The following warnings occurred:
Warning [2] Undefined property: MyLanguage::$archive_pages - Line: 2 - File: printthread.php(287) : eval()'d code PHP 8.2.24 (Linux)
File Line Function
/inc/class_error.php 153 errorHandler->error
/printthread.php(287) : eval()'d code 2 errorHandler->error_callback
/printthread.php 287 eval
/printthread.php 117 printthread_multipage



Renegade Projects Network Forums
Replace ore with supply depot? - Printable Version

+- Renegade Projects Network Forums (https://forums.renegadeprojects.com)
+-- Forum: Modding (https://forums.renegadeprojects.com/forumdisplay.php?fid=3)
+--- Forum: Red Alert 2 & Yuri's Revenge Editing (https://forums.renegadeprojects.com/forumdisplay.php?fid=8)
+--- Thread: Replace ore with supply depot? (/showthread.php?tid=1718)

Pages: 1 2


Replace ore with supply depot? - Nikademis Von Hisson - 20.11.2010

I am not a big fan of having ore on the map. I rather have buildings or trees on it and have a bigger map to play on instead of cluttering it up with ore. But here is a thought I had....what if you have a refinery, but instead of having ore on the map, you have a building where you a truck pulls up to a building to a dock (like the refinery has) and instead of dropping off it is picking up. Kinda like a brinks truck going to a bank and getting money. The players would still have to "fight" over the cash.


RE: Replace ore with supply depot? - DCoder - 20.11.2010

Administrative Notice:

Moved to ordinary modding - if it turns out not to be possible (which is my guess), you can file a feature request at the tracker.

Oh, and if you post more feature requests at the forums, they'll be closed without being read. The tracker is there for a reason.


RE: Replace ore with supply depot? - Nikademis Von Hisson - 20.11.2010

Sorry not trying to piss you off. I did not know there was a specific place to put them. So since it was moved does that mean it is possible or not?


RE: Replace ore with supply depot? - DCoder - 20.11.2010

It's my guess that it isn't, but I left this open so that other opinions could be heard.


RE: Replace ore with supply depot? - Renegade - 20.11.2010

Since you would have to create most such maps anyway, you could just script it.


RE: Replace ore with supply depot? - Nikademis Von Hisson - 20.11.2010

(20.11.2010, 22:46:41)Renegade Wrote: Since you would have to create most such maps anyway, you could just script it.

script what? I don't under stand what you are saying. This is my thought, you need to be able have a building that the "harvester" backs into (just like when it drops off ore) loads up and drives away to your base. The building is the least of the matter, you need the logic for the game to say this is where money, ore, whatever can be found. Bring your vehicle here, back in and we will fill you up and move out.

And since I have your ear on this matter, I went to post up a feature request and the submit button moved around, is that something that makes you follow it around till you can click on it or am I not able to post up in there?


RE: Replace ore with supply depot? - Renegade - 21.11.2010

I was talking about you doing it using map scripting.


RE: Replace ore with supply depot? - kenosis - 05.04.2011

I havent tried Ares's foundation feature yet,so what I am going to say may be totally bullshit.


The way may be using Ares's foundation feature to create a building with a 'hole' inside or U-shaped. And a working animation triggering some debris spawning ore in the center.Then you get a building with a certain area of infinite amount of ore inside.Edit the general ore value to do whatever you want.

Of course,the time of ore generation can be controlled by animation's loop count so a ore mine can be exhausted.

It is like that

███
█ █←the gate......perhaps
███
in the center is the ore generator thing,or better to say,the firing animation.Make sure your building fires from the center.This is building's art coding.
[TheSupplyCenter]
Primary=OreWeapon

[OreWeapon]
Anim=GetOre
ROF=9999999 ;so it can be better controlled,fireonce in a game
Range=255 ;anything can trigger this weapon
;other tags for a weapon

in Art
[GetOre]
LoopCount=(whatever.-1 means infinite amount,or any time you want the effect)
Trailer=OreG
TrailerSeperation=1
;I cannot remember what's different between TrailerAnim&SpawnDelay vs Trailer&TrailerSeperation,add both if necessary.

[OreG]
Image=INVISO
Elasticity=0.0
MinZVel=0.0
MaxXYVel=1.0 ;right in the place
Damage=1
DamageRadius=1
Warhead=SA
IsTiberium=true
LoopStart=1
LoopEnd=15
LoopCount=-1
Rate=100
RandomRate=50
Bouncer=yes
TiberiumRadius=512
Tiberium=yes
TiberiumSpawnType=TIB02

What!the thread on the first page was posted one year ago?


RE: Replace ore with supply depot? - Steel Mirage - 06.04.2011

They have this game already. Its called Generals, and I think that this feature was far and away one of the most significant reasons why that game sucked ass. Thats just my opinion. It would be interesting to have as an optional feature though, kinda like playing king of the hill, but the ore system seems to be pretty integral to the game.


RE: Replace ore with supply depot? - Graion Dilach - 06.04.2011

Nah, wrong.

Unit Properties window. ONLY that thing killed the C&C from it. As a strategy game, Generals is fine.

BTW, the RA2 mod Blitzkrieg hasn't got ore, it uses only Oil Wells. Interesting to try it out.


RE: Replace ore with supply depot? - Steel Mirage - 07.04.2011

Yeah, that blew too. And the new mouse pointer interface. I kinda thought the game was slower in general (ha, get it?), insofar as gameplay, storyline and just general imagination. Yeah, its a present/near future game, and yes, I played the crap out of it anyways, but it just didn't stack up against RA2. I suppose thats my fault for elevated and biased expectations though... A lack of originality is a kinda buzzkill for me though.


RE: Replace ore with supply depot? - Nikademis Von Hisson - 08.04.2011

(06.04.2011, 17:58:28)Graion Dilach Wrote: Nah, wrong.

Unit Properties window. ONLY that thing killed the C&C from it. As a strategy game, Generals is fine.

BTW, the RA2 mod Blitzkrieg hasn't got ore, it uses only Oil Wells. Interesting to try it out.


I have the oil wells in my game. It works out fine, though after watching the bonus DVD with the first decade and a point someone else made, I was thinking of trying to do something like the supply stock like generals. I have a solution and after I finish fixing my templates I will revist my idea and get it working.




RE: Replace ore with supply depot? - Nighthawk - 08.04.2011

Change the ore graphics to look like supply crates, make an "ore mine" structure (there are tutorials about that can tell you how to if you need assistance) that generates ore around itself, and that's basically a 'supply dock' up and running.

... of course, any maps with ore already on them will look a bit silly, but meh.


RE: Replace ore with supply depot? - Steel Mirage - 10.04.2011

Is it possible to program the crates to appear at a certain point, or is that hardwired to be random?


RE: Replace ore with supply depot? - Orac - 11.04.2011

You can trigger a unit to appear which then immediately kills itself (an anim which applies barrels of damage to the unit), leaving behind a crate. By doing this, crates appear to spawn as normal.