IPB

Welcome Guest ( Log In | Register )


> A few suggestions
Bittah Commander
post Aug 5 2009, 12:50 AM
Post #1


Forum Administrator
Group Icon

Group: Administrators
Posts: 1,340
Joined: 1-October 06
From: The Netherlands
Member No.: 5
Alliance: GDI
Favorite game: Tiberian Sun



Here's just a few requests/suggestions...
  • A superweapons allowed multiplayer option (checkbox).
  • A superweapon launch anim.
  • Air strikes (possibly you could adapt the Hunter Seeker's logic for this).
  • EMPulseSparkles= moved from [AudioVisual] to the (EMP) weapon or warhead (this way the visual effect an EMP weapon has on a vehicle can differ per weapon).
  • Sticky anims (warhead animations that stick to units, just like the EMP sparkles). It might be useful to know that when you add Next= to EMP_FX01 (the default EMP sparkle anim), the animation specified after Next= will stick to the unit when it moves.
  • the Shockwave from Ion Cannon to be made optional (so it can either be disabled for the Ion Cannon or be assigned to other weapons).
  • Dogfights
  • The possiblity for units to pick multiple (possibly have a definable limit) firepower or armor power-ups, just like in Sole Survivor (it's already possible with speed upgrades I believe). Currently when a unit that already picked up a firepower upgrade or armor upgrade picks up another crate which is supposed to contain a firepower or armor upgrade, it'll be a money crate instead (even if money crates are turned off).
  • ROF power-ups (also like in Sole Survivor).
  • The option for stealth crates to be temporary (so units that pick up a stealth crate will uncloak again after a certain amount of time). If reversing the effects of a stealth crate is not possible, maybe have a stealth crate attach an invisible sticky anim to the unit which after a certain amount of time (set via a number of invisible frames and framerate) jumps to another invisible sticky anim with 1 frame (via Next=) which deals 1 damage point, then jumps to another invisible sticky anim with 1 frame which heals 1 damage point and constantly keeps looping these 2 single frame anims.
    I believe animations can't heal units however, which brings me to my next point...
  • Animations that can heal units (like weapons or particle systems can).
  • The ability to select a target for a hunter seeker (like you would do with any other super weapon). This would for example allow modders to modify the hunter seeker into a missile which can be shot down for (or just a plain hunter seeker which attacks the target you want it to attack). I'd suggest the possibility for normal missiles to be shot down... But I doubt there's even a point in bothering tongue.gif


--------------------
Go to the top of the page
 
: | +Quote Post
 
Start new topic
Replies
Deathrider1991
post Aug 10 2009, 05:56 PM
Post #2


Rocket Infantry
Group Icon

Group: Members
Posts: 49
Joined: 1-March 09
From: IN CANADA'S BORDERING COUNTRY!
Member No.: 1,522
Alliance: GDI
Favorite game: Tiberian Sun



Oh, I thought I saw a post on PPmsite about that, maybe it was just about locomoters. I'm horrible at said things anyways.


--------------------
Go to the top of the page
 
: | +Quote Post
Rampastring
post Aug 11 2009, 08:01 AM
Post #3


Tick Tank
Group Icon

Group: Members
Posts: 690
Joined: 4-June 07
From: Finland
Member No.: 957
Alliance: Nod
Favorite game: Tiberian Sun



I don't think this small (re-)suggestion needs it's own topic, so I'll post it here.

When playing with Visual Details on High, the outer transparent red laser lines are hardcoded to be red. Their color can't be changed from rules.ini.
Attached File  lasrbeam.PNG ( 16.9K ) Number of downloads: 0

The laser here has the following code (I wanted to make a purple laser):
QUOTE (Codeboxes fail with their huge size, quotes work better)
LaserInnerColor = 255,0,255
LaserOuterColor = 255,0,255
LaserOuterSpread= 20,40,255
LaserDuration = 15 ; 15

As you can see, only the small beam ("InnerColor") is purple. Then there is the small outer line, which is also purple. However, the big lines in the sides, which get drawn only when Visual Details are on High, are always red.

As far as I know the color is changeable in RA2 (at least to the house's color).

This post has been edited by ^Rampastein: Aug 11 2009, 08:02 AM


--------------------
Go to the top of the page
 
: | +Quote Post

Posts in this topic
- Bittah Commander   A few suggestions   Aug 5 2009, 12:50 AM
- - CCHyper   QUOTE (Bittah Commander @ Aug 5 2009, 01...   Aug 5 2009, 01:04 AM
|- - Bittah Commander   QUOTE (CCHyper @ Aug 5 2009, 03:04 AM) So...   Aug 5 2009, 01:08 AM
- - Darkstorm   Planning a Sole Survivor mode for DTA I see, or at...   Aug 5 2009, 03:37 AM
- - Orac   Actually, if there's room for me too add a sug...   Aug 5 2009, 04:54 AM
- - CCHyper   QUOTE (Orac @ Aug 5 2009, 05:54 AM) Hyper...   Aug 5 2009, 02:03 PM
- - Bittah Commander   A different palette for every building... Would be...   Aug 7 2009, 02:19 AM
- - CCHyper   QUOTE (Bittah Commander @ Aug 7 2009, 03...   Aug 7 2009, 10:05 AM
- - Bittah Commander   With the houses I found Firestorm actually DOES re...   Aug 8 2009, 09:00 AM
|- - CCHyper   QUOTE (Bittah Commander @ Aug 8 2009, 10...   Aug 10 2009, 12:47 PM
- - Deathrider1991   The possibility for buildings to stop fuctioning w...   Aug 10 2009, 04:08 PM
- - CCHyper   QUOTE (Deathrider1991 @ Aug 10 2009, 05:0...   Aug 10 2009, 05:40 PM
- - CCHyper   QUOTE (^Rampastein @ Aug 11 2009, 09:01 A...   Aug 11 2009, 11:37 AM
|- - ^Rampastein   QUOTE (CCHyper @ Aug 11 2009, 02:37 PM) S...   Aug 11 2009, 02:48 PM
|- - Bittah Commander   QUOTE (CCHyper @ Aug 11 2009, 01:37 PM) I...   Aug 11 2009, 08:36 PM
|- - ^Rampastein   QUOTE (Bittah Commander @ Aug 11 2009, 11...   Aug 12 2009, 12:57 PM
- - CCHyper   Indeedy... Question though, do lasers crash YR?   Aug 12 2009, 01:38 PM
|- - Lin Kuei Ominae   no. They have fixed them afaik too. So if you can ...   Aug 12 2009, 02:40 PM
|- - ^Rampastein   QUOTE (Lin Kuei Ominae @ Aug 12 2009, 05...   Aug 12 2009, 02:56 PM
|- - Lin Kuei Ominae   Haven't you seen Hypers post on ppm?   Aug 12 2009, 03:20 PM
|- - ^Rampastein   Meh, I don't visit PPM that often, about once ...   Aug 12 2009, 03:48 PM
- - Bittah Commander   Well, here's another suggestion... Move Small...   Aug 12 2009, 10:31 PM
|- - Machine   Actually I would love the tag "DiesInto=...   Aug 13 2009, 01:37 AM
|- - Lin Kuei Ominae   How about the keys UnitType.YellowSpeedPenalty=[F...   Aug 14 2009, 08:08 PM
- - CommanderSpartan   I have a question, will you fix the pilots?   Aug 16 2009, 02:38 AM
- - CCHyper   QUOTE Move SmallVisceroid= from [General] to Infan...   Aug 24 2009, 11:07 PM
|- - Lin Kuei Ominae   QUOTE (CCHyper @ Aug 25 2009, 12:07 AM) W...   Aug 25 2009, 11:01 AM
- - CCHyper   Strange. Ok, ill look into this too.   Aug 25 2009, 05:11 PM
- - Bittah Commander   QUOTE (myeself)Have health bars (without the selec...   Sep 17 2009, 11:06 PM
- - Poskov   These are all good ideas, but it would be nice if ...   Jan 7 2010, 12:56 AM
- - CCHyper   I will not be altering the INIs themselfs, you mod...   Jan 7 2010, 03:32 AM
- - Darkstorm   Yeah, it would be very irritating to transfer a mo...   Jan 7 2010, 06:34 PM
- - CCHyper   HyperPatch is 2.03, with my additions and/or fixes...   Jan 9 2010, 04:54 PM
- - Devastator   I'm thinking it's okay to post in THIS top...   Apr 30 2010, 11:58 PM


Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 11th May 2025 - 02:12 PM


XGhozt.com