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Devastator
post Apr 20 2010, 12:33 AM
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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"
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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


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ORCACommander
post Apr 20 2010, 05:21 AM
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berserk will make a unit with that tag when enabled to yes attack everyones units including your own. paratrooper code is broken. globals are used through out the campaigns for future missions fine diff is also broken i think and the emp thing is a matter of warheads I think.


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Bittah Commander
post Apr 20 2010, 10:17 AM
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I'll confirm everything BloodReign just said. Any infantry that has 'Cyborg=yes' will go berzerk (start attacking all allies+enemies within firing range) when their health bar turns yellow if this option is enabled. Unless your Cyborgs have a build limit, enabling this option would be a really bad idea.
Also, Lasers can cause EMP just fine. A weapon's EMP properties are indeed controlled in the warhead, like BloodReign said, although the duration of the EMP is controlled by the weapon's 'Damage=' value.


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SeekSomethingNew
post Apr 20 2010, 11:28 PM
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What is this, i dont even... offtopic.gif


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Devastator
post Apr 20 2010, 11:59 PM
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Okay.
Are there any YR object keys that work in TS? I've tested a few.

Could you name some features that TS left out? (Such as building debris)


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ORCACommander
post Apr 21 2010, 05:53 AM
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you can give debris to buildings. just try tags on different objects and see if they work


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SeekSomethingNew
post Apr 27 2010, 12:45 PM
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Maybe its worth me documenting all applicable keys in TS into a HP documentation, and linking to the ModEnc description...


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Revolutionary
post Apr 27 2010, 06:13 PM
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QUOTE (CCHyper @ Apr 27 2010, 01:45 PM) *
Maybe its worth me documenting all applicable keys in TS into a HP documentation


that would be good however it would be nice if (however unnessecary for your patch) if we were told that of which didnt work in normal TS and which you "added"
if you did it could be a great modding resource for all (and the notes would make it easy-er for just-TS/own edited TS(/ets users i supose however it has been a long time since i have seen any one use the once branded savour of TS modding) TS Modders

QUOTE (CCHyper @ Apr 27 2010, 01:45 PM) *
, and linking to the ModEnc description...

ewww ModEnc, id help make some of it more TS related/appropriate(some articals are rubbish, i dont care about it not working in RA2 i want to see what it does in ts) generaly i avoid it, and many of the RA2 (better say RA2:YR or knowing some they'll get upset) modders who use it /edit it



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Crimsonum
post Apr 27 2010, 06:25 PM
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Some flags are indeed documented in ModEnc from a RA2-only-perspective. The site would have so much potential, if only people actively edited it (I do whenever I bump into something I know 100% is wrong).
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Nighthawk
post Apr 28 2010, 09:10 AM
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QUOTE
ewww ModEnc, id help make some of it more TS related/appropriate(some articals are rubbish, i dont care about it not working in RA2 i want to see what it does in ts) generaly i avoid it, and many of the RA2 (better say RA2:YR or knowing some they'll get upset) modders who use it /edit it

That's because ModEnc used DeeZire's RA2 editing guide as a base to create all its articles. In many cases, a flag will just have the same or a similar effect in both games anyway. There's nothing stopping you editing it yourself if you wanted to add TS-related info, you know...


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SeekSomethingNew
post Apr 28 2010, 07:05 PM
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Indeed, they are in dire help of TS modders to update it!


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Devastator
post Apr 28 2010, 09:06 PM
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So can we get back on topic?
Although from now on, anyone else can post questions about ANY INI files. Especially Rules INI. biggrin.gif


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SeekSomethingNew
post Apr 29 2010, 07:40 PM
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I have something interesting, but i dont feel like sharing it just yet.


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Devastator
post Apr 29 2010, 08:24 PM
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It's now called Modding Research completely for modding questions for anyone at all.

Q:How do you edit the sidebar and I don't know what you call it. The mouse thingy on the screen when you move around!


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Revolutionary
post Apr 30 2010, 12:10 PM
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for the mouse edit the mouse.shp which is in the conquer.mix inside tibsun.mix and uses the mouse.pal pallet

sidebars, look in sidec0n.mix inside tibsun.mix



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Devastator
post Apr 30 2010, 09:01 PM
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Thanks for the info Rev.


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Apache
post May 2 2010, 11:03 PM
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Q:Is it possible to get a working MRJ?

I also am not sure if the key TurretSpins works.


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Lin Kuei Ominae
post May 3 2010, 08:22 AM
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QUOTE (Apache @ May 3 2010, 12:03 AM) *
Q:Is it possible to get a working MRJ?

No. The only thing you can do is giving a unit an EMP weapon whose warhead affects only one special armortype that is used by the radar only. So it can fire on and disable only radars.

QUOTE (Apache @ May 3 2010, 12:03 AM) *
I also am not sure if the key TurretSpins works.

yes, it works.

This post has been edited by Lin Kuei Ominae: May 3 2010, 08:22 AM


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Apache
post May 3 2010, 09:02 PM
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So maybe hacking would fix that?

You mentioned ArmorType and Hyper has added a lot of those in HyperPatch.


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SeekSomethingNew
post May 4 2010, 01:08 AM
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If i can work out how the RA95 MRJ works, ill consider adding it into HyperPatch.


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Lin Kuei Ominae
post May 4 2010, 09:50 AM
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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


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SeekSomethingNew
post May 4 2010, 01:19 PM
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If it was to shroud an area, then it would be a Mobile Gap Generator, and ill look to adding that tongue.gif


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Apache
post May 4 2010, 10:11 PM
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QUOTE (Lin Kuei Ominae @ May 4 2010, 02:50 AM) *
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.


?
It makes no sense if you reshroud the map for AI! tongue.gif (That is unleess you're online)
They'll fire an Ion Cannon on you when they can't even see your base! Maybe it's that "Ion Cannon" controls in rules.


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Lin Kuei Ominae
post May 5 2010, 09:25 AM
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QUOTE (Apache @ May 4 2010, 11:11 PM) *
?
It makes no sense if you reshroud the map for AI! tongue.gif

It makes no sense to use an MRJ against the AI either.

This post has been edited by Lin Kuei Ominae: May 5 2010, 09:26 AM


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Apache
post May 6 2010, 10:19 PM
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I didn't say I wanted one. I was just asking if its possible. roll.gif

NewQ:How do you edit the background areas for INIs and photos such as newmenu.ini.

e.g the background parts of the TS/FS menu? I know to extract them and stuff, but how to edit?
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@LKO:When you will you suprise us with a new SHP? It's been a while. wink1.gif


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Devastator
post May 6 2010, 10:45 PM
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So whats up with wake.shp and wake2.shp in tem.mix and sno.mix?

I get the ammo.shp.


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Apache
post May 7 2010, 12:40 AM
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QUOTE (TS Rules)
Wake=WAKE2 ;wake effect when travelling on/over water


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Daroach
post May 7 2010, 03:42 PM
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QUOTE (CCHyper @ May 4 2010, 02:19 PM) *
If it was to shroud an area, then it would be a Mobile Gap Generator...

And also, I've found that a mobile gap generator would be more of a liability than an asset (If you see a mysterious amount of shroud moving then common sense would make it an army going under cover, so you attack that instead of simply moving one's army around the map searching in vain.)


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