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#81 MCV

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Posted 22 August 2007 - 01:46 PM

No, he wants it to be dependent on the fierer rather than the target.
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#82 VK

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Posted 23 August 2007 - 03:15 PM

Did you enable alternate scenarios or the map select screen in NPSE BTW (I assume not since they are not documented).

no yet.
Do you talk about map selection screen or about other ways (like global variables)?

Update this expect error system. So it tells witch code line that made game crash.
Exempel rulesmd.ini line 1566

Best idea ever. isint it?

this is good idea but really hard.
I suggest to create a big database of IE error codes.

Some way to make the tooltip system more flexible so we could jam more stuff into the string without IEs when unit/building is selected over the queing menu. So maybe we could put maybe a description in the tooltip.

this is good idea however. I like it. It also rather easy to implement ;)
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#83 Medusa

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Posted 23 August 2007 - 03:24 PM

No, he wants it to be dependent on the fierer rather than the target.


Like something to prevent a tesla trooper from zapping himself when swimming. ;)
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#84 Blade

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Posted 23 August 2007 - 09:27 PM

Did you enable alternate scenarios or the map select screen in NPSE BTW (I assume not since they are not documented).

no yet.
Do you talk about map selection screen or about other ways (like global variables)?


Both, though the one I'm most interested in is the global variable, where when <Alternate Next Scenario> is set, then the map specified in AltNextScenario= in the map [Basic] section is played rather than what mapselmd.ini says it should. This is how it apparently worked in TS.

#85 Gosho

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Posted 24 August 2007 - 07:54 AM

VK, you didn't comment on aircraft being able to use waypoints and be put in Guard mode. Is that hard/impossible to make?

Also, different 'levels' of Stealth disguises? That would really make the game interesting, as you'd have to sustain a large anti-spy, anti-disguised units etc.
Basicly, Stealthed=yes, StealthType=1 through 3 and weapons that penetrate through that stealth is all it would take.

Would you concider enabling deploying for aircraft and ships too? That would give us a lot of possibilities - we could have aircraft with moveable wings, realistic nuclear submarines, aircraft carries, on which airplanes can land and several other uses.

Would you please comment on these wishes? Thank you in advance. :p

#86 Blade

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Posted 24 August 2007 - 12:33 PM

I'd say we need at least 2 levels of cloaking since one is currently used for subs. We need a second one that has its own sounds to use for land units that can cloak at the very least

#87 SSTG

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Posted 24 August 2007 - 01:06 PM

This may have been mentioned but have helicopters land the same way the dropships did in TS if possible
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#88 Medusa

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Posted 24 August 2007 - 03:43 PM

This may have been mentioned but have helicopters land the same way the dropships did in TS if possible


As in for the little "ring" that appeared under it when it lands?
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#89 OmegaBolt

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Posted 24 August 2007 - 03:50 PM

Here's something that could be pretty useful: There could be a tag such as CloakedOnWater that does exactly what it says, makes units cloak once they go over water, as if it is diving under. There could also be a tag like... SubmergeOnWater so once it is on water it acts as if it has the tag "Underwater=yes".

Edited by OmegaBolt, 24 August 2007 - 03:51 PM.

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#90 VK

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Posted 24 August 2007 - 07:44 PM

VK, you didn't comment on aircraft being able to use waypoints and be put in Guard mode. Is that hard/impossible to make?

Also, different 'levels' of Stealth disguises? That would really make the game interesting, as you'd have to sustain a large anti-spy, anti-disguised units etc.
Basicly, Stealthed=yes, StealthType=1 through 3 and weapons that penetrate through that stealth is all it would take.

Would you concider enabling deploying for aircraft and ships too? That would give us a lot of possibilities - we could have aircraft with moveable wings, realistic nuclear submarines, aircraft carries, on which airplanes can land and several other uses.

Would you please comment on these wishes? Thank you in advance.

I don't fetch a plan for next NP version.
When I finish it I will post it.

Both, though the one I'm most interested in is the global variable, where when <Alternate Next Scenario> is set, then the map specified in AltNextScenario= in the map [Basic] section is played rather than what mapselmd.ini says it should. This is how it apparently worked in TS.

also can be special trigger action.
My site here: http://www.vk.cncguild.net - RP / NP / ETS / TOOLS.
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#91 SSTG

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Posted 25 August 2007 - 01:13 AM

This may have been mentioned but have helicopters land the same way the dropships did in TS if possible


As in for the little "ring" that appeared under it when it lands?



I'll probably be wrong on this but I think I remember them landing tail first to the ground though the ring is cool too
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#92 OmegaBolt

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Posted 25 August 2007 - 08:58 AM

I think the tags for that still work.

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#93 Blade

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Posted 25 August 2007 - 11:23 AM

Trigger action would be fine ;) Did you ever hack any improvements into FA2 BTW (like support for the missing YR script actions)? That reminds me about another wish actually, could you make <Player@X> work for more than just a few actions so its possible to have a player at a certain waypoint the owner of a trigger (no matter what side they happen to be) and also be tested for at teh parameter for events that need a house? It would enable the creation of a number of additional game modes such as a properly working siege mode.

#94 Black Temple Gaurdian

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Posted 25 August 2007 - 03:24 PM

One I just thought of (I must be be an idiot or I would've mentioned it earlier) : Fix the one 'power up' unit limit.

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#95 VK

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Posted 25 August 2007 - 07:44 PM

Trigger action would be fine

I will add a first global varaible support in next NPatch version - this is more easy.

Did you ever hack any improvements into FA2 BTW (like support for the missing YR script actions)?

none yet.
my FA2YR version have only big maps support and Visual Themes support.

That reminds me about another wish actually, could you make <Player@X> work for more than just a few actions so its possible to have a player at a certain waypoint the owner of a trigger (no matter what side they happen to be) and also be tested for at teh parameter for events that need a house? It would enable the creation of a number of additional game modes such as a properly working siege mode.

I planned some time ago MAP + YRM maps support.
so can have triggers, units, building as campaign map, but you can select diffent players as in multiplayer map. This isn't done and need a lot of researching.
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#96 Thear

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Posted 26 August 2007 - 12:55 AM

A little wish from me:

Upgrades can not give the player ability to build new unit(s). If you attempt to do so, each building built after the plugin causes the new unit(s) to dissapear from the sidebar, making them unbuildable again.


Maybe it's possible to fix this, so you can use upgrades to get new units and not disapearing when you construct a new building :p

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#97 Gaffel

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Posted 26 August 2007 - 01:01 AM

-PrismType= unhardcoded in [General]
-PowersUnit= unhardcoded
-upgrades work as a Prerequisite

Edited by Gaffel, 26 August 2007 - 01:02 AM.


#98 SSTG

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Posted 26 August 2007 - 07:47 AM

how far is the forth side logic out of curiosity?

Edited by SSTG, 26 August 2007 - 09:20 AM.

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#99 Jeeves

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Posted 26 August 2007 - 09:12 AM

hows about upgrades as prerequisites?

Hell yes o.o

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#100 Ash

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Posted 26 August 2007 - 10:14 AM

Dunno if anyone else said this:

FourthSide stolen tech/spy possibility please? :p




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