05.05.2005, 15:38:41
well my idea was for weapons that attack from "out of nowhere" (i.e. they attack directly on the selected target with the animation indicating where they came from)
But if it is possible to implement "attack from the SW building", that would be good too.
I am talking about implementing something similar to the GLA Tunnel Network from C&C Generals, not the "tunnels" (as placeable in FA2 via [Tubes] stuff)
Bad news is that I havent yet been able to get the stealth sound stuff going.
The way cloaking works in RA2 is that there is one subroutine for "cloak" and one for "uncloak". Then, each subroutine is called from 3 places. One pair of locations is for when a cloaked unit is initally cloaked or when its uncloaked (e.g. when attacking I think).
One pair is for when a building is cloaked by a CloakGenerator.
And one pair is for when a unit is cloaked by a CloakGenerator and also I think some of when it is cloaked/uncloaked for attacking etc.
Short of completly cloning every single thing related to Cloakable=, CloakGenerator=, CloakRadiusInCells= etc, I dont see how to make the cloak stuff work at this time.
So (since we havent yet located the prerequisite stuff), I will now move on to destroyable cliffs and un-hardcoding stuff.
But if it is possible to implement "attack from the SW building", that would be good too.
I am talking about implementing something similar to the GLA Tunnel Network from C&C Generals, not the "tunnels" (as placeable in FA2 via [Tubes] stuff)
Bad news is that I havent yet been able to get the stealth sound stuff going.
The way cloaking works in RA2 is that there is one subroutine for "cloak" and one for "uncloak". Then, each subroutine is called from 3 places. One pair of locations is for when a cloaked unit is initally cloaked or when its uncloaked (e.g. when attacking I think).
One pair is for when a building is cloaked by a CloakGenerator.
And one pair is for when a unit is cloaked by a CloakGenerator and also I think some of when it is cloaked/uncloaked for attacking etc.
Short of completly cloning every single thing related to Cloakable=, CloakGenerator=, CloakRadiusInCells= etc, I dont see how to make the cloak stuff work at this time.
So (since we havent yet located the prerequisite stuff), I will now move on to destroyable cliffs and un-hardcoding stuff.