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#121 VK

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Posted 29 August 2007 - 02:38 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.

Is it very difficult to read documentation before, isn't it?

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

I think possible.

Edited by CnCVK, 29 August 2007 - 02:39 PM.

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#122 Guest_Guest_*

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Posted 29 August 2007 - 02:43 PM

Would it be possible to up the limit/sort out the bug where if you have more than 1 'powered unit' and the building it's powered by goes ofline the units stay offline.

#123 Guest_Guest_*

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Posted 30 August 2007 - 05:21 PM

VK, u r t3h b3st!!! I h4ve a wish, teh 2oo-unit limmit up t0 999 :xcahik_: P0ssibl3??

#124 Medusa

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Posted 30 August 2007 - 09:24 PM

Someway of making the Size= or PhysicalSize= tag more useful by making it affect projectiles with inaccurate=yes (Larger objects are easier to hit and this could also influence the cellspread tag.).

Edited by Medusa, 30 August 2007 - 09:25 PM.

They shall perish...

#125 Blade

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Posted 30 August 2007 - 10:13 PM

The custom beam effect that is currently implemented seems to be a clone of the magnetron beam. It appears to move away from the target to the unit which doesn't look right for an attack beam. Can you restore the original TS sonic beam? It moved toward the enemy rather than away and appears to have been a different size (though that could just be an illusion due to difference in unit size). You did mention it way back when you were working on 1.08SE. It also didn't maintain a continuous lock on the target.

Additional controls to customise the animations for the ion cannon and the graphics used for the drop pod on a per superweapon basis would be nice too. Different droppod styles could drop different units for example.

Edited by Blade, 30 August 2007 - 10:15 PM.


#126 Guest_Nikola_Tesla_*

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Posted 30 August 2007 - 10:36 PM

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.

That's what the feature I was suggesting would be for...so that we wouldn't have to do things like that.

Is it very difficult to read documentation before, isn't it?

Do you not understand english properly? Or did you think that I was posting as if I thought this feature was already there? Or, did you think that I was demanding a feature? I wasn't, I was just making a suggestion.

#127 SSTG

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Posted 31 August 2007 - 05:05 AM

is there actually a sound list limit cause I'm up to about 1300 and just added a couple though they don't play on the game just checking if I need to replace sounds or not

EDIT sorry made a mistake i'm at 1130 thats all got plenty of space and those unworkable sounds I have a low cap spelling mistake

Edited by SSTG, 31 August 2007 - 05:43 AM.

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#128 Gaffel

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Posted 01 September 2007 - 05:18 PM

Fix pds old cellspread bug, he made it support 100 but 10 is still max, only raditaion spreeds 100.

#129 VK

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Posted 01 September 2007 - 07:03 PM

Do you not understand english properly? Or did you think that I was posting as if I thought this feature was already there? Or, did you think that I was demanding a feature? I wasn't, I was just making a suggestion.

I think if you read documentation BEFORE, you didn't ask at least a half of this question.

Can you restore the original TS sonic beam?

no.

It moved toward the enemy rather than away and appears to have been a different size (though that could just be an illusion due to difference in unit size). You did mention it way back when you were working on 1.08SE. It also didn't maintain a continuous lock on the target.

I have never seen this, but check it.
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#130 Guest_Guest_*

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Posted 02 September 2007 - 01:23 AM

Fix pds old cellspread bug, he made it support 100 but 10 is still max, only raditaion spreeds 100.


That would be awsome, is it possible CnCVK :grin:

#131 GodSun666

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Posted 02 September 2007 - 10:23 AM

Fix pds old cellspread bug, he made it support 100 but 10 is still max, only raditaion spreeds 100.


Wtf?? My nuke has cellspread 30. and it works! i dont know why it would work with you :S?
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#132 Blade

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Posted 02 September 2007 - 10:51 AM

Can you restore the original TS sonic beam?

no.


Please <3

It moved toward the enemy rather than away and appears to have been a different size (though that could just be an illusion due to difference in unit size). You did mention it way back when you were working on 1.08SE. It also didn't maintain a continuous lock on the target.

I have never seen this, but check it.


It only seems to do it on vehicle class objects, it travels toward the unit if its infantry or a building, but then so does the magnetron beam. Dunno how it affects aircraft since I haven't used it as an AA weapon.

Edited by Blade, 02 September 2007 - 10:52 AM.


#133 Blade

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Posted 02 September 2007 - 01:19 PM

Re-enable TrainBridgeSet in addition to BridgeSet and WoodBridge set so that the high train bridges in the TX can finally be made to work.

#134 Guest_Guest_*

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Posted 02 September 2007 - 06:32 PM

Can you add to possiabilety to add a short *.bin in between the new MainMenu system and the other menus? Something like "UMMV=yet" (UseManimMenuVideo) Also, a tag like "FirstVideo=lolomgftw" as from MM to other and "SecondVideo=omgloltfw" from other to MM

Just some ideas <3

#135 VK

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Posted 02 September 2007 - 09:24 PM

Fix pds old cellspread bug, he made it support 100 but 10 is still max, only raditaion spreeds 100.

Wtf?? My nuke has cellspread 30. and it works! i dont know why it would work with you :S?

you should at first confirm/non-confirm it. I don't want to try fix non-existing bugs.

Please

IMO it isn't very important the pitch of beam.
(Go to some forum and ask independent people about differences in beams - I think nobody will find difference)
Also I think better to add new features instead of stupid 100% TS beam clone.
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#136 Mig Eater

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Posted 02 September 2007 - 09:51 PM

I get the same thing with the nuke, damage is only done in the first 10 cells but radiation uses the cellspread tag.

IIRC when Pd first changed the cellspread it worked fine but some ppl kept getting weird errors so he changed to what it is now.


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#137 Guest_Nikola_Tesla_*

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Posted 03 September 2007 - 02:38 AM

Do you not understand english properly? Or did you think that I was posting as if I thought this feature was already there? Or, did you think that I was demanding a feature? I wasn't, I was just making a suggestion.

I think if you read documentation BEFORE, you didn't ask at least a half of this question.

I HAVE READ THE DOCUMENTATION, AND I WAS SUGGESTING A NEW FEATURE AS AN ADDITION TO THE "RequiresTheater=" TAG. Once again, this was not a DEMAND, just a suggestion. This is how it would be (as I explained before) if you implemented it: Imagine if someone wants one tank to use on all theaters except arctic maps. Then they could have these units with these tags:
[7TNKSNO]
RequiresTheater=SNOW

[7TNK]
ForbiddenTheater=SNOW

Then, 7TNK would be able to be built on all theaters except snow (as indicated by "ForbiddenTheater=SNOW"), and 7TNKSNO could be built only on snow (as indicated by "RequiredTheater=SNOW"), therefore making 7TNKSNO a substitute for 7TNK on all snow maps.

#138 SSTG

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Posted 03 September 2007 - 05:21 AM

I'm just wondering if a superweapon like the one in the generals mod Rise of the reds is possible to make basically its a artillery weapon that can fire anywhere on the map I dunno if the fire or animation SW can do this if those only work as off screen SWs
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#139 Blade

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Posted 03 September 2007 - 08:03 AM

Please

IMO it isn't very important the pitch of beam.
(Go to some forum and ask independent people about differences in beams - I think nobody will find difference)
Also I think better to add new features instead of stupid 100% TS beam clone.


I figured you'd say something along those lines, but I thought I'd give it a try. Please at least have a look at the beam direction on vehicle class objects though so it at least goes the right way for an attack beam. Maybe GoesRightWay=yes or something? :thumbsupdrool:

#140 OmegaBolt

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Posted 03 September 2007 - 09:45 AM

I'm just wondering if a superweapon like the one in the generals mod Rise of the reds is possible to make basically its a artillery weapon that can fire anywhere on the map I dunno if the fire or animation SW can do this if those only work as off screen SWs

Use EMPulse SW for that. Once you select a target the building closest which has EMPulseCannon=yes will fire its primary weapon at the target.

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