dbjs2009 25 Posted May 5, 2010 (edited) can the tech oil derrick be buildable? Edited May 5, 2010 by dbjs2009 Share this post Link to post
Nmenth 291 Posted May 5, 2010 Yes, but without a buildup animation, it can't be sellable. Share this post Link to post
dbjs2009 25 Posted May 5, 2010 is that by using the rules file? if so can someone give me the code ? Share this post Link to post
Nmenth 291 Posted May 5, 2010 TechLevel=1 Cost= ; whatever your intentions are Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans, Arabs,YuriCountry Prerequisite= ; whatever your intentions are NeedsEngineer=no Unnecessary to make it buildable, but I would recommend: Insignificant=no CaptureEvaEvent=dummy ProduceCashStartup=0 LeaveRubble=no Share this post Link to post
CraftManiac 1 Posted May 6, 2010 I saw that there is an Sellable= Yes I'm Confused... Share this post Link to post
Nmenth 291 Posted May 6, 2010 Unsellable=yes actually. Doesn't matter, a lack of buildup animation makes it unsellable regardless of what you set this tag. Share this post Link to post
CraftManiac 1 Posted May 6, 2010 Yeah but is saw in some mods that the Oil Derrick has an Buildup... Share this post Link to post
Doctor Destiny 41 Posted May 6, 2010 Because they put on in the game. Sellable doesn't actually exist. As Nmenth pointed out, its Unsellable and having no buildup animation makes that tag useless anyway. Share this post Link to post
Rinaheart 0 Posted September 7, 2010 I made a 2v2 map, with 4 Tech Oil Derrick. How can i start game with a Tech Oil Derrick owned by each player? Eg: Player 1 own Oil Derrick 1, Player 2 own Oil Derrick 2,... Or we can set owner for buildings? (Sorry for my english) Share this post Link to post
Nmenth 291 Posted September 7, 2010 Make four triggers with an "Any Event" event and a "Change House" action. Set each action parameter value to <Player @ A> (first starting position) through <Player @ D> (fourth starting position). Then attach the triggers to the appropriate buildings. Share this post Link to post
Rinaheart 0 Posted September 7, 2010 Thank much. I created 4 trigger, but how i can attach the triggers to the appropriate buildings? Share this post Link to post
Nmenth 291 Posted September 7, 2010 Double click on the building, then select the trigger in the drop down list under "Attached tag:". Share this post Link to post
rexzooly 0 Posted October 3, 2010 Can't you add another buildings buildup animation so the tag as be listened to ? I have seen there are many things that have to be linked in to one or another to work right what's a pain like I tried making a new side Whoooow was I lol I have not tested the buildup animation but maybe that could be a work around? Share this post Link to post
Nmenth 291 Posted October 3, 2010 Can't you add another buildings buildup animation so the tag as be listened to ? If I understand you correctly, you mean use something like the soviet Barracks build-up animation for the Oil Derrick? Yes it would be possible, and as long as a build-up exists, buildings can be sold, but it would look ridiculous. I considered making a few generic build-up animations that could be used for any building in which scaffolding would appear, then disappear to reveal whatever building the need was for, however, I decided I would never use them myself, so never made them. One would have to exist for every cell dimension size: 1x1, 2x2, 2x3, 3x2, 3x3, etc.... Share this post Link to post
rexzooly 0 Posted October 3, 2010 If I understand you correctly, you mean use something like the soviet Barracks build-up animation for the Oil Derrick? Yes it would be possible, and as long as a build-up exists, buildings can be sold, but it would look ridiculous. I considered making a few generic build-up animations that could be used for any building in which scaffolding would appear, then disappear to reveal whatever building the need was for, however, I decided I would never use them myself, so never made them. One would have to exist for every cell dimension size: 1x1, 2x2, 2x3, 3x2, 3x3, etc.... Or OK that's understandable really what would the end result look like anyone tried it just wondering what it would look like now lol Share this post Link to post
Nmenth 291 Posted October 3, 2010 what would the end result look like anyone tried it just wondering what it would look like now lol If you really want a build-up animation for tech buildings, just Google it, and you're sure to come up with something. Personally, I would just make my own animations, but not everyone is willing for that. Share this post Link to post
rexzooly 0 Posted October 3, 2010 If you really want a build-up animation for tech buildings, just Google it, and you're sure to come up with something. Personally, I would just make my own animations, but not everyone is willing for that. Thanks for showing me what it would look like, ya that one is little silly but at elst it did the job lol, I myself would not know how to add a already there build An or make my own I was just interested in what it would look like I am sure I will lean soon with my rule editor coming along slowly I would mostly want to add functions like these. I am little sad to see most people are dropping the RA2 dev for RA3, but the game AI was not the same and did not play no where near the same logicly or in the ruff game play you got for RA and RA2, every forum I been to is RA3 this and RA3 that, I like the game I have the mental in version for the PC and I have a unopned version for 360 as I have the KW CnC3 for the 360 also what I do play, but did not see the need to open RA3 it was cheap only got it as a collecters scratch lol Soon as my editors is some what ready for testing and stable I think I might give a mode/revamp for RA2 a shot my self I really want to get this game known to so many people. Share this post Link to post
Nmenth 291 Posted October 3, 2010 I am little sad to see most people are dropping the RA2 dev for RA3 CNCNZ.com's modders are much more geared to the classics, TD to YR. You will find very little interest in the later games here. :cc: Share this post Link to post
rexzooly 0 Posted October 4, 2010 CNCNZ.com's modders are much more geared to the classics, TD to YR. You will find very little interest in the later games here. :cc: Well I hope so lol or I joined the wrong fansite lol I am not a big fan of YR I just was not able to hit it in to the game very well in my mind, think I loved about the older games was you could rush if you had to go out but if you had the time you can really OVER KILL now I love over kill, without modding the new games are not possible and I made EA give me my money back for CNC4 god that was a hell of a sht game, and having it be online all the time was also bad idea but thats EA for you. I need to get my hands on CnC 95 for the ant misstions I clocked the game along time back and stated the ant misstions then lost the game lol. is this one of the games that are free for download from EA? Anyway thanks for showing me that image and everything Share this post Link to post
Nmenth 291 Posted October 4, 2010 I need to get my hands on CnC 95 for the ant misstions I clocked the game along time back and stated the ant misstions then lost the game lol. is this one of the games that are free for download from EA? The ant missions are from RA1: Counterstrike. While EA never technically released CS, they gave permission the community permission to offer downloads for it. Share this post Link to post
rexzooly 0 Posted October 4, 2010 (edited) The ant missions are from RA1: Counterstrike. While EA never technically released CS, they gave permission the community permission to offer downloads for it. The links to CS are down at the moment and none of the RA download links from file planit are working for free users ffs lol or well thanks for the link I try later maybe I just want to do the ant misstion again they was fun . I was right in saying CnC as the one with the ant missions was never really numbered it was first in the line of the games yes it was a add on but still lol Edited October 4, 2010 by rexzooly Share this post Link to post