PrismLab,CronoLab, and prism tank have Prerequisite=PrismLab.

#229 Guest_Wolfwood_*

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Posted 25 September 2007 - 01:07 PM

Thank you very much

#230 Electro

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Posted 25 September 2007 - 01:50 PM

I have an idea, how about making chrono tank logic like in RA1, or reenabling the charge logic from TS?

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#231 Blade

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Posted 25 September 2007 - 02:17 PM

I'd say that would be more part of making new locomoters rather than all exe hacking. VK had a thread regarding locomoters on PPM a while ago.

#232 Hogo

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Posted 25 September 2007 - 08:27 PM

Proberly A big NO NO! But still Worth a shot. Think you could try and allow the AI to build FireBases Like defense Sections. EG

Build this Defense


[SMALLDEF]
2 Prism
2 Patriot
4 Pill Box

And then Define a structure like

BuildDefense=SMALLDEF
BuildBeside=GAWEAP ; Examples

This would provide A big Change in AI Games and would make the AI more human.

#233 imarafan

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Posted 26 September 2007 - 12:01 PM

HOLAS: ™

i have a wish.... like an improvement to the upgrade superweapon

could be possible to give the upgrades a time.... i mean... you upgrade the speed of the units but in 10 seconds the upgrade dissapears....

since that doesn't sound like possible i have another question

what about give different values to differen upgrades?

currently (i think) you have

upgrades= (list of upgrades)
value= (value of upgrades)

what about

upgrade1=
upgrade2=
upgrade3=

upgrade1value=
upgrade2value=
upgrade3value=

?
i are a cat full of HOLAS..... delivering HOLAS to the world o.o

#234 Jeeves

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Posted 26 September 2007 - 12:16 PM

It isn't a coma seperated list? Haven't tried, but would be logical... Like the idea of timing it, also would be good as a warhead effect

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#235 SSTG

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Posted 27 September 2007 - 05:38 AM

Yea that would be nice for my stealth generator to have a limited time for it to work like the iron curtain
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#236 Holy_Master

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Posted 27 September 2007 - 08:52 AM

* just Idea * both logic doesnt effect with gameplay but it can help modder who try to dummy game code.

1. logic that allow to put anykind of unit to another build tab.example
Modder can put MCV to Azenal tab. or put super weapon to vehicle tab.
by adding code like this.

Buildtab=###

### = Structure , Azenal , Infantry or Vehicle

2. Customize Health bar = Allow Modder choose kind of health bar for their unit,example you can use "long health bar" [ vehicle style health bar ] for infantry unit.or short health bar [infantry] for vehicle.

this logic very useful when modder try to hoax infantry unit act as vehicle , example i create Orca Fighter as SHP and want to work as Balloon hover but Originaly RA2YR Balloon Hover for SHP doesnt work perfect as Balloon Hover for Infantry.finally i put my Orca work infantry list to using that logic but i need to make people understand it's vehicle and long health bar is important 1 for this.

Both tag will working perfect if Modder use it together. :)

Edited by Holy_Master, 01 October 2007 - 09:25 PM.

--- Emm... ---

#237 L0N3 W0LF

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Posted 27 September 2007 - 10:00 AM

Just an idea from certain other games like RON. Could it be possible to have an Autosave Feature (like autosave every 15 minutes). Or a quicksave thing:
Example
* ctrl+f1 saves to slot 1
* ctrl+f2 saves to slot 2 and so on
* shift+f2 loads slot 2....something like that. then the player can load the specific mission straight from the main menu. saves plenty of time. Its a cool feature to have.

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#238 imarafan

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Posted 27 September 2007 - 12:43 PM

HOLAS: ™

but tht wouldn't imply that you have only 12 save slots?

anyways... i never use more than 1 :)
i are a cat full of HOLAS..... delivering HOLAS to the world o.o

#239 davewozere05

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Posted 30 September 2007 - 08:41 AM

I was wondering as you releeased 32 bit support before what about:
16 and 32 bit versions

I also think you should run NPatch from a seperate exe and I think that autosave and quicksave idea is cool.

Oh and also,
I think you should set a tag to allow change game speed in campaign mode instead of having to run with an extension.

#240 OmegaBolt

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Posted 30 September 2007 - 10:42 AM

Speed 4 in campaign is needed so all the triggers have time to work properly. For example, text triggers need time to display but on a higher speed then there maybe 3 more text lines trying to play and not enough time to read them or they may not even show.

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