05.05.2005, 13:07:01
If he actually gets more theaters to work, I guess The Matze will be more than happy to help us. I wouldn't worry about that.
Question: I guess when making the paradrop-clone, you cloned the Type and/or Action? In that case, is it possible to override the "placement-rules", i.e. when you aim a normal paradrop on a building, the troopers will be dropped around it ? can you make it so they fall on the building, for bombing purposes?
And, one more thing, while thinking about it: If you can do all that SW-stuff, and you can get the original exe to compare...can't you just re-enable vehicle selling from the service depot? Then people wouldn't have to use fake SWs all the time.
Flags that may be worth Un-Generalizing:
- 'Stray' perhaps...may be useful to let scout-type units loose, while precious units stick to the team.
- 'CrewEscape'...Guide says it manages the chance of crew escaping on Crewed=yes objects. With individual chance, you could have units were the crew always escape, while it's just a chance on others.
- The 'UpgradeXXXSound's - having a custom upgrade-sound on certain units could add to the atmosphere, not to mention that you could have them cheer or something if you did your own voices. (Or, you could assign the cheer-sound as the unit's UpgradeXXXSound, if you wanted to)
- Same goes for the 'BaseUnderAttackSound', which may have even a tactical value...if you invested enough time, you could make sure the user can hear what kind of building is under attack. ("Warning: Construction Yard under attack!")
- The other BuildingXXXSounds would have a comfort character, but they don't have the tactical value.
- 'PlaceBeaconSound' - if possible, perhaps overridable by country (or side, if you add side-sections)? Would help in TCs.
- 'Chrono[In|Out]Sound' perhaps?
- 'DeployDir'
- 'Wake'
- 'WeaponNullifyAnim' - as override on weapons, so, for example, a very mighty weapon creates a bigger anim, or a laser creates a different effect than a machine gun.
- 'Gate[Up|Down]'
- 'BunkerWalls[Up|Down]Sound'
- '[Dea|A]ctivateSound'
- 'ExtraXXXLight' - as a per-unit-value, this could make up for the missing light/alphaimage logicis on units. Could be used for holy warriors or electric units, for example. Or, as a negative - so that a certain race's units spread darkness.
- The several 'Overload...' flags, to enable custom, different Masterminds.
NOTE: I just went through RULES1; it may be that some of these flags are unused/overridden anyway. If that's the case, I'm sure somebody will mention it.
Question: I guess when making the paradrop-clone, you cloned the Type and/or Action? In that case, is it possible to override the "placement-rules", i.e. when you aim a normal paradrop on a building, the troopers will be dropped around it ? can you make it so they fall on the building, for bombing purposes?
And, one more thing, while thinking about it: If you can do all that SW-stuff, and you can get the original exe to compare...can't you just re-enable vehicle selling from the service depot? Then people wouldn't have to use fake SWs all the time.
Flags that may be worth Un-Generalizing:
- 'Stray' perhaps...may be useful to let scout-type units loose, while precious units stick to the team.
- 'CrewEscape'...Guide says it manages the chance of crew escaping on Crewed=yes objects. With individual chance, you could have units were the crew always escape, while it's just a chance on others.
- The 'UpgradeXXXSound's - having a custom upgrade-sound on certain units could add to the atmosphere, not to mention that you could have them cheer or something if you did your own voices. (Or, you could assign the cheer-sound as the unit's UpgradeXXXSound, if you wanted to)
- Same goes for the 'BaseUnderAttackSound', which may have even a tactical value...if you invested enough time, you could make sure the user can hear what kind of building is under attack. ("Warning: Construction Yard under attack!")
- The other BuildingXXXSounds would have a comfort character, but they don't have the tactical value.
- 'PlaceBeaconSound' - if possible, perhaps overridable by country (or side, if you add side-sections)? Would help in TCs.
- 'Chrono[In|Out]Sound' perhaps?
- 'DeployDir'
- 'Wake'
- 'WeaponNullifyAnim' - as override on weapons, so, for example, a very mighty weapon creates a bigger anim, or a laser creates a different effect than a machine gun.
- 'Gate[Up|Down]'
- 'BunkerWalls[Up|Down]Sound'
- '[Dea|A]ctivateSound'
- 'ExtraXXXLight' - as a per-unit-value, this could make up for the missing light/alphaimage logicis on units. Could be used for holy warriors or electric units, for example. Or, as a negative - so that a certain race's units spread darkness.
- The several 'Overload...' flags, to enable custom, different Masterminds.
NOTE: I just went through RULES1; it may be that some of these flags are unused/overridden anyway. If that's the case, I'm sure somebody will mention it.
Forum Rules
(01.06.2011, 05:43:25)kenosis Wrote: Oh damn don't be disgraced again!
(25.06.2011, 20:42:59)Nighthawk Wrote: The proverbial bearded omni-bug may be dead, but the containment campaign is still being waged in the desert.