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#321 SSTG

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Posted 07 March 2008 - 08:23 AM

I recall getting chem missile logic (getting the SW by building a waste management building) and say if the weapon requires something like ore to be mined to charge the weapon it can be used without the patch

both EMP logic is already there (the warhead and the turret SW)

Edited by SSTG, 07 March 2008 - 08:24 AM.

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#322 Guest_fodpsajokfsj_*

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Posted 07 March 2008 - 07:03 PM

why does people still make wishes? NPatch is dead. It was a great patch!

#323 Guest_maestro21_*

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Posted 13 March 2008 - 05:05 PM

Crates that gives one-time super weapons like icbm ..That is my wish .or crates must be able to modify..

#324 Guest_Guest_blackheartstar_*_*

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Posted 18 March 2008 - 05:14 AM

Right now Id just like to see 32 faceings for .shp vehicles. I know that it cant be that hard of a feature to drop in the next edition.

#325 CCHyper

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Posted 21 March 2008 - 11:23 PM

Very easy actually, i researched it in TS, and pd managed to get a working logic :rolleyes:

#326 Holy_Master

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Posted 06 April 2008 - 09:20 PM

allow shp vehicle unit can use "Sequence" like infantry unit.

; example

[AmphiousMech] ;Mech that can swim :p
Voxel=no
Shp=yes
Sequence=VehicleSequence
Remapable=yes
Cameo=
AltCameo=
Weapon1FLH=48,0,184

[VehicleSequence]
Ready=0,1,1
Guard=0,1,1
Walk=8,6,6
Idle1=56,15,0,S
Idle2=71,15,0,E
Crawl=86,6,6
Prone=86,1,6
Die1=134,15,0
Die2=149,15,0
FireUp=164,6,6
FireProne=212,6,6
Down=260,2,2
Up=276,2,2
Paradrop=602,1,0
Cheer=603,8,0,E
Tread=410,6,6
Swim=506,6,6
WetAttack=554,6,6
WetIdle1=292,15,0,S
WetIdle2=307,15,0,E
WetDie1=322,20,0
WetDie2=342,20,0
Panic=8,6,6


i'll very useful if this logic can be possible. it open new way to make shp vehicle unit with ton of animation as infantry unit can do. [and i hope this logic can solve every problem i found when i try to make aircraft unit with shp graphic like shadows not show when it fly,or non-turret balloonhover unit dont fire their target if it not stand on right direction.]

Edited by Holy_Master, 06 April 2008 - 09:26 PM.

--- Emm... ---

#327 mireazma

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Posted 20 April 2008 - 08:20 AM

Sorry, I'm a quasi-noob in YR modding. Here's a silly idea: as in Ra2YR the units fire at an enemy locations rather than at vehicles themselves, wouldn't be nice if an accuracy logic would be implemented? the unpromoted units will shoot at a wider area around the target.
The downside is that many wh's are boolean: hit or missed - damage 100 or 0...
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#328 Romanul

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Posted 25 April 2008 - 01:00 PM

something (pretty easy i think VK could do) is to eliminate UIName for units,without the need to write its name in ra2md.csf and for no complications,the names in ra2md.csf to overwrite the names in rulesmd.ini.

#329 tmapm

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Posted 19 May 2008 - 09:00 PM

FreeInfantry= ; Same as FreeUnit but of infantry type, not vehicle.

#330 SSTG

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Posted 31 May 2008 - 03:54 AM

Possibility of allowing animations which create vehicles like how they can create infantry dunno if it could be already done now I just thought it could make a good idea for a chronosphere subsitute weapon it wouldn't teleport but gives an idea for teleporting in more units as a superweapon *similar to paradrop*

Edited by SSTG, 31 May 2008 - 03:54 AM.

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#331 Guest_Guest_EagleScreen_*_*

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Posted 11 June 2008 - 09:32 PM

Please add support for panoramic screen resolutions if possible:
1440x900 would be ideal.

Now the game is flattened on panoramic screens.

#332 raminator

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Posted 12 June 2008 - 08:20 AM

open RA2md.ini and edit your screenresulotion...
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#333 FallenDwarf

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Posted 14 June 2008 - 10:09 PM

4 wishes:

- Deploy Logic(anything can deploy to anything)
- So more than one unit can be powered and controlled by a building.
- Foundation tag for VEHICLES and INFANTRYS
- PCX images for cameos
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#334 ra2free

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Posted 30 June 2008 - 12:12 PM

vk,Can you let every kind of weapon have one's own ammunition to limit?

#335 Guest_Guest_Imarafan_*

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Posted 01 July 2008 - 11:31 AM

HOLAS: ™

sorry if it was already asked but i'm running out of time (10 minutes before an exam n.nU)

1) tanks and aircraft firing superweapons: i would like to make an airship wich is able to call reinforcements :p

2) an alternatearticart= for tanks and aircraft.... also (if possible) a tag for all the treaths (probably i misspelled that word >.<)

3) an affectsenemies= tag on warheads.... kinda like affectsallies= , this would be really usefull when you want to make repair/heal weapons and don't want your mechanics repairing enemy vehicles :D

4) some improvements in upgrade SW (i think i already asked that.... sorry if i did)

thanks for your time n_n

#336 Guest_Guest_Kumag_*

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Posted 01 August 2008 - 03:45 AM

Multiple Same Superweapon (Like Generals?)
Floating Transports When Idle Logic?

#337 Gabriel

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Posted 12 September 2008 - 02:36 PM

Include a file that enables TCP/IP support.

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#338 yangqs

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Posted 18 September 2008 - 08:09 AM

One problem.
Will you develop next version after npae,yet? Whilom Said:new deploy logic

#339 Guest_maestro21_*

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Posted 24 November 2008 - 01:02 AM

more promotion levels after veteran ,before elite (master) and after elite (heroic) it sould be like this from weak to strong..... green...veteran...master...elite...heroic...

#340 Guest_Guest_*

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Posted 24 November 2008 - 02:48 PM

maestro21_*: You can use newupgsys (look into documentation), when you upgrade old unit into another (which upgrades normally into veteran and elite unless this unit has same tag to upg. into another unit). This can be also used to make "carreer" mode in your mod. :p




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