PaD Wrote:Hi there, don't worry, I'm not deadYou can select a new .shp animation for the new InfDeath that you made?
--- PART 1: What I'm doing ---
...but I'm also not doing that much progress :unsure:
Well, after spending ~10 hours on researching how the MakeInf could be enabled, I still didn't manage to get it work for my new InfDeath.
I found out (I could have done this BEFORE trying) that the GENDEATH anim uses a different palette (unittem.pal) than other anims (which use anim.pal).
That means: If I copy and pasted all the GENDEATH code I also pasted the code which changes the palette to use.
I have to figure out what code is needed to change the owner only.
PaD Wrote:--- PART 2: TS ---In TS Nod cyborgs & all type of unit that can heal in Tiberium had this feature of spawn tiberium when is killed.
For example, I LOVE the GDI building upgrade logic and I'm wondering if that's possible in RA2/YR, too. Same for the "ToTile"-logic which makes buildings change the terrain.
I also like it that when you destroy a Refinery or a Silo, tiberium is spawned.
The Random Map Generator is really great as it also "builds" bridges and cities, which lacks in RA2.
The stealth logic is also a cool thing actually, it makes it more funny to search for Nod bases...
The stealth logic in YR not work to cloak friendly players & YR share the cloak sound with submarines (well, in YR only exist submarines to use this sound ).
PaD Wrote:I can't say anything about veinholes because I didn't see one yet I only found a "visceroid", but I dunno what that should be...A baby visceroid or a adult visceroid (only the adults can attack)
Nice creature that can destroy vehicles/buildings with the veins, & this static beast attack if any player attack the creature launching Tiberium clouds (Hover units can't be damaged by veins) & when is dead disappear slowly the veins of the map.