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#281 Hogo

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Posted 05 November 2007 - 07:28 PM

yeah Lighting needs fixing I would love to have TS lighting in this i really would.

#282 Medusa

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Posted 07 November 2007 - 02:36 AM

Maybe some way of reimplementing the forest fire logic? With these old TS tags enabled you could prevent IEs from warhead with Sparky=yes but animation still does not play.

Under [AudioVisual] section add:
TreeFire=BURN-M,BURN-L;Need animations for them
OnFire=FIRE3,FIRE2,FIRE1

And change IsFlammable=no on trees to IsFlammable=yes

Obolt, that could also be like the Hardpoint tag I've suggested earlier but it's good to have someone revive the idea. :xcahik_:
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#283 imarafan

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Posted 07 November 2007 - 11:57 AM

HOLAS: ™

that would be awesome... i'm trying to recreate that in an alternate way... but an official and easy way for make would rock....


call me lazy... because i am.... but anyways i think it would be great as a bonus feature
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#284 Nikola_Tesla

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Posted 17 November 2007 - 05:37 PM

Ability for units to spawn units other than just AircraftTypes (as well as the ability for buildings to spawn units as well).

EDIT: I almost forgot. Make all missile tags work for custom missile types, and give custom missile types the ability to produce radiation.

Edited by Nikola_Tesla, 18 November 2007 - 05:08 AM.


#285 SSTG

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Posted 24 November 2007 - 01:47 PM

This could be similar to the locomotor for the dropship in TS I mentioned somewhere in this thread but I was wondering if you could make tags if possible to make voxels tip a little bit froward when moving forward similar to a hovercraft or a helicopter does
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#286 Dupl3xxx

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Posted 24 November 2007 - 06:56 PM

I am not 100% shure, but I think those tags are in the game as is :)

#287 Romanul

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Posted 24 November 2007 - 08:28 PM

what about transformation factory?

an unit enters the transformation factory and becomes an upgraded tank!

#288 SSTG

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Posted 24 November 2007 - 09:43 PM

I am not 100% shure, but I think those tags are in the game as is :)

I was thinking that too I thought it was the pitchangle tag but tried playing around with it but no effect

I checked out TS and I was right they do pull up and land tail first though I dunno how checked through both art and rules

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Edited by SSTG, 24 November 2007 - 11:54 PM.

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#289 EcclairLS

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Posted 25 November 2007 - 01:06 PM

Maybe a Dropship logic. like in the old westwood games like Dune 2000??.....

Edited by n0th1nG sp3c1aL, 25 November 2007 - 01:07 PM.

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#290 SSTG

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Posted 29 November 2007 - 01:35 PM

I was testing out suicide plane logic out and thought of one that could possibly be useful

though i I'm just checking if its possible and possible to balance as well

individual survivability rates for crew members in a unit

say a you want a harrier pilot to survive 100% of the time if hes shot down and a grizzly tank crew member surviving 50% of the time

though this was thought up when thinking of my idea for ivans paradroping from suicide planes and planting bombs on the enemy base ;)
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#291 OmegaBolt

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Posted 30 November 2007 - 01:05 PM

Let the game use cshadow.shp for cliff shadows, like in TS.

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#292 EcclairLS

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Posted 30 November 2007 - 01:54 PM

This maybe my most wacked idea....

Reenable the AIGenerals.... with it's own AI.tlb file maybe??
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#293 和平崛起

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Posted 02 December 2007 - 05:01 AM

i make mistake!!

Edited by 和平崛起, 02 December 2007 - 05:08 AM.


#294 SSTG

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Posted 07 December 2007 - 04:03 AM

I was thinking about that hull and engineer idea for YR could'nt the first half of the coding be already done?

say we replace the crater from the tank explodsion and put the Hull texture inplace

only thing need to work out is getting the engineer to bring back the tank

Edited by SSTG, 07 December 2007 - 04:03 AM.

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#295 Dubzac

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Posted 17 December 2007 - 10:41 AM

:lol: heres somethings even Westwood would like (and many of you will benefit form the use of this tag)

this is my suggestion/wish to VK

[codebox]Kickback=[bool] (yes/no) ; dub: if yes basicly units with big weapons gets "kick back" (cannons have this effect on the unit that fires this weapon not turrets or barrel this tag makes the whole unit move back a 1000th of a cell and (back end) tilt down in the opposite direction for a few seconds then returns back to its spot)

VehicleTilts=[bool] (yes/no) ;dub : motobikes tilt just a little needs pitchangel=#.# cannot be more than 0.30 or the looks like the vehicle falls over)[/codebox]

i hope you like my ideas this IMO will help heaps of modders its basic and looks sweet,Okay.. its more eye candy than anything .

Edited by Dubzac, 17 December 2007 - 10:44 AM.


#296 Dupl3xxx

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Posted 20 December 2007 - 08:07 PM

I live for eye-candy :crazed:
And make barrel change hight by range, like stright when target is close, and high if target is far away. Nice for tanks like artilery tanks and so on :p

NEWPOST
Is there a way to make the spotlights use a "Bright=yes" insted of the per cell way? Would be good for small lights, and a way to select intesity and color :p

And a way to use RGB to select color of "Bright=yes"

Edit: Typo, New post

Edited by Dupl3xxx, 23 December 2007 - 01:07 PM.


#297 Nikola_Tesla

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Posted 23 December 2007 - 06:04 PM

I have a really cool idea: Make new Prerequisite types (like the already existing ones: TECH, FACTORY, RADAR, POWER, PROC, BARRACKS). This is how it could be:

[NewPrerequisiteTypes]
0=ALTFACT
1=ALTYARD
2=ALTTECH

[GACHRONBAY]
PrerequisiteType=ALTFACT

[NAPARABAY]
PrerequisiteType=ALTFACT

[YADROPBAY]
PrerequisiteType=ALTFACT

[7TNK]
Prerequisite=ALTFACT

Then, if the player builds GACHRONBAY, NAPARABAY, or YADROPBAY, he can build 7TNK.
EDIT: Of course, with the tags "AltPrerequisite=" and "SecondaryPrerequisite=" this feature could be simulated (for three sides) but there are modders adding new sides in their mods, so this kind of feature could be useful for them.

Edited by Nikola_Tesla, 31 December 2007 - 08:06 PM.


#298 Guest_ornatep_*

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Posted 05 January 2008 - 06:50 PM

:mellow:

1. Improve EMP Weapon System

In now, EMP siries warhead out of order
in short, I listed a warhead that has EMP tag likely as
0%0%0%0%0%0%0%100%0%0%0%, it can only affect to steel armor type.
but if the warhead has cellsplash type, the splashing EMP damage can
affect to other warhead type.

in second,I have changed the warhead like as 0%0%0%2%2%2%0%100%0%0%0%
, it have some common armor versus.
but I cannot controll duration of the warhead splashing EMP time.


2.Shield System

I wish applicate Plasma systems that protoss strusture,unit had in starcraft.
moreover, the shield has special particles,effects and sounds when it in get hit.

anyway, I want to applicate this systems in red alert game.

in case,

RULES:
Shield=yes ; Do you want to applicate shield systems in this unit?
ShieldType= ; What armor do you want to cover with? Ex)wood
ShieldStrength=500 ; How much Stength of this unit?
ShieldSelfHeal=yes ; Is this unit can self recover?

I just want similar to that.


3.Airborne Aircraft Carrier

I want this unit that likely as Airborne Carrier in Starcraft.
If I attached spawn hornet tags on kirov, the hornet can sally but they cannot retire.
If you want retire them, the kirov must deploy in ground.

I want airborne carrier do easily.


4.unlimit spawn units

Now, spawned hornet unit has 5 spawn limit.
I want to unlimit at least 12 units. to use them easily.(in original game,10 spawns even has no problem)



5.Infantry uses Gattling weapons

If infantry type unit uses gattling weapon, crashes ie.
I with you are able to solve this problem.


6. I want Hot keys which has Attack-move ability and can compare with Starcraft`s attack move ability.
then AI can use them.



7.Improve transporting System

I want to board specified infantry unit on transporting-vehicle when the vehicle just produced.

in some words, in the rules of grizzly tank....

PrimaryTransported=yes ; The unit have transfered unit
TransportedUnit= ;Which unit? ex)E1,E1
CanExcape=no ; When transporting-vehicle destroyed,The Transported unit can excape?

If we can applicate this, also we jumping over primary-secondary two weapon limitation, moreover,
we can use dummy unit for transport on vehicle them!



8.Improve hacking ability from Floating disk

I want to change floating disk`s hacking ability for uses them on ranged attack.
namely, Adding a Hacking Vehicle that can use specified ranged hacking ability likely as Floating disk`s.
and Infantry can use them.



9.AI can Aircraft against to Aircraft

I want a tag which can AI can Aircraft against to Aircraft.

Originally, 0,4 tag towards infantry and 0,5 tag towards vehicle.
in addition, I want 0,2 tag towards aircraft likely in TS.

#299 mevitar

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Posted 06 January 2008 - 11:35 AM

In now, EMP siries warhead out of order
in short, I listed a warhead that has EMP tag likely as
0%0%0%0%0%0%0%100%0%0%0%, it can only affect to steel armor type.
but if the warhead has cellsplash type, the splashing EMP damage can
affect to other warhead type.


Same applies to weapons with Iron Curtain effect, plus, infantry is killed even if the warhead has 0% against it. I also noticed that IC warheads with CellSpread=.5 and lower don't affect infantry and units with hover locomotor (although those without defined CellSpread do). I was hoping this could be fixed too.
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#300 genobreaker

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Posted 08 January 2008 - 02:53 PM

i have a wish...

improving this tag or made some changes... or add etc..

PrerequisiteProcAlternate= <------ it is hardcoded only to 1... it doesnt accept commas... like SMIN,SMIN2,SMIN3 etc...
so somelike when you make another slave miner type... when it repacks... the building tech prerequisite for other buildings that have Prerequisite=PROC,<building> dont show up...
so you need always it to deploy the slave miner...
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