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#101 VK

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Posted 26 August 2007 - 03:17 PM

how far is the forth side logic out of curiosity?

FourthSide stolen tech/spy possibility please?

fourth side support was already finished.

hows about upgrades as prerequisites?

hows about upgrades as prerequisites?

upgrades in reality not a building - just a building type attached to building.
So all building tags don't work. Building check only few tags on upgrade.
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#102 Blade

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Posted 26 August 2007 - 05:58 PM

How easy would it be for you to add more tags to the upgrade logic?

#103 OmegaBolt

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Posted 26 August 2007 - 06:33 PM

Would it be possible to make the Power Off logic use the actual Power Off frames already in the RA2 mouse.sha? Seems pointless that it uses the frame the medic does when there are very good, animated frames for power off (Including one which would apply when you can't power off the particular building).

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#104 VK

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Posted 26 August 2007 - 08:18 PM

Would it be possible to make the Power Off logic use the actual Power Off frames already in the RA2 mouse.sha? Seems pointless that it uses the frame the medic does when there are very good, animated frames for power off (Including one which would apply when you can't power off the particular building).

yes, this possible.

How easy would it be for you to add more tags to the upgrade logic?

which upgrade logic?
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#105 Blade

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Posted 26 August 2007 - 10:26 PM

The building one, only stuff like superweapons, power and regular weapons works now when you add an upgrade to a building, basically TS stuff. Having things like the techbuilding bonuses, industrial plant logic and such would be nice.

#106 tmapm

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Posted 27 August 2007 - 06:26 PM

Great idea. One flaw that I've found in the Building Upgrade Logic, is if your building upgrade has a superweapon tag, the primary weapon on the building no longer works once upgraded.

Also, it would be nice to have a tag that will simply remove the repair button and not replace it with anything.

#107 Blade

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Posted 28 August 2007 - 01:06 AM

Add additional logic for the psychic tower so an alternate animation can be shown when building is controlling units... this is what the logic was intended to be, but was not finished (although the artwork is).

Add additional industrial plant bonuses to adjust a built units 'Soylent' value so modders can decide if a player with control of both an Industrial Plant and Grinder can get free money by buildings units to immediately grind. Currently they always do.

#108 Electro

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Posted 28 August 2007 - 11:11 AM

Maybe add the possibility for vehicles to become abandoned/driverless, so you can put any infantry unit in them to take them over, and make a weapon flag like KillsDriver=[bool] (default no/false).

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#109 Guest_Guest_*

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Posted 28 August 2007 - 01:19 PM

So the unit exites the WF like a Bobotank downpowerd, and needs a "crew" to "start its engin"

[MTNK]
...
NeedPilot=true
NeedSpecialPilot=E1,E2,DESO ;optional, if not any inf can be used

Aslo, the tag CrewType= cann't be used here (simply dumb) shoud be "PilotEscape=true"

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Is is possible to expand the "Pallet=" to support units (vxl) and inf (shp) ass well??? Would be great! :)

#110 Electro

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Posted 28 August 2007 - 01:43 PM

Isn't it easier to prevent robotic units from being abandoned by making a HasCrew=[bool] tag, which would make units with the tag unable to be abandoned.

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#111 Guest_Guest_*

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Posted 28 August 2007 - 01:52 PM

Well, if a unit does NOT have "CrewType=" it has no crew that can abandon. A tag like (Crew/Pilot)exit=true

#112 Romanul

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Posted 28 August 2007 - 02:52 PM

i have also an idea:ive heard about an bug that doesnt allow Yuri become allied nor allied country became yuri.

#113 Mig Eater

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Posted 28 August 2007 - 04:17 PM

eh... care to elaborate

The only thing I would (still) like too see is the unit limit made a lot higher to allow hundreds of diffrent units.


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#114 Gaffel

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Posted 28 August 2007 - 05:24 PM

The only thing I would (still) like too see is the unit limit made a lot higher to allow hundreds of diffrent units.


many want that, maybie he add it for next version

#115 blackheartstar

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Posted 28 August 2007 - 09:34 PM

from old wishlist

A warhead tag called Neutralizer= (yes/no). If set to yes the target of the weapon becomes Neutral (stripped of its house) instead of takeing damage. A second warhead tag NeutralOnly= (yes/no) that if set to yes will only effect neutral units (units that are not owned by a playable house).


would kinda work for the recent driverless unit concept.

#116 Guest_Nikola_Tesla_*

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Posted 28 August 2007 - 09:45 PM

I have an idea for a new prerequisite tag.... suppose someone wants to have a unit that can only be built on one specific type of theater, but also another unit to replace that unit for being buildable on all other theaters?

You could have tags like this:
[7TNKSNO]
RequiresTheater=SNOW

[7TNK]
ForbiddenTheater=SNOW

I don't really know anything about the kind of programming you do, VK, but I don't see this new tag (ForbiddenTheater) being much different from NegativePrerequisite or ForbiddenHouses.

#117 SSTG

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Posted 28 August 2007 - 09:50 PM

Just wondering if its possible to add more country bonues like increased speed for aircraft to explain what I'm talking about but ones like increased fire power etc
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#118 tmapm

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Posted 28 August 2007 - 09:51 PM

I have an idea for a new prerequisite tag.... suppose someone wants to have a unit that can only be built on one specific type of theater...



You can do this through map files already. Map file overrides rules, so what you can do, is have your units made in your rules file already.

[7TNKSNO]
TechLevel=-1
...


[7TNK]
TechLevel=3
...

And then in Snow Maps You would just need to open with a text editor and add.

[7TNKSNO]
TechLevel=3

[7TNK]
TechLevel=-1


I fail to see the use of the feature that you are suggesting.

Edited by tmapm, 28 August 2007 - 09:52 PM.


#119 Jeeves

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Posted 29 August 2007 - 05:47 AM

OR:
Use the NP tag RequiresTheater=...
:p

If possible to clone bunker logic for infantry or set individual inaccuracy for weapons, they would be beyond nifty...

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#120 MOD2

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Posted 29 August 2007 - 01:16 PM

Clone "CloakSound=" (in rulesmd.ini) to add another cloaking or decloaking sound or the possibility of add a "CloakSound=" to each unit/infantry to hear a lot of differents cloak/decloak sounds, and using the [AudioVisual] entry only as defaults.




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