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Full Version: Patching extra functionality into <gamemd.exe>
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and unfortunately i didn't find any actual width modifiers
Bobingabout Wrote:it wasn't laser size, it was laser intensity. and unfortunatly, he started working on other more important things, like immunities and fixing radiation.
Unfortunately?
Maybe, I can do itBang head against wall
i hope to se that in 1.08 or 1.08b CnCVK
I found LaserDraw function it have many different codeSmile
Renegade Wrote:
Bobingabout Wrote:it wasn't laser size, it was laser intensity. and unfortunatly, he started working on other more important things, like immunities and fixing radiation.
Unfortunately?
unfortunatly for the guy who wanted the laser modLOL
it was good news to a lot of other people.

although i would have liked to have seen beamwidth.
I think in 1.09 will be new features:
Tertiary, Quaternary, EliteQuaternary, EliteTertiarySmile
Also what you thing about "Upgrade" superweapon, which allow upgrade some units?
For example:

Type=Upgrade
UpgradeType=SPEED
UpgradeRadius=3
UpgradeValue=1.5
2CnCVK
That's good idea Wink

2CnCVK & PD
But one question Smile
Quote:PD said:
tiberium damage isn't too hard to bring back since it's just a bit of damaging code (just a function call)
Will be this feature in 1.09? Because this is very important for my modCrying
CnCVK Wrote:I think in 1.09 will be new features:
Tertiary, Quaternary, EliteQuaternary, EliteTertiarySmile
sounds great but....
can you also add VeteranPrimary, VeteranSecondary, VeteranTertiary and VeteranQuaternary?

also, i don't see much point in adding more than 2 new weapon anyway with the current system of:

can i dammage?
yes = fire primary
no = goto secondary

can i dammage?
yes = Fire Secondary
no = Fire Primary

2 new weapon would result in:
1 for infantry
1 for tanks
1 for buildings
1 for AA

as the most complex posability.

i can probably make some R:ROTC units better with a 3rd weapon, but i doubt i'll use the 4th.
Quote:also, i don't see much point in adding more than 2 new weapon anyway with the current system of:

can i dammage?
yes = fire primary
no = goto secondary

can i dammage?
yes = Fire Secondary
no = Fire Primary

2 new weapon would result in:
1 for infantry
1 for tanks
1 for buildings
1 for AA
It's real problem in YR and in TS is very big.
Maybe, add in Projectile new tags FireOnBuilding=[yes/no] FireOnInf=[yes/no] and ...?
Bob, you're not the only modder in the world, you know... Plus there are tons of special cases where this can be useful.
VK, please DON'T. That was something the armor type concept was supposed to get rid of...
Occording to PD when harvesters dock they are actualy switching into another unit. He was thinking about useing this as a trasform logic, but I was wondering, what other uses could that logic be used for? Aircraft turning on self sheild when they land? Tank upgrade depot based on the repair pad? (If it didnt switch back) Deploying into a hunterseekerish bomb? I just thought I would raise those thoughts, but I am weird so it probabily doesnt means much to you.

Edit: A few more: Half functioning unit at red life, TS EMP tank logic (when ammo is full, become armed version, when weapon fired, switch to non-armed version), weapon switching and other general transformations.

(Please note: I brainstorm for fun, I dont care if its added aslong as its been brought up. So meh Tongue )
dude...HARV and HORV, CMIN and CMON - with and without back. Not generally "I dock with something so I transform".
he meant it like this:
once CMIN enters the refinery, it changes its UnitType (not just Image) to CMON.
I try to add LaserWidth= tag
No success.
Because all values hardcoded in array with 5 elements
(Laser fire only FIVE different linesSmile