05.05.2005, 14:22:27
Custom Wakes, no, I dont have a clue if they are possible.
I will do the StealthGenerator= tag similar to the CloakGenerator= tag assuming I can find the right places where the sound is played.
The only difference between the Stealth stuff and the Cloak stuff is the sound.
As far as the rest of the game code is concerned, they are 100% the same (i.e. Stealthxxx implies Cloakxxx)
So no, no new stealth detection type.
As for making Sensors=Yes (or whatever it is) work on buildings, I dont have a clue how to do that at this point.
Tibtree, I am currently still trying to find the place where it actually reads the tiberium type (so I can change it)
For the paradrop clone, I didnt do that bit, PD did it.
As to where the infantry fall, I dont know that code at all but mabie PD can implement a tag to make infantry fall on the building instead of around it.
Or better yet, mabie REAL parabombs can be implemented. There might actually be some partial logic attached to the BombParachute= tag or failing that, once we have the abillity to say "send this plane or planes here and attach whatever the user selects" (i.e. airstrike) code going, you could then use a weapon like the Kirov Airship bomb (which falls down from the airship) to do parabombs.
Selling from the service depot, I have no clue about that.
As for un-generalizing, I am mainly interested in taking stuff that is hardcoded into the EXE and putting it into rules.ini as opposed to taking stuff from the rules.ini [General] section (and related sections) and making it unit-specific (since that second thing is harder to do)
When doing clones of the nuke etc, any lighting effects used by them will also need to be cloned, whatever they may be.
Also, I have 3 ideas for improving RA2.)
The first is for a superweapon that basicly fires a given weapon at the target location, with an optional firing animation and also a firing sound. This could be used for space based weapons (e.g. Ion Cannon) or for a weapon like the Artillery Barrage in Generals or whatever else.
The second is for a superweapon that can spawn units (or infantry) at a given location (i.e. same thing as the generals Rebel Ambush)
The third idea I had (that is probobly possible) is to implement a Tunnel system like in Generals. I have an idea in mind as to how to pull it off too
I will do the StealthGenerator= tag similar to the CloakGenerator= tag assuming I can find the right places where the sound is played.
The only difference between the Stealth stuff and the Cloak stuff is the sound.
As far as the rest of the game code is concerned, they are 100% the same (i.e. Stealthxxx implies Cloakxxx)
So no, no new stealth detection type.
As for making Sensors=Yes (or whatever it is) work on buildings, I dont have a clue how to do that at this point.
Tibtree, I am currently still trying to find the place where it actually reads the tiberium type (so I can change it)
For the paradrop clone, I didnt do that bit, PD did it.
As to where the infantry fall, I dont know that code at all but mabie PD can implement a tag to make infantry fall on the building instead of around it.
Or better yet, mabie REAL parabombs can be implemented. There might actually be some partial logic attached to the BombParachute= tag or failing that, once we have the abillity to say "send this plane or planes here and attach whatever the user selects" (i.e. airstrike) code going, you could then use a weapon like the Kirov Airship bomb (which falls down from the airship) to do parabombs.
Selling from the service depot, I have no clue about that.
As for un-generalizing, I am mainly interested in taking stuff that is hardcoded into the EXE and putting it into rules.ini as opposed to taking stuff from the rules.ini [General] section (and related sections) and making it unit-specific (since that second thing is harder to do)
When doing clones of the nuke etc, any lighting effects used by them will also need to be cloned, whatever they may be.
Also, I have 3 ideas for improving RA2.)
The first is for a superweapon that basicly fires a given weapon at the target location, with an optional firing animation and also a firing sound. This could be used for space based weapons (e.g. Ion Cannon) or for a weapon like the Artillery Barrage in Generals or whatever else.
The second is for a superweapon that can spawn units (or infantry) at a given location (i.e. same thing as the generals Rebel Ambush)
The third idea I had (that is probobly possible) is to implement a Tunnel system like in Generals. I have an idea in mind as to how to pull it off too
