QUOTE (CCHyper @ Aug 25 2009, 12:24 AM)

ExitCoord should only work with GDIBarracks/NODBarracks=true, test this out...
tested long ago. Both GDIBarracks and NODBarracks make no difference and also in connection with ExitCoord there is no change.
The exit point for infantry is in some way bound to the foundation size.
On 2x2,3x2 it's the south edge of the building
On bigger foundations like 4x3 on my cyborg barracks it's the west edge of the building.
QUOTE (CCHyper @ Aug 25 2009, 12:33 AM)

QUOTE (Lin Kuei Ominae @ Jul 31 2009, 10:46 PM)

The art.ini powered activeanims are all only working when you are low on power, but keep running when you manually shut down the building.
More info please?
ActiveAnimPowered is an anim which should play only when the player has enough power and when the building has set Powered=yes.
If he is low on power, this anim should stop/freeze on the current frame.
However it only stops when he is low on power, but doesn't stops when he manually shuts down the building.
e.g. the GDI radar stops spinning when on low power, but keeps spinning when you just turn it off.
Since turning off a building is like being low on power just for this building, it should stop the powered anims too.
QUOTE (CCHyper @ Aug 25 2009, 12:33 AM)

So the game does not have ExtraBuildingLight anyways? I could do this i think...
Hm, the game reads ExtraLight from a BuildingTypes ART.INI section, could someone test this for me please?

ExtraLight in art.ini is a key which allows to raise the brightness of this building. It's just a key which helps you, when you have made your SHP too dark or bright and adjust it this way a bit afterwards.
However it's no global key which affects all buildings on a map.
QUOTE (CCHyper @ Aug 25 2009, 12:33 AM)

QUOTE
Also, would it be possible to make the maps' lighting settings affect buildings (see this)
Hmm, i dont quite know how this works, i think LKO could fill me in here...
huh? how should i know how this works. I have no exe hacking powers like you.
However my suggestion is that the game doesn't considers the unittem.pal when changing the map lighting setting via the [Lighting] section in the map.
Though it correctly changes the palette and applies the ion storm lighting settings when the ion storm is active.
So i would suggest comparing the normal lighting and the one of the ion storm. Maybe there is just a byte which says to disregard the palette for the normal lighting.
QUOTE ( @ Aug 25 2009, 12:33 AM)

QUOTE (Revolutionary)
and the ability for upgrades to be placed on more than one building eg ion cannon node can be placed on both adv comms center and upgrade center
I dont see why this should be done, could you not just clone the upgrade for that?
The problem is, that you then have 2 or more upgrades in the sidemenu, which are basically the same.
This would be also useful when you have 2 powerplants and both can get the same upgrade turbine
or when you have 2 component towers (a weak low-tech and a strong high-tech) and both should get the same turret upgrades.
This post has been edited by Lin Kuei Ominae: Aug 25 2009, 11:39 AM