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NPatch Autumn Edition


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#1 VK

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Posted 09 September 2007 - 12:18 PM

Preview of NPatch Autumn Edition

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Here you can read a short preview of NPAE.
Full name: NPatch Autumn Edition
Short name: NPAE
Internal version: 1.07

Please remember that this is only a preview, final release can be not equal to this preview.

1. Toggle power extension
I think you know that NPSE already introduce a Toggle Power feature.
*correct mouse cursor frames
*ability to add a toggle power button to advanced UI bar

2. New deploy logic
Old deploy logic consist from few tags: DeploysInto= and UnDeploysInto=.
also exist some infantry and vehicle deploy logics, but they are not universal.
new logic will allow to deploy anything to everything!
have a infantry unit? no problem, it can be deployed into building!
this possible sometimes isn't realistic, but it is very useful.
For example, you can deploy infantry to building with guy-with-rocket art.

this isn't very clear about aircraft units: should they deploys directly in the air!

Tags preview:
DeployTo=, DeployValue= or DeployData=.
First tag will specify object to deploy.
Second tag will specify a settings, like BeamValue= tag.
You can specify, will deploy logic have more priority than other.
So if you have Passenger=10 and new deploy logic also, when you press 'D' key or click on unit it will use new deploy logic instead of unload passengers.
Also will be possible to use Ctrl or Alt or Shift key to override your select.
So if you press Ctrl and click on unit, it will use deploy logic
but if you don't press Ctrl and click on unit it will use old stuffs, like unload.

Of course, this is only preview.

3. Alternate next mission logic
AltNextScenario= will work again!
You can set/clear alternate next scenario flag via new trigger action.

4. New main menu extensions
Some people already suggested with item: a video between new main menu and next dialogs.
I will try to add video support to it.
However file names will be hardcoded, like MMBefore.bik, MMAfter.bik.
MMBefore.bik plays before main menu.
MMAfter.bik plays after main menu.

5. Multi-Mod support
This only if I will have enough time.
Multi mod support - you can run mods from any folder ... including a floppy disk ;)

6. Changes
NPAE will have a lot of changes related with fourth side support.
I am sorry, but this is really necessary.

Some tags like FourthSurvivorDivisor=, FourthBaseDefenseCounts=, FourthCrew=,
FourthDisguise=, FourthBaseDefenses=, FthParaDropNum= and FthParaDropInf=
will be totally removed.
You should understand that NPAE will be incompatible with a lot of old mods, because NPAE introduce a revolutionary changes.

7. Of course another features
Yes, I have some secret features :)

You will know about it when I release NPAE or posisible from preview video :p


Also I planned to update my site and add a lot of NPatch tutorials.
so everyone will know how to start his mod with NPatch.

I will inform you about NPatch Autumn Edition develop progress, so check news sometimes!
About release date: NPatch Autumn Edition at least will be released before new year.

Probably I will ask few modders with big experience to test NPAE privately at first.
My site here: http://www.vk.cncguild.net - RP / NP / ETS / TOOLS.
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#2 Hogo

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Posted 09 September 2007 - 12:33 PM

Very Nice VK you are doing very good work :)

#3 SSTG

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Posted 09 September 2007 - 12:35 PM

Awesome transformers logic! :)
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#4 partyzanPaulZy

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Posted 09 September 2007 - 01:10 PM

Nice, engineer instead of MCV. ;)
I'm using freeunit transform logic, but vehicle-transformation box-vehicle2-t. b.-v.3-... is possible too.
But then ... -t. b. - infantry- t.b- vehicle-... :p
awesome :)
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#5 MCV

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Posted 09 September 2007 - 01:33 PM

6. Changes
NPAE will have a lot of changes related with fourth side support.
I am sorry, but this is really necessary.

Some tags like FourthSurvivorDivisor=, FourthBaseDefenseCounts=, FourthCrew=,
FourthDisguise=, FourthBaseDefenses=, FthParaDropNum= and FthParaDropInf=
will be totally removed.
You should understand that NPAE will be incompatible with a lot of old mods, because NPAE introduce a revolutionary changes.

And, quite possibly, the only reason to do that is to add more sides.
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#6 Guest_Guest_*

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Posted 09 September 2007 - 02:02 PM

The ideas are nice, I realy like idea #2. I think there should be alot more ingame changes than UI or things like multi-mod.
What you think about removing 200unit limit? And making up to 32 sides that you said for a long time?
:)

#7 Le-Lang

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Posted 09 September 2007 - 02:56 PM

Good Job !! VK :) :p

But.......

NoNo!!!!!!!!!

Return to my 4th Side!!!!!!!!!!!!

#8 Holy_Master

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Posted 09 September 2007 - 03:35 PM

Thank you VK for Transform Logic,i'm sure it'll be useful logic in many mod. :)
--- Emm... ---

#9 Guest_Nikola_Tesla_*

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Posted 09 September 2007 - 06:59 PM

The other stuff is awesome, nice work but....NOOOOOOO!!!11!! WHY ARE YOU REMOVING 4TH SIDE SUPPORT?!? Why is it necessary? A major part of my mod is completing a 4th side!

#10 VK

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Posted 09 September 2007 - 08:26 PM

The other stuff is awesome, nice work but....NOOOOOOO!!!11!! WHY ARE YOU REMOVING 4TH SIDE SUPPORT?!? Why is it necessary? A major part of my mod is completing a 4th side!

Please learn to read at first.

Edited by VK, 09 September 2007 - 08:28 PM.

My site here: http://www.vk.cncguild.net - RP / NP / ETS / TOOLS.
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#11 FS-21

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Posted 10 September 2007 - 02:00 AM

Thank you VK for Transform Logic,i'm sure it'll be useful logic in many mod. :p

I think the same, will be useful :p

But a little question VK about the preview, by curiosity, have you planned for the new deploy logic any kind of deploy animation and/or deploy position tags?

Edited by FS-21, 10 September 2007 - 02:00 AM.

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#12 Allied General

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Posted 10 September 2007 - 02:01 AM

sounds very interesting keep up the good work :p
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#13 VK

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Posted 10 September 2007 - 03:32 PM

But a little question VK about the preview, by curiosity, have you planned for the new deploy logic any kind of deploy animation and/or deploy position tags?

animation isn't planned now (not a primary thing at least)
and position isn't fine idea: problems happen if cell already busy by another object.
My site here: http://www.vk.cncguild.net - RP / NP / ETS / TOOLS.
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#14 Guest_Nikola_Tesla_*

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Posted 10 September 2007 - 11:45 PM

The other stuff is awesome, nice work but....NOOOOOOO!!!11!! WHY ARE YOU REMOVING 4TH SIDE SUPPORT?!? Why is it necessary? A major part of my mod is completing a 4th side!

Please learn to read at first.

Okay, sorry. I misunderstood.

#15 Guest_Nikola_Tesla_*

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Posted 10 September 2007 - 11:49 PM

By the way, if I understand correctly, the new deploy logic would allow a unit to deploy into another unit. Is this true?

#16 tmapm

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Posted 11 September 2007 - 04:54 AM

That is what it says.

#17 Gosho

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Posted 11 September 2007 - 07:20 AM

New deploy logic is something which makes you a demi-Kane. Be proud for being so cool.

One question though, do the old tags work as well?

#18 VK

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Posted 11 September 2007 - 01:21 PM

One question though, do the old tags work as well?

yes, DeploysInto= will work. also it will be used for Unit to Building type of deploy.

Edited by VK, 11 September 2007 - 01:21 PM.

My site here: http://www.vk.cncguild.net - RP / NP / ETS / TOOLS.
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#19 Electro

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Posted 11 September 2007 - 03:12 PM

Will you make sensors work on buildings?

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#20 Gangster

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Posted 12 September 2007 - 11:24 AM

I got a question^
What will happen if you do a ForceDeploy but unit have a passangers inside? Will Passangers : disappear? go out to allow unit deploy? will they stay if next unit aslo have a place for passangers?




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