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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> - VK - 26.09.2006

Quote:any way what happend with Dropship?
Nothing bad Smile
Quote:and will 16-bit shp be in 1.09?
However, 1.08SE comes first Wink

Quote:This allows structures to charge other structures?
However structures have problem with it: you must apply force-fire Unhappy
I ask, which form is better:
  • it's default
  • use IsOverPowerableByUnit tag

Quote:Just wondering, but have you made any progress on the drain weapon?
No progress because if I disable range checking, when unit fires..it not stop to drain at allUnhappy


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

"Overpowerable=yes" would mean that the building can be overpowered by any weapon with ElectricAssault=yes.
An specific building with "IsOverPowerableByUnit=" can be overpowered only by that unit ( or "IsOverPowerableByUnit=" accepts a list of units ? ).


RE: Patching extra functionality into <gamemd.exe> - Vinifera7 - 26.09.2006

By default, the overpowerable structure would be chargeable by ALL units with ElectricAssault weapon. IsOverPowerableBy= should be a list of units.

However, having to force fire to make structures charge other structures makes the whole thing rather pointless IMO.. Figure out how to make it fire automatically and we'll be golden. (the charging structure might just need to have IsBaseDefense=yes and HasStupidGuardMode=no)


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

Vinifera7 Wrote: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.
Still, it's doable for those who like it (it's been done with Prism support logic before, that's how I got the idea).

AffectsAllies might also be worth a try, although I doubt it'll work for AmbientDamage; then again, has anyone ever tested immunities with AmbientDamage?


RE: Patching extra functionality into <gamemd.exe> - Bobingabout - 27.09.2006

in R:ROTC ice units are immune to icesprey weapons. those are railgun logic weapons.


RE: Patching extra functionality into <gamemd.exe> - Renegade - 27.09.2006

Rolling eyes If the icespreys target something in the distance, and the ice units are in the way, do they get damaged?

iow, are you sure they're not only immune to whatever you hooked on that railgun, but specifically also to the AmbientDamage inflicted?


RE: Patching extra functionality into <gamemd.exe> - Bobingabout - 27.09.2006

when i said icesprey weapons, i meant any part of the weapon, they cannot die from iceprey weapon, not even the ambientdammage part of it by targeting units past them.


RE: Patching extra functionality into <gamemd.exe> - Renegade - 27.09.2006

Then there should be no problem making laser fences with this.


RE: Patching extra functionality into <gamemd.exe> - VK - 27.09.2006

Quote:However, having to force fire to make structures charge other structures makes the whole thing rather pointless IMO..
No problems...
I not add it Tongue

However what's the problem with Sensors on Buildings?
I add SensorArray and it work?


RE: Patching extra functionality into <gamemd.exe> - FS-21 - 27.09.2006

In TS worked (deployed sensor array) but in RA2:YR not works on buildings, only with units...


RE: Patching extra functionality into <gamemd.exe> - BaRaKa_ - 27.09.2006

"However, having to force fire to make structures charge other structures makes the whole thing rather pointless IMO.. " Not necesarily... I would like to have it, even if i have to give "AttackFriendlies=yes" then select the overpowering structure and "tell" it what to overpower. So if it's already done, don't remove it, after all, who doesn't like it is free to use it only on units.
( I'm sure that in certain circumstances, it's better to specify WHAT to overpower... when I have more Tesla Coils grouped together, it's a little difficult to give 2 or 3 Tesla Troopers to each, usually I get some coils with 5-6-7 TTroopers and others with just one... )


RE: Patching extra functionality into <gamemd.exe> - Vinifera7 - 28.09.2006

So there's absolutely NO way to make charging structures automatically fire at overpowerable structures? For some applications this may be acceptable, even desirable, but for others it makes it completely useless. That is what I was getting at.

@ Ren: I forgot that AffectsAllies=no works on AmbientDamage as well. It should work just fine in that case.. even if it LOOKS impractical (aka "I can walk through lasers, but you can't hahaha)


RE: Patching extra functionality into <gamemd.exe> - Bobingabout - 28.09.2006

I've tried adding the SensorArray=yes tag to buildings, but it can't see cloacked units.


like i've said before: "There is currently no way in RA2:YR to add sensors to buildings.(unless you add it as a promotion skill)" I've tried.



RE: Patching extra functionality into <gamemd.exe> - Vinifera7 - 28.09.2006

Yes, there is no disputing that.

For RockPatch, it would be nice if sensors could be added to buildings using Sensors=yes and SensorsSight=X. SensorArray=yes is different because it detects subterranean units, which is not always desirable.

In this way, a structure can be given subterranean detection by using SensorArray=yes and CloakRadiusInCells=X (THIS ALREADY WORKS!), while cloak detection can be added using Sensors=yes and SensorsSight=X.


RE: Patching extra functionality into <gamemd.exe> - Kushan - 28.09.2006

Talking about the overcharging thing, is there a way to make a unit able to overcharge more than one building at once?