04.05.2006, 10:29:51
I (inofficially) announced 1.08 to be released in May, and I think this will be the case.
That's why I'm going to give you a preview of what will be featured:
Definitive features
SuperWeapon Type=NewLightningStorm
You will be able to add lightning storm clones which will be quite customizable.
At this time, you can customize the following (L = "Lightning"):
- LWarhead (Warhead)
- LSBoltExplosion (Anim)
- LSeparation
- LCellSpread
- LDamage
- LSSound (Sound)
- LSText (the warning message, or "Hello World", whatever you want...)
- LSPrintText (yes/no)
- LDeferment
- LHitDelay
- LScatterDelay
- LSDuration
- LightningStrikeSounds
- LSClouds (Anim list)
- LSBolts (Anim list)
I'm not too sure yet whether I'll make the lighting possible, maybe when I'm really really bored, I'll do.
However, if people think (please reply) it is really necessary, I'll implement it.
Additional stringtables
You can place up to 99 stringtableXX.csf files into your YR dir.
Strings will be overwritten or added:
stringtable01.csf will overwrite/add to stringtable00.csf.
stringtable00.csf will overwrite/add to ra2md.csf.
ImmunityTypes
These make it possible to make a unit immune to whatever Warhead.
It will go like this:
They aren't coded yet, but it isn't a too difficult hack
The Bounty Logic
Announced as the "surprise feature" of 1.08!
The bounty logic is basically what GLA in C&C Generals has as a special:
Your unit kills an enemy unit -> you get money.
The following tags will be added:
This should say it all
Minor additions
For any unit (vehicles, aircraft, whatever) you can use the DontSayUnitLost=yes/no tag. If yes, EVA will shut up when the unit dies, so will the Radar.
On weapons with IsLaser=yes, you can use LaserSize=X.XX.
X.XX will be a floating point value, e.g. 1.0, 0.8.
The tag will modify the laser width.
Bugfixes
- VoiceIFVRepair fixed (caused errors during loadup, even if not used!)
- Nuke Problems fixed
Planned, not sure though
Maybe I can succeed in fixing the "Whiteboy Bug", but I'm not sure whether a) I find time to do it and b) I'll really succeed.
Besides, c) it's not a too important thing that needs to be fixed immidiately.
What I also planned is a complete recoding of the NewInfDeaths feature.
When I made it for 1.00, I had no idea about anything.
Also, the feature is far to complicated, and so is its code <.<
I was thinking of adding InfDeathAnim=[animtype] to warheads, as well as a IsMutation=yes/no tag.
That would make it all MUCH easier and it'd even be much less code...
The last thing I might eventually do is another RMG improvement, so that you can customize the BuildingTypes being used for Urban Areas.
Also, I might enable the Abandoned Areas (tents and stuff).
I also want Urban Areas to be an option in the RMG itself, as a checkbox. It would be my first dialog experiment, and really cool!
And still, there are lighting options for random desert maps missing. Maybe I'll come around to adding them.
K, that's it for the preview
I'll not set an official release date yet, but it looks like I'll be finishing it till end of May / begin of June.
over and out
That's why I'm going to give you a preview of what will be featured:
Definitive features
SuperWeapon Type=NewLightningStorm
You will be able to add lightning storm clones which will be quite customizable.
At this time, you can customize the following (L = "Lightning"):
- LWarhead (Warhead)
- LSBoltExplosion (Anim)
- LSeparation
- LCellSpread
- LDamage
- LSSound (Sound)
- LSText (the warning message, or "Hello World", whatever you want...)
- LSPrintText (yes/no)
- LDeferment
- LHitDelay
- LScatterDelay
- LSDuration
- LightningStrikeSounds
- LSClouds (Anim list)
- LSBolts (Anim list)
I'm not too sure yet whether I'll make the lighting possible, maybe when I'm really really bored, I'll do.
However, if people think (please reply) it is really necessary, I'll implement it.
Additional stringtables
You can place up to 99 stringtableXX.csf files into your YR dir.
Strings will be overwritten or added:
stringtable01.csf will overwrite/add to stringtable00.csf.
stringtable00.csf will overwrite/add to ra2md.csf.
ImmunityTypes
These make it possible to make a unit immune to whatever Warhead.
It will go like this:
Code:
[ImmunityTypes]
0=Anthrax
1=EMP
...
Warhead (example):
--------
ImmunityType=Anthrax
Unit (example):
-----
ImmuneTo=Anthrax
VeteranImmunteTo=Anthrax
EliteImmuneTo=Anthrax,EMP
They aren't coded yet, but it isn't a too difficult hack
The Bounty Logic
Announced as the "surprise feature" of 1.08!
The bounty logic is basically what GLA in C&C Generals has as a special:
Your unit kills an enemy unit -> you get money.
The following tags will be added:
Code:
[CombatDamage] (and per country?):
---------------------------------
BountyCostMult= ;default Bounty = Cost*this
;default = 0.33
VeteranBountyCostMult= ;default VeteranBounty = Cost*this
;default = 0.5
EliteBountyCostMult= ;default EliteBounty = Cost*this
;default = 0.75
BountyAnim
VeteranBountyAnim
EliteBountyAnim
Attacking TechnoType:
---------------------
GetsBounty=yes/no ;default = no
BountyAnim=[AnimType] ;default = none
VeteranBountyAnim
EliteBountyAnim
Attacked TechnoType:
---------------------
Bounty= ;default = Cost*BountyMultiplier
VeteranBounty= ;default = Cost*VeteranBountyMultiplier
EliteBounty= ;default = Cost*EliteBountyMultiplier
This should say it all
Minor additions
For any unit (vehicles, aircraft, whatever) you can use the DontSayUnitLost=yes/no tag. If yes, EVA will shut up when the unit dies, so will the Radar.
On weapons with IsLaser=yes, you can use LaserSize=X.XX.
X.XX will be a floating point value, e.g. 1.0, 0.8.
The tag will modify the laser width.
Bugfixes
- VoiceIFVRepair fixed (caused errors during loadup, even if not used!)
- Nuke Problems fixed
Planned, not sure though
Maybe I can succeed in fixing the "Whiteboy Bug", but I'm not sure whether a) I find time to do it and b) I'll really succeed.
Besides, c) it's not a too important thing that needs to be fixed immidiately.
What I also planned is a complete recoding of the NewInfDeaths feature.
When I made it for 1.00, I had no idea about anything.
Also, the feature is far to complicated, and so is its code <.<
I was thinking of adding InfDeathAnim=[animtype] to warheads, as well as a IsMutation=yes/no tag.
That would make it all MUCH easier and it'd even be much less code...
The last thing I might eventually do is another RMG improvement, so that you can customize the BuildingTypes being used for Urban Areas.
Also, I might enable the Abandoned Areas (tents and stuff).
I also want Urban Areas to be an option in the RMG itself, as a checkbox. It would be my first dialog experiment, and really cool!
And still, there are lighting options for random desert maps missing. Maybe I'll come around to adding them.
K, that's it for the preview
I'll not set an official release date yet, but it looks like I'll be finishing it till end of May / begin of June.
over and out