jonwil Wrote:2.Implementing the TiberiumToSpawn= setting from Firestorm into YR (i.e. specify what kind of tiberium to spawn for a given tiberium tree)Please do this in such a way that encourages the creation of NEW tiberium trees to make use of this feature, rather than changing the 3 existing ones. Changing the resource balance of the existing trees can affect already-existing maps, making the maps unfair.
Quote:4.Make it so that either Thief=Yes is not needed to make VehicleThief=Yes work or anything Thief=Yes triggers is not triggered if VehicleThief=Yes is enabled.Specifically, something is also needed to explicitly disallow a vehicle from repairing on a repair depot. Not just prevent, but also make it so the AI understands that it can't be done. Right now, the AI can repair jumpjet vehicles at repair bays (though human players can't), and it also attempts to send jumpjets to be repaired at shipyards, where they hover forever. Perhaps there is a way to flag a unit to never use the [Repair] mission.
5.Add Capturable= tag to vehicles (set to no to make the vehicle unstealable, default would be Yes)
6.Fix the IE HoverPad=yes (What triggers the IE? Which superweapon(s) and is it AI, players or both?)
Ignoring the [Repair] mission can have another value, as a property of a teamtype. Then AI teams could be flagged to not break off from their script and go to repair, without having to resort to Aggressive=yes.
Quote:8.Make Sensors=Yes and Cloaked=Yes work on buildingsSort of related... In RA2, a unit which could see a disguised unit would also reveal that disguise for all other units within attack range. For example, a Yuri Prime could detect a spy, and as a result a friendly sentry gun could start firing on the spy on its own. This does not work in YR.
So, a fix for DetectDisguise= is needed. Also, DetectDisguiseRange= does not work; units with DetectDisguise=yes will automatically attack disguised units within their weapon Range=, ignoring both DetectDisguiseRange= and Sight=. Must be careful to not break the existing relationship between Sight= and weapon Range=, where a unit can attack something even though it can't 'see' it.
Quote:9.bring back "different voxels for amphibious units going over water" logic from TS (if possible)This was apparently a hack used for one specifically-named pair of voxels (in case you didn't know).
Quote:10.Mouse cursor stuff (e.g. caryall logic sequences, heal action sequences, custom cursors for custom actions etc)Need a [Cursors] list. Then weapons can use CursorIndex=N, which refers to a cursor on the list. This would be the most versatile, IMO.
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.
CannisRules: It's a YR mod.