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CraftManiac

My pack of... questions!

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I'we got a few questions:

 

1) Is it possible to make an aircraft teleport to his airbase when he needs to rearm?

 

2) How does the Siege Chopper deploy abbility work?

 

3) (this is an bug) When I play my mod the Nuclear Silo keeps opening/closing all the time, how to solve this?

(I deafulted the Nuke Silo and the Nuke superweapon and it doesn't work)

 

4) And what country special harvester should go to: Yuriside

: Soviets

(Allies have got NightHawk Collector)

 

-----------------------------------------------------------------------------------------------------------------------------------------------

Now a funny thing...

I have a Carryall in my mod and i did this:

I carried an deployed siege chopper ^_^

it looks sooo funny! :P

 

Cya!

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1) Is it possible to make an aircraft teleport to his airbase when he needs to rearm?

No. The chronoshifting ability is part of the Locomotor. You can only specify one per techno type.

 

2) How does the Siege Chopper deploy abbility work?

In terms of its deployment or something else? If you mean the deployment, it uses a set of tags that gives it its abilities. It requires IsSimpleDeployer, UnloadingClass, DeployingAnim and DeployToLand with DeployToLand being a Yuri's Revenge only tag so this cannot be replicated in RA2.

 

3) (this is an bug) When I play my mod the Nuclear Silo keeps opening/closing all the time, how to solve this?

(I deafulted the Nuke Silo and the Nuke superweapon and it doesn't work)

Usually has to do with another superweapon using the same Type as the Nuke. Post the superweapon code and the building code. It's probably a missing line or something. If you have duplicated the Nuke superweapon for any reason and are using the same Type, don't. Otherwise you get this problem.

 

4) And what country special harvester should go to: Yuriside

: Soviets

(Allies have got NightHawk Collector)

No idea. Make it up on your own. I'm not here to feed you mod ideas. That's YOUR job.

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Thanks...

 

Aaand I've got more... ^_^

 

5) How do you Import with OS SHP BUILDER from Yuri's Revenge, as peapole do Copy/Paste artwork

 

 

All the answers helped, thanks again ^_^

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5) How do you Import with OS SHP BUILDER from Yuri's Revenge, as peapole do Copy/Paste artwork

Extract with XCC mixer. Open the original, highlight an area to copy and click copy, move to your project and click paste.

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I do all of my pixely work with PSP7.

I've never even use PSP before. :P

I like keeping things simple. If SHP Builder can't do something, I've got a few other programs that can. I have seen some tutorials for PSP though, looks like a pretty good program.

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Extract with XCC mixer. Open the original, highlight an area to copy and click copy, move to your project and click paste.

 

I still didn't find wher to Extract, from wich place? :huh:

 

Aaand

 

6) Is it possible to make an new ore type?

Edited by CraftYuriManiac

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I still didn't find wher to Extract, from wich place? :huh:

Depends on what you want. Cameos are in language.mix / langmd.mix, infantry and animations are in ra2.mix / ra2md.mix -> conquer / conqmd, buildings are scattered about in ra2.mix / ra2md.mix.

 

6) Is it possible to make an new ore type?

I do not believe so...

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7) Is it possible to make an Flamethorwer weapon wich does damage in a line, not an ball

 

I want peapole BUURRRRNNN!!!! :burn:

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7) Is it possible to make an Flamethorwer weapon wich does damage in a line, not an ball

Yes, use AmbientDamage instead of Damage on your weapon.

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7) Is it possible to make an Flamethorwer weapon wich does damage in a line, not an ball

 

I want peapole BUURRRRNNN!!!! :burn:

AmbientDamage with a particle system. Reference Tiberian Sun's flame tank for exactly how it works. However, because you're using a particle to do the damage, your unit will never promote based on kills. That's why we use the fireball method instead. Technically, you could use Damage on the projectile image and, presumably, it should damage based on that.

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AmbientDamage with a particle system. Reference Tiberian Sun's flame tank for exactly how it works. However, because you're using a particle to do the damage, your unit will never promote based on kills. That's why we use the fireball method instead. Technically, you could use Damage on the projectile image and, presumably, it should damage based on that.

 

 

I lost you at the beggining... :mellow:

 

But I got it ^_^

 

(wow Private 2nd class... Yay?)

 

An idea...

 

If you mix AMBIENT DAMAGE and DAMAGE, would that solve the problem?

Sounds logical eh?

Edited by Sonic

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