Posted: Fri Jun 11, 2010 12:34 am Post subject:
the ra3 allies thread
Subject description: Fighting bad guys so your kids can keep on speaking American.
It has begun! Two of the models below are in truth rather old, but the proton collider is new, and thus the start of the rise of the ra3 allies has begun!
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You know, there was video of Jonathan Pryce saying we won't be able to speak american if the soviets win on youtube, but it's so flooded with gameplay videos I just can't find it. _________________ Please, read the signature rules of the forum. QUICK_EDIT
At future tech, we aim to de-man the battle feild. With the Future Tank X-1, we do this two-fold by replacing your soldiers with machines and the enemies' with piles of ash.
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If the Multigunner Turret is a vehicle, then how can the AI use it as a defence?
Anyway, make the turret start of ungarissonable, and buildable by dozer means, then give it a replaceobject upgrade(for free) that replaces it with this "vehicle" with a locomotor that can't move, but functions like the RA3 varient.
That way Blue AI can build this defence, and it will work for humans as well. QUICK_EDIT
Umm no need, RiderContain works buglessly with structures. I used it in my mod for an upgradable defence. CWC also uses it for the Soviet Tank Bunker IIRC. QUICK_EDIT
yeah, dutchy's got it right. The abilities of the turret are based off of the abilities of the IFV: changing weapon and model based upon infantry garrisoned inside. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Something like the ECM Tank and Microwave Tank when it comes to disabling objects. Since you're scrapping secondary superweapons, you can use the Avenger's FAERIE_FIRE status weapon to make things firing at the target do more damage. QUICK_EDIT
Never knew RiderChangeContain works on structures.
Cryocopter is trick indeed, I had an idea once, I'll see if I can find it.
Cryo does:
1-Slowly disable stuff
2-More disabling means units do more damage
3-Stuff breaks when dead
1=disabling can be done, Though I'd suggest trying to use the Leaflet drop(anti unit) and Subdual_structure(anti structure)
2=disabling spawns mini bombs which live a bit longer than time until next bomb is spawned.
3=different death type.
Obstacles:
-Leaflet drop needs to be recoded for normal weaponry.
-Need available death type.
-Can't use laser anti unit weapon. QUICK_EDIT
I had this idea about disabling units and spawning objects that have some kind of delayed reaction where they have the avenger laser pointer, but make everything kill the targeted unit in one hit... _________________ Please, read the signature rules of the forum. QUICK_EDIT
The allies have the largest warbirds in the sky, perfect for bombing your red ass back to the stone age. Have distributing your limbs across the battlefield, comrade.
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Wouldn't it just be feary fire, but then with a damage bonus instead of a rate of fire bonus? I thought to have heard about not using the Superweapons?
Else maybe we can use speaker tower code and remove the healing function?
Oh jeah, i know haven't showed some progress lately, but that's because I'm working on the shoot through weapons, I already got it working in Generals where my railgun could kill 5 battlemasters in a row in one shot QUICK_EDIT
Hmm, with a spot of luck, I can recreate the target painter switch weapon
Would be cheating to have both enabled at once...heh. Well, firemodes should be capable of doing it, otherwise upgrades... _________________ Please, read the signature rules of the forum. QUICK_EDIT
It's the same logic as the ranger switching weapons from the machine gun to the grenade launcher.
On another note, no graphical stuff to show for the day, although I did alot of coding catch-up for them. _________________ Please, read the signature rules of the forum. QUICK_EDIT
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