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Patching extra functionality into <gamemd.exe> - Printable Version

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+--- Thread: Patching extra functionality into <gamemd.exe> (/showthread.php?tid=16)



RE: Patching extra functionality into <gamemd.exe> - ZombyDragon - 18.09.2006

Good point, I should keep my mouth shut...


RE: Patching extra functionality into <gamemd.exe> - pArtizAn - 18.09.2006

hi, i have one question Smile
It is possible to make projectile (e.g. tank's cannon) fires on the straight line, but not on the major arc?


RE: Patching extra functionality into <gamemd.exe> - Bobingabout - 19.09.2006

That's not a question, it's worded as a statement!

And you are correct, I beleave the tag Arcing=yes might have something to do with arching.


RE: Patching extra functionality into <gamemd.exe> - TheMan - 19.09.2006

it is posseble to make it go in a straight line, with the CourseLockDuration= tag, but if you have more range than 6 then the unit wont be able to fire at south, witch is hardcoded



EDIT: dont wanna dubble post, but CnCVK, how often do you check the wish list? you should read it all there are some very intresting stuff there


RE: Patching extra functionality into <gamemd.exe> - VK - 24.09.2006

Quote:how often do you check the wish list?
I watch it every week Wink
BTW, in wishlist many double entries on different pages, also things which PD already did, had not removed Tongue

Also what about extended overpowerable?


RE: Patching extra functionality into <gamemd.exe> - ZombyDragon - 24.09.2006

Oooooooo! Me been wanting that!!


RE: Patching extra functionality into <gamemd.exe> - TheMan - 24.09.2006

that looks cool, but how to use it?
any way what happend with Dropship? will it still be in 1.09? and the heal sw that you and pd was talking about? and will 16-bit shp be in 1.09?


RE: Patching extra functionality into <gamemd.exe> - Bobingabout - 25.09.2006

you know what i want, just look at my signature.

even a couple of those feature would make me very happy.

yes, that overpowering from units and structures looks nice, i could probably use that, but i want sensors on buildings more, should be easy according to PD.


RE:  Patching extra functionality into <gamemd.exe> - Vinifera7 - 25.09.2006

CnCVK Wrote:Also what about extended overpowerable?
This allows structures to charge other structures?

What I'd also like is to be able to control the number of chargers required to keep a Tesla Coil powered when in low power situation (hardcoded to 3), and to control the number of chargers required to overpower the Tesla Coil and change its weapon (hardcoded to 1).

And of course add sensors for buildings too.

Sorry for sounding demanding. It's really just a suggestion.


RE: Patching extra functionality into <gamemd.exe> - ZombyDragon - 25.09.2006

Just wondering, but have you made any progress on the drain weapon?


RE: Patching extra functionality into <gamemd.exe> - Renegade - 25.09.2006

Charge weapon + ambient damage == energy fence


RE:  Patching extra functionality into <gamemd.exe> - Vinifera7 - 25.09.2006

Renegade Wrote:Charge weapon + ambient damage == energy fence
That sounds kind of cool, but anything between the fence posts, including your own units would be fried. Also, since there isn't an actual obstacle between them, your units would be dumb and walk right through.


RE: Patching extra functionality into <gamemd.exe> - Guest - 25.09.2006

HOLAS: ™

it's possible make an airstrike that fires more than a projectile? i mean..... lika a carpet bomber..... i want to make it but only drops a bomb... (du'h)


RE: Patching extra functionality into <gamemd.exe> - Vinifera7 - 25.09.2006

It's hard coded to only fire one shot, so probably not possible without extensive exe hacking.


RE: Patching extra functionality into <gamemd.exe> - ZombyDragon - 26.09.2006

There methods, though not perfect AFAIK.