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RockPatch 1.08 - Preview
For the incomplete SensorArray logic in YR, does SensorSight control the radius of the sensors for a structure with SensorArray=yes? I was wondering because in TS they seem to have controlled the sensor radius in a hacky way:

[GADPSA]
Name=Deployed Sensor Array
TechLevel=-1
Strength=600
Points=50
Cost=950
Sight=8
Power=0
Armor=wood
SensorArray=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
MaxDebris=2
UndeploysInto=LPST
BaseNormal=no
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=500, 500, 400
HasRadialIndicator=true
RadialColor=0,200,0
CloakRadiusInCells=25
TogglePower=no


It would definately be cool if multiple build cues could be accomplished for new factory types.

Also, I can't wait for Tiberium Healing!
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BTW It was named: RockPatch 1.08 - Preview.
So stop discuss 1.09 here.
ARM forever - x86 sucks!


May I sugest a 1.09 thread?
May I suggest we wait until 1.08 comes out before we start putting a 1.09 thread up.
Post in Patching extra functionality into <gamemd.exe>
ARM forever - x86 sucks!


I thought there already was some form of a 1.09 thread, I remember seeing something about it nearly a month ago.
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It was about a SW script idea pd had.
I think we just need to worry about 1.08 right now.
1.08 is almost done, not much worrying for us to do.
good point
all PD has to do(if he hasn't done it already) is complete the lightning storm lighting effect stuff, then send it off to marshall. then release it. problem is, how long will it take to do this?

as said, no need to worry about it.
few things:

the TechLevel slider works nice Smile
However... you can't builld a barracks on TechLevel=1, just a power plant and a refinery. Since there's no rp.ini yet, 1.08 will not include a fix for this.

then, I still don't know about the GUI and Status texts.
I need them in English, German and French:
(PLEASE contribute some if you speak that language!)

GUI: PlaceUrbanAreas - for the checkbox in the RMG
Proposals:
"Place urban areas" (English)
"Städte erstellen" (German) (= "cities" when directly translated to English)
??? (French - please contribute!!!)

STT: PlaceUrbanAreas - for its mouseover status text
Proposals:
"Toggles the placing of urban areas." (English)
"Erstellung von Städten ein-/ausschalten." (German)
??? (French, please!)

STT: SkirmishMultiEngineer - status text for the Multi Engineer box
I don't know what MultiEngineer does, so please post some proposals!

GUI: CampaignsList - text for the campaign list button
Proposals:
"Campaigns list" or "Campaign list", singular or plural?
"Kampagnenliste", ich glaube nicht, dass da ein "-" zwischen muss... aber bei den Regelungen heutzutage bin ich mir da nicht 100%ig sicher...
??? (French!!!)

STT: CampaignsList ! does not exist
@CnCVK: we need a seperation subroutine at 0060422Dh!
cause the status text of the campaign list button shouldn't be "Loads the selected campaign"... I'll try to figure it but I can't promise anything Tongue
same goes for the "Back" button on the new page btw which says it goes back to the "Single Player" menu, which is not correct...

GUI: Start - the start button's text on the campaign(s) list page
Proposals:
"Start" (both English and German)
??? (French)

err that's it as far as I remember...
as you may notice, I need French texts! don't tell me there aren't any French guys around here Tongue
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MultiEngineer is the old Crap Engineers logic, where an engineer either took down 25% of the structure's health, or captured it if it was below 25% health.

Worth playing: 1 | 2 | 3
OK, thanks for the info.
I'm not creative at the moment, so somebody suggest a text, please Smile
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Quote:where an engineer either took down 25%
33%
Quote:we need a seperation subroutine at 0060422Dh!
Yes, it's stupid codeLOL
Quote:GUI: Start
Why not use GUI:StartGame from SkirmishGame dialog (ID = 258 )?

ARM forever - x86 sucks!






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