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NPatch Autumn Edition


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#21 Jeeves

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Posted 12 September 2007 - 11:49 AM

Deploy logic sounds intriguing, it opens loads of possibilities. :sad:

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#22 VK

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Posted 12 September 2007 - 02:09 PM

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?

I don't know.
This will work how engine implement this.
I will just get coordinates of old object, then delete old object, then create a new object at the same coordinates.
My site here: http://www.vk.cncguild.net - RP / NP / ETS / TOOLS.
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#23 tmapm

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Posted 13 September 2007 - 08:19 PM

Is there anyway that you could make it so it retains its health? It would be lame to be able to deploy it and have the new deployed unit or building have perfect health. I don't see the use of it if it works like that. Remember, you don't have to implement every suggested feature.

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#24 Nikola_Tesla

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Posted 14 September 2007 - 05:46 AM

Deploy logic sounds intriguing, it opens loads of possibilities. :thumbsupsmiley:

Yeah, no kidding. You could have, like, a chrono tank that can switch between different modes...in one mode it can use weapons, and in the other mode it can chrono, but can't use weapons. Of course, it would be kind of weird if you have a unit that, when it changes modes in the way just described, mysteriously has its health restored.

#25 Guest_ManyMen_*

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Posted 14 September 2007 - 04:31 PM

Hello VK, I was just wondering if you are going to add 32 sides support in NPAE?

#26 VK

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Posted 14 September 2007 - 05:23 PM

Hello VK, I was just wondering if you are going to add 32 sides support in NPAE?

1)No
2)I never know that will be in final release - some stuffs can simplely don't work or have 30-IEs pre second :thumbsupsmiley:

Edited by VK, 14 September 2007 - 05:24 PM.

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#27 Guest_YR Modd£r_*

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Posted 14 September 2007 - 08:03 PM

I am no hacker but I think 32 sides is very very hard.

Anyway its not needed at all. Look at C&C Reloaded. It uses 5 sides: Allied, Soviet, Yuri, GDI, Nod without NPatch support. And is there any bugs? No....well yes, GDI use sidec01.mix and Nod use sidec02.
VK can fix this if he wants to, some code like
[GDI]
UIName=Name:GDI
Name=GDI
Suffix=Soviet
Prefix=B
Color=DarkRed
Multiplay=yes
Sidec=sidec04 ; The mix files that it should use
LoadColor=RGB

Side=Nod
SmartAI=yes

What you think about idea? It is mutch less work that add a support for 32 sides.

#28 OmegaBolt

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Posted 14 September 2007 - 11:57 PM

GDI and Nod there arn't sides, they are countries. :p

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#29 Blade

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Posted 15 September 2007 - 12:12 AM

They are both sides and countries. The GDI side is the side all the allied countries belong to and Nod is the side all the soviet countries belong to. The GDI and Nod countries are unused and left over from TS.

#30 OmegaBolt

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Posted 15 September 2007 - 12:37 AM

Yeah but they can't be made playable, right?

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#31 Blade

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Posted 15 September 2007 - 10:40 AM

They can with the NPatch, but because they belong to either GDI or Nod sides, they become an allied and a soviet country respectively (although you can change them to be any side).

#32 OmegaBolt

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Posted 15 September 2007 - 11:04 AM

Reloaded doesn't use NPatch yet. :p I was saying they are countries as in the ones ingame, just countries made to look like new sides with prerequisite fiddling.

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#33 MCV

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Posted 15 September 2007 - 07:20 PM

Well, doesn't the guy use RP/NP Fourth Side Logic for GDI/Nod so they share EVA, sidebar & crew, but have different buildings?

The only real limitation upon countries at the moment is EVA, Sidebar, paradrop and Building Release (Unless Crew=bool works with buildings too.) Everything else about a side can be emulated though the Countires= tag, as discovered by me, BobingAbout, MigEater, and quite possibly some other people at seperate occations. By being a bit backwards compatible (identical basic infantry, sidebar and EVA like in Tiberian Dawn), no real limitations exist, except for 250 unit limit, Whiteboy bug and 32 limit.

Heck, if Crew=bool works with buildings, you can easily give the 32 "sides" different basic infantry just by removing the Tech Airport. Then you only have to think about GUI and EVA. If you can live with similar Sidebars and EVAs, you can have 32 individual sides with no other problems. Ideal for Modern Warefare mods.
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#34 Gaffel

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Posted 16 September 2007 - 03:09 PM

CrewType= works for building, I have even tesed it. 32 sides work fine without any NP, but as other says it still uses old EVA and Sidebars. YR Modd£r idea was very good IMO, I hope we can se it in NPAE.

#35 Guest_Guest_*

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Posted 22 September 2007 - 07:56 PM

I sitll dont uderstand VK, why are you going to remove these tags:
FourthSurvivorDivisor=, FourthBaseDefenseCounts=, FourthCrew=,
FourthDisguise=, FourthBaseDefenses=, FthParaDropNum= and FthParaDropInf

Are you gonna do other changes for 4th side or just remove them.
Can you explain to me?

#36 Nikola_Tesla

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Posted 17 November 2007 - 05:31 PM

Well, VK, it's past the middle of November. I mean, I don't mean to pressure you or anything, and I know you have a life outside this patch, but if you don't release it within the next couple of weeks or so, you'll have to call it NPWE (NPatch Winter Edition).

#37 VK

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Posted 18 November 2007 - 05:42 AM

no. I think I will finish it at the end.
I have 12 days :good:
My site here: http://www.vk.cncguild.net - RP / NP / ETS / TOOLS.
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