25.04.2005, 07:48:40
I thought SensorArray=yes did nothing on buildings in YR.
Anyway, the intention is to make Sensors=Yes do the same thing for buildings as it does for units.
Ditto for Cloaked=Yes
Someone said that you cant use Sensors=Yes or Cloaked=Yes for buildings but that you CAN grant these abillities via veterancy.
What lines do I add to make these abillities visible through veterancy (I know nothing about veterancy in RA2 so explain it to me
Also, I have found the code for tiberium spawning from tiberium trees.
The plan is to have a new setting for Terrain Types called TiberiumToSpawn= (just like in Firestorm). The default will be 0 (for the first tiberium in the list, same as it is now)
I just need to consult with PaD and find a way to expand the data storage for a TerrainTypeClass object so there is enough room to store the new setting.
I have looked at the mouse cursor stuff and I am just as puzzled by how it works as PaD is. When I talk to PaD, I will find out everything he knows about muose cursors in YR and see if that helps me.
No luck finding the refinery dock location.
Not sure yes what code to change to deal with the VehicleThief=Yes issues (i.e. where you need Thief=Yes in order for it to work)
Once I figure this out, finding the code that actually does "capturing" should be possible and from there I can add the Capturable= tag that it was suggested I add.
Making UseOwnName= work on vehicles will mainly require finding extra space in the vehicle data.
Anyway, the intention is to make Sensors=Yes do the same thing for buildings as it does for units.
Ditto for Cloaked=Yes
Someone said that you cant use Sensors=Yes or Cloaked=Yes for buildings but that you CAN grant these abillities via veterancy.
What lines do I add to make these abillities visible through veterancy (I know nothing about veterancy in RA2 so explain it to me

Also, I have found the code for tiberium spawning from tiberium trees.
The plan is to have a new setting for Terrain Types called TiberiumToSpawn= (just like in Firestorm). The default will be 0 (for the first tiberium in the list, same as it is now)
I just need to consult with PaD and find a way to expand the data storage for a TerrainTypeClass object so there is enough room to store the new setting.
I have looked at the mouse cursor stuff and I am just as puzzled by how it works as PaD is. When I talk to PaD, I will find out everything he knows about muose cursors in YR and see if that helps me.
No luck finding the refinery dock location.
Not sure yes what code to change to deal with the VehicleThief=Yes issues (i.e. where you need Thief=Yes in order for it to work)
Once I figure this out, finding the code that actually does "capturing" should be possible and from there I can add the Capturable= tag that it was suggested I add.
Making UseOwnName= work on vehicles will mainly require finding extra space in the vehicle data.