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Full Version: Patching extra functionality into <gamemd.exe>
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thats basicly because the prerequisite is met, but you can't build it because you don't have the factory. because its Everything on Prerequisite= OR ANYTHING on PrerequisiteOveride=

this is 1 reason why we want the PrerequisiteAlternate##=

so you could say Prerequisite=GAWEAP,GATECH PrerequisiteAlternate01=NAWEAP,NATECH PrerequisiteAlternate02=YAWEAP,YATECH
more usefull example would be Navel combined with tech, because navel doesn't have a global, although, it might soon have.

i know its going to be usefull in our mod, not telling you why yet though

Guest

jonwil, nukesilo=yes will need to be modified to work on more than one building or a cloned nuke will be pretty useless :/
He's right, theres a special NukeSilo=yes that goes on buildings. this is primarily used for launching the nuke. you'll need to create a simular tag for your new nukes...

and heres another question, do the buildings with your and PDs new superweapons on play a special anim when its ready, and firing?

Guest

I think you have to set that in rulesmd, there was a tag linked with it Wink
Yeah, I know about NukeSilo=Yes.
I dont see any reason why having NukeSilo=Yes on more than one building with different nukes would cause a problem...

They should play the special anim when its ready/firing just like the normal one does.
Bobingabout;date=May 12 2005, 03:11 AM Wrote:look up, if you can't read that, here it is in words.

Everything on Prerequisite= is anded together, meaning you must own everything, things in the PrerequisiteOveride are ord then ord to the Prerequite= tag.

so its anything on the PrerequisiteOveride= tag, or Everything on the Prerequisite= tag

then theres other things to take into account like Country SPacifics, Stolen units, and Secret Lab units(which Turns off the Country Spacific)

I imagine that its the prerequite and overide first, then Country Spacifics Domanant over that.

and stolen tech, I've never tried with overides and country spacifics... But i think its considered as just between the prerequisite buildings part, and the country spacifics. so its Must own all these buildings, or any of these, need to have spied on these, and must be of this side.
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A RequiresStolenTech tag appears to simply be an additional condition to meet. I haven't tried them in conjunction with RequiredHouses= either, but I do know that they work as expected with ForbiddenHouses=, and TechLevel= affects them as you would expect too.

The secret lab logic overrides everything sort of like PrerequisiteOverride= does, except it seems to escape the NCO bug. Secret Lab stuff can be TechLevel=11 and ForbiddenHouses=YourHouse and RequiredHouses=NotYourHouse and Prerequisite=SomethingYouDon'tOwn and you can still build it.

Wouldn't it be nice if the Secret Lab logic worked as it was originally intended - where the boon you get is determined at the moment you capture the lab, instead of being set in stone for the building when the map loads. Then SecretHouses= could be made to work and be useful.

DedmanWalkin

I think I have an idea of why the Hoverpad=yes tag causes an IE when the Weather Storm or Nuke is used. The Weather Storm makes use of TS's Ion Storm's coding, right? Ion Storms shut down hover vehicles. Since hover vehicles are shut down, TS might have disabled Hoverpad during Ion Storms but the lazy WW coders forgot to do so in RA2. So now when an Ion Storm occurs it trips this bug causing the IE. Somehow, they also used part of the Ion Storms coding for the Nuke. So perhaps this is the cause, or perhaps I've no idea what I'm talking about. I don't know.

\\//,DedmanWalkin
I have sucessfully gotten a clone nuke to work.
All you have to do to make it work identically to the real nuke is:
1.Create a new SuperWeaponType
2.Assign that to the SuperWeapon= tag on a building
3.Put NukeSilo=Yes on that building
4.Set up the superweapon as normal, making sure not to use the same action more than once (e.g. Action=Nuke on both the nuke and new nuke)
and 5.set the Type= to NewNuke.
Everything else works the same as the nuke, including the WeaponType= tag

Now I just have to make it read & use the per-clone values instead of the global values.
Also, I am going to add a PsiWarn= tag to allow custom animations instead of PSIWARN for the custom nukes.

As for iron curtain with custom colors, I havent looked at the Iron Curtain code yet, when I get to that, I will see what I can do Smile
the possabilities for superweapons is forever increasing! Yay!

oh, btw, can you understand that jargon i wrote about prerequisites?
Yeah, I understand prerequisites.
Hopefully PD will show up tonight so I can talk to him about stuff Smile
jonwil;date=May 13 2005, 12:06 AM Wrote:Also, I am going to add a PsiWarn= tag to allow custom animations instead of PSIWARN for the custom nukes.
PSIWARN is only used by the nuke right now. To do this right, would need to add a PsiWarn= tag to all other existing supers too.
i agree, why should yuri get advanced warning of the nuke, and only the nuke? ok, i see little point in chronosphere and ion curtain, but he should also be able to see paradrop, dominator, mutator, and weather storm, just to name a few. plus the new spy plane if you allow it to have a weapon
well right now I am implementing it only for the nuke (since the code is there).
Later we can implement it for other things too.
understandably
Yuri is able to see the destination of a Paradrop through the Psychic Sensor, isn't he?