QUOTE (Lin Kuei Ominae @ Jul 29 2009, 11:16 PM)

I think it would be even more useful to be able to change the different text lines too. e.g.
HouseType.LoadingScreenTextLine1=Analyzing Combat Zone Topography...
HouseType.LoadingScreenTextLine2=Compensating for Ambient Light Values...
HouseType.LoadingScreenTextLine3=Compiling Wartime Conventions...
HouseType.LoadingScreenTextLine4=Gathering Intel on involved Factions...
HouseType.LoadingScreenTextLine5=Creating theories on likely enemy plan...
HouseType.LoadingScreenTextLine6=Secondary check of combat zone...
HouseType.LoadingScreenTextLine7=Deploying forces to combat zone...
HouseType.LoadingScreenTextLine8=Final analysis of outcome...
This can be done, though i would have to limit the strings to abotu 64 char only, to save hassle on small loading screens.
QUOTE (Lin Kuei Ominae @ Jul 29 2009, 11:16 PM)

Maybe even allow to specifiy a certain graphic file, so you can have some kind of animated loading screen, e.g. with a progress bar instead of text.
Now this would be hard to do, allowing PCX, SHP and/or VQA support on loading screens would require a lot of code, but ill keep a note of it.
A progress bar could be done by usingthe code the online game dialog uses.
QUOTE (Lin Kuei Ominae @ Jul 29 2009, 11:16 PM)

A key for the position of the text could be also useful, so the loading screen status window isn't fixed to the right side. e.g.
HouseType.LoadingScreenTextXY=545,245
This is a good idea, ill add this, shoudl be simple too from what i have seen, though something more like
HouseType.LoadingScreenText1XY=,
HouseType.LoadingScreenText2XY= and so on would be much better.
QUOTE (Lin Kuei Ominae @ Jul 29 2009, 11:16 PM)

How about moving the Veteran factors from General to the Houses. So Nod could gain more speed when veteran than GDI, but GDI a bit more firepower etc.
Did RA2/YR have something like this? If so does it work well? I might be able to copy the code over

QUOTE (Lin Kuei Ominae @ Jul 29 2009, 11:16 PM)

Pilot,Crew,Technician,Engineer,Disguise and Paratrooper too. So each Side can have different escaping infantry from destroyed buildings/units.
I cant believe i missed these! Of course ill add these, so how about this too?
HouseType.BuildingType.CrewTypeA=[UnitType or InfantryType, 8 char str]HouseType.BuildingType.CrewTypeB=[UnitType or InfantryType, 8 char str]
Would give you a nice MCV or E2 (random choice) when the building is destroyed

And then if you want to customise a certain building, you would have...
BuildingType.CrewTypeA=[UnitType or InfantryType, 8 char str] BuildingType.CrewTypeB=[UnitType or InfantryType, 8 char str]QUOTE (Lin Kuei Ominae @ Jul 29 2009, 11:16 PM)

And while you move already BaseUnit, you could move RepairBay,HarvesterUnit and PadAircraft too. (though i'm not sure if PadAircraft is necessary as the Nod aircraft works fine even if the original entry says PadAircraft=ORCA,ORCAB without mentioning any Nod aircraft)
I can move these too, no problem!
Note though,
PadAircraft= is ONLY used when a BuildingType what acts as a helipad has
HoverPad=true on its section, and then still, it will ONLY take the first value from
PadAircraft= and place this AircraftType on the helipad once it is constructed.
QUOTE (Orac @ Jul 30 2009, 06:31 AM)

Oh shi-
this is all beautiful.
Orly?
QUOTE (^Rampastein @ Jul 30 2009, 07:23 AM)

If MultiplayerAICM gets moved I think it'd be useful to move also the global difficulty sections ([Easy], [Normal], [Difficult]), which give much more control for the AI's difficulty than MultiplayerAICM.
This is indeed a idea, but i dont want to go that far into the AI yet, is amessy web

QUOTE (^Rampastein @ Jul 30 2009, 07:23 AM)

Or, did the difficulty keys already work with Houses? I have a little "flashback" how I once gave [GDI] Cost = 0.5, but I don't remember if it worked in-game or not (it works in RA1).
Do you think you could test these for me? That i would know if i have to work on these...
QUOTE (Bittah Commander @ Jul 30 2009, 11:21 AM)

In fact I actually think it might be even more beneficial if PadAircraft could be assigned to the building even; that way 1 house could have multiple helipads that all come with a different aircraft. It'd also be nice if modders would be able to make certain aircraft only able to land on certain helipads...
I have plans for this on Building Types,
BuildingType.PadAircraftA=[AircraftType, 8 char str] and
BuildingType.PadAircraftB=[AircraftType, 8 char str].
And doesnt
Dock= control what a TechnoType can land/dock with?
QUOTE (Bittah Commander @ Jul 30 2009, 11:21 AM)

Making aircraft able to take off and land not vertically would also be nice, but I'm guessing that'd require you to make a new locomotor.
I remember VK working on something like this in NPatch, it dont require a new locomotor, but its a lot of work...
QUOTE (Bittah Commander @ Jul 30 2009, 11:21 AM)

Anyway, about the menu/loading screen resolutions; how about adding support for 1 wide-screen resolution as well (I'd suggest 1280x800)?
Ill think about it...