Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Patching extra functionality into <gamemd.exe>
It could cover immunities if RadType=NN were variations of Radiation=yes, rather than just variations of RadColor...
C-GEN: The site with the 'log the f*ck in' forum. And now we make you validate your f*cking e-mail address too.
CannisRules: It's a YR mod.
pd, can you disable random maps with urban terrain? This idea kinda sucks you know Tongue
[Image: mainbanner2.jpg]

Mental Omega 3.0 in the web:
[Image: mdbutton.png][Image: fbbutton.png][Image: ytbutton.png]
I agree, they suck.

I got two possibilites to remove Urban RMs:

Easy way - remove Desert RMs as well.
Harder way - overjump listing of Urban, requires special code.
[Image: jsfml.png]
I sujest keeping them it, I like desert maps, and it would eat time that would go into something more useful.
No! Desert RM must stay - they are very cool and expand usage of desert terrain!
[Image: mainbanner2.jpg]

Mental Omega 3.0 in the web:
[Image: mdbutton.png][Image: fbbutton.png][Image: ytbutton.png]
if he gets the immunities thing working, 1 of the things you can do is give any weapon a radiationtype=## and then on units you want immune to it do immunetoradiation=##.

like the radbeam, doesn't actually cause any radiation, but allows for immunities against it.
I have a purpose to make new slots for weapons what uses Proximity tag. I and Mevitar checked it and only one weapon in game can use it. Others works like first one.
Bobingabout;date=Sep 19 2005, 08:02 AM Wrote:if he gets the immunities thing working, 1 of the things you can do is give any weapon a radiationtype=## and then on units you want immune to it do immunetoradiation=##.

like the radbeam, doesn't actually cause any radiation, but allows for immunities against it.
[right][snapback]1609[/snapback][/right]
I think I said that...
C-GEN: The site with the 'log the f*ck in' forum. And now we make you validate your f*cking e-mail address too.
CannisRules: It's a YR mod.
The thing I wondered... that immunity stuff shall be applied to warheads instead of weapons right?
That would kinda replace the additional armors, and therefore save me a hell lot of work...
[Image: jsfml.png]
Additional armors have other uses as well though, differential damage being the main one, not just being able to target/not target.
me and blade seem to think alike.
Immunities would be very useful. But bear in mind that an immunity does not stop a weapon from firing at a target, it only prevents damage from being caused.

Maybe another new flag would solve that:
CanFireAtImmuneTargets=yes/no (default yes)
Ever wondered what the hell is going on?
Believe me friend you're not the only one.
--Lysdexia

Check out Launch Base for RA2/YR - http://marshall.strategy-x.com
Also home to the Purple Alert mod, 1.002 UMP, and the YR Playlist Manager.
New armor classes are still needed for a variety of coding tricks to be viable;

Unless you could somehow allow normal units to have a ThirdWeapon, FourthWeapon, etc...
but thirdweapon is a seperate wish to armour types, which is a seperate wish from immunites, which is only half related to radiation anyway.
Another worthy addition would be the ability to add advanced commands to the command bar via use of Actions. With that you could put back the toggle power abilities. Big Grin




Users browsing this thread: 1 Guest(s)