24.01.2005, 19:40:25
Explaining the armor types a bit more:
Harvesters are "ImmuneToRadiation=yes"
Desolators' rad beam weapon is a "Radiation=yes" warhead
Desolators can still fire at Harvesters, they just don't do any damage (this is mainly a problem for the AI - who will use Desolators on Harvesters)
Harvesters' armor is "medium".
If Harvesters' armor was "new_armor_type_1" and every single warhead in the game's Verses= was updated so that it accounted for this new armor type (specifically, it's 'medium' value was copied to the end)
Then you could change the warhead of the rad beam so that it had 0% effect on 'new_armor_type_1' and the Desolator would never be allowed to attack Harvesters.
Okay, "so what?" I hear you say "medium is only used by Harvesters anyway so just change rad beam's value for medium to 0%".
Yes we could do that. However, I have added a unit in my mod that is Warpable=no (Immune to Temporal=yes warheads)
It's armor type is 'heavy'. There are quite a few units in the game and I don't want to make the Chrono Legionairre have no effect on, say, the Apocalypse Tank.
So in my mod at the moment, AI (and human players) can target and ineffectually shoot my unit with Chrono Legionairres.
A new armor type would solve this problem.
I would love to have about half a dozen (or more) new armor types to solve various similar problems.
However, the new country patches do not require any other changes (like ini files) - Yuri's Revenge will continue to work as normal, even online.
With new armor types, I believe they would have to be declared for every warhead, which would break compatibility with non-patch-using-mods [unless the fact that they would come last in the list of Verses= would allow them to have a default value].
Harvesters are "ImmuneToRadiation=yes"
Desolators' rad beam weapon is a "Radiation=yes" warhead
Desolators can still fire at Harvesters, they just don't do any damage (this is mainly a problem for the AI - who will use Desolators on Harvesters)
Harvesters' armor is "medium".
If Harvesters' armor was "new_armor_type_1" and every single warhead in the game's Verses= was updated so that it accounted for this new armor type (specifically, it's 'medium' value was copied to the end)
Then you could change the warhead of the rad beam so that it had 0% effect on 'new_armor_type_1' and the Desolator would never be allowed to attack Harvesters.
Okay, "so what?" I hear you say "medium is only used by Harvesters anyway so just change rad beam's value for medium to 0%".
Yes we could do that. However, I have added a unit in my mod that is Warpable=no (Immune to Temporal=yes warheads)
It's armor type is 'heavy'. There are quite a few units in the game and I don't want to make the Chrono Legionairre have no effect on, say, the Apocalypse Tank.
So in my mod at the moment, AI (and human players) can target and ineffectually shoot my unit with Chrono Legionairres.
A new armor type would solve this problem.
I would love to have about half a dozen (or more) new armor types to solve various similar problems.
However, the new country patches do not require any other changes (like ini files) - Yuri's Revenge will continue to work as normal, even online.
With new armor types, I believe they would have to be declared for every warhead, which would break compatibility with non-patch-using-mods [unless the fact that they would come last in the list of Verses= would allow them to have a default value].
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.
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.