Group: Members
Posts: 543
Joined: 20-February 10
From: The United States
Member No.: 1,799
Alliance: GDI
Favorite game: Tiberian Sun
I'm asking some questions. All in one topic so I don't ask one by one in spamming.
So about some random parts.
How does the FineDiffControl=no I changed it to =Yes and no effect while playing.
Does the Paratrooper=E1 tag work?
When Cyborgs "go bezerk" what happens?
Why do the TS and RA2/YR Rules have "Globals Variable Names" ------------------------------------------------------------------------------------------------------ Hardcoded questions?
Is it possible for a laser to cause EMP?
(More to come if I need answers)
This post has been edited by Devastator: Apr 29 2010, 08:23 PM
Group: Members
Posts: 1,065
Joined: 14-November 06
From: Germany
Member No.: 281
Alliance: CABAL
Favorite game: Tiberian Sun
Since it only shuts down the radar, there should be several ways to code it: -like the active ion storm, but restricted to a certain range around the vehicle -like a passive gun that fires an EMP on certain buildings only (radar in this case) -drawing a special anim over the radar screen when the unit is in range of the players radar
So maybe it's easier for you to code one of these than finding out how RA1 made it work.
The second feature of the MRJ being invisible on the radar can be achieved already.
Though i must say that a MRJ is pretty useless in times of 1920x1080 resolutions, where you don't have to look on the radar anymore as the battlefield screen is big enough to keep an eye on everything. So imo a better feature would be if it could reshroud the map for the enemy where it moves, so you can hide again your base and important areas. The new shroud should stay even after the MRJ moved away from a position, e.g. you could explain it, that the MRJ deletes the terrain information of the selective area from the enemy radar.
This post has been edited by Lin Kuei Ominae: May 4 2010, 09:57 AM