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Patching extra functionality into <gamemd.exe>
I don't think so.
Ever wondered what the hell is going on?
Believe me friend you're not the only one.
--Lysdexia

Check out Launch Base for RA2/YR - http://marshall.strategy-x.com
Also home to the Purple Alert mod, 1.002 UMP, and the YR Playlist Manager.
ok, I have added a ScreenFlash=yes/no tag.
The default is yes.
If its set to no, the function which does the screen flash (and mabie other things to, I dont know) is not called.

Next up is probobly cloning the Psychic Reveal and adding per-superweapon parachute animation and parachute sound to the paradrop clone
i don't think it flashes, i'd need to go check.
PD, if you get this, I need to talk to you ASAP.
so whats happening ATM?
I am pretty much stuck untill I can talk to PD about various things Unhappy
can't you try prerequisites? he knows you were going to try those, why you "stuck" exactly?
Like I said before, I am stuck on prerequisites untill I can find out how to use INIGetPrerequisiteBuilding.
ok, i forgot about that 1...

is there anything else you could be working on?

if not, just take a nice relaxing break :huh:
If got nothing to do, why not enable the sellunit command again? It was disabled in 1.001 YR patch
it was removed for a reason, would need lots of tweaks, besides, i don't remember it ever being in there in the first place...

anyway, he has things to do, its just that he's trying to organise things...

@jonwil
why not try the ActivateSiloLogic=yes tag, with IsSilo=yes and NeedSilos=yes tags?

BTW, for those who don't know the Plan/Idea, ActivateSiloLogic= is to tell the patch your mod uses Silos, NeedSilos= would be in the MultiplayerDialogSettings to set a default on or off for that game mode, later toggleable from the menu, if he get to that.
IsSilo= Determines which Structures are the Silos, so if you do NeedSilos=no then structures with the IsSilo=yes tag set, would become unbuildable, probably a TechLevel=-1 force.
I dont really know where to start with the silo stuff.
Plus, there are reasons generally why I cant continue with anything untill I can talk to PD.

PD, where are you damnit Unhappy
Offtopic: PaD, I dunno if it was concerned, but it seems that AI doesn't use superweapons with NewParaDrop type (don't care about capital letters if I spelled them wrong, my rulesmd.ini has correct value). I have Airborne with that type ready and AI doesn't want to send a plane!
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Mental Omega 3.0 in the web:
[Image: mdbutton.png][Image: fbbutton.png][Image: ytbutton.png]
mabie there is some kind of logic that tells the AI when to use what superweapons that has to be expanded somewhere.

Oh and btw, unless PD shows up, there wont be any more progress on this patch Unhappy
[IQ]
SuperWeapons=4 ; (this is an IQ level, not number of supers) super weapons are automatically fired by computer

but what superweapons? Where this is might also be where they are defined...


Special deal for the Force Shield -

AISuperDefenseProbability=90,50,10; When a super is targeted AISDDistance cells away, this is the percent chance to use ForceShield
AISuperDefenseFrames=50;this is how long the alert lasts, in case Force Shield is not quite ready
AISuperDefenseDistance=12;number of cells from 'Center" of base will trigger my considering Force Shield

this is a super the AI uses on itself...
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CannisRules: It's a YR mod.




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