Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Patching extra functionality into <gamemd.exe>
It's *almost* the same, just the color is different.
I don't think CnCVK has found any way to fully costumize the color yet, so it would be good if people could at least choose between green and purple.
[Image: jsfml.png]
Actually, the Mag Beam is rendered starting from the target towards the firer when it attacks a VehicleType, the old sonic beam was always drawn from the firer towards the target.

Edit: heh, that was already mentioned on the ModEnc page... that'll teach me ot post before checking the links... anyway, it's still a significant difference.

Worth playing: 1 | 2 | 3
Indeed, didn't think about that. My bad.
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.
Quote:I suppose it was pure laziness by him.
No.
It seems to me, that it working only for three directions Unhappy
And I have more important things to do ....
(What you want: a lot of features and a lot of bugs or rather-stable version?)
ARM forever - x86 sucks!


CnCVK Wrote:And I have more important things to do ....
I count this to laziness Tongue

I agree though, bugfixes are more important.
[Image: jsfml.png]
CnCVK Wrote:Two new super weapons added:
1)DropPod
2)IonCannon

I know that the ion cannon can be fired from map triggers already, but the logic to reinforce by droppods is now used to drop infantry by paradrop. Will we get a new teamtype flag to allow reinforcement by droppod as well?
Blade Wrote:
CnCVK Wrote:Two new super weapons added:
1)DropPod
2)IonCannon

I know that the ion cannon can be fired from map triggers already, but the logic to reinforce by droppods is now used to drop infantry by paradrop. Will we get a new teamtype flag to allow reinforcement by droppod as well?

i think this is why VK changed the superweapon spacific Drop tags from ParaDropInf= & ParaDropNum= to DropInf= & DropNum= when he made droppods work.
So I take it Drop Pods can't be controlled by map triggers then?
Ares Project Manager.
[Image: t3wbanner.png]
[Image: cncgsigsb_sml.png]
Open Ares positions: Documentation Maintainer, Active Testers.
PM if interested.
Nighthawk200 Wrote:So I take it Drop Pods can't be controlled by map triggers then?

i can't answer that question Big Grin 2
Quote:i think this is why VK changed the superweapon spacific Drop tags from ParaDropInf= & ParaDropNum= to DropInf= & DropNum= when he made droppods work.
I told about it ten times....
DropPod and ParaDrop SWs using the same tags, so I rename from ParaDrop* to Drop Smile

Quote:So I take it Drop Pods can't be controlled by map triggers then?
Now no, but in future - yes Smile
ARM forever - x86 sucks!


BUG?---new Firing SW can't work on Rock Patch Celebration Edition?

[MouseCursors]
...
FireAtAction=319,10,4,513,-1,12345,12345 ;example
...

[SuperWeaponTypes]
...
17=FireAtSpecial
...

[YACNST]
...
SuperWeapon2=FireAtSpecial
EMPulseCannon=yes
Primary=EiffelBolt3
...

[FireAtSpecial]
UIName=Name:FireAtSpecial
Name=Fire at Target
IsPowered=false
RechargeTime=1
Range=10
Type=Fire ;Fire is the type for the Firing SW
Action=FireAtAction ;check out the Adding custom Actions page to find out more about this
SidebarImage=FIREATICON
ShowTimer=yes
DisableableFromShell=yes
...
[EiffelBolt3]
Damage=2000
ROF=1
Range=0
Speed=100
Warhead=NUKE
Projectile=Invisible3
...

these code can work on rp 1.08se,but now can't work and display error
i hope this is a coding error on your part, because this is the only type of superweapon used by R:ROTC, and if Fire superweapon types are brocken, this means another R:ROTC 0.4.2.1 release delay.
nobody cares about your mod, bob. in fact, I bet most of the people are disgusted by your mod thanks to you naming it anytime. I'm already getting aggressions when I only see "R:ROTC" in one of your posts...

@ zhaihs:
Your code seems to be OK, it's just Range=0 which looks a bit strange. I don't believe it causes an IE though.
Another thing I'm not sure about: you used SuperWeapon2=... did you try SuperWeapon=... ?
Again, I don't really think that's the problem, but you might try.
[Image: jsfml.png]
Bug --> Bugtracker.
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.
to pd
i modify
superweapon2->superweapon
and modify
range=0 -> range=1

however,it causes an same IE though




Users browsing this thread: 1 Guest(s)