How about changing the mod's name to TS Rewired? The current conjugation of "rewiring" doesn't seem right for the title and "C&C Rewired" wouldn't really tell anyone it has anything to do with TS (people would probably rather expect a TD related mod). _________________ QUICK_EDIT
How about changing the mod's name to TS Rewired? The current conjugation of "rewiring" doesn't seem right for the title and "C&C Rewired" wouldn't really tell anyone it has anything to do with TS (people would probably rather expect a TD related mod).
I think you should change the name of your mod from 'The Dawn of the Tiberian Age'
I thought of that, but that'd still look unbalanced since "Dawn" isn't more important than "Tiberium Age". Also, we're going off-topic here...
The reason I suggested a name change for Rewire is because it doesn't seem like proper English and "Rewired" would sound better. _________________ QUICK_EDIT
Rewire is a command, as in "Gangster, you must rewire TS!"
Since it hasn't happened yet, it can't be Rewired, since that'd be the past tense, as in "Thank God that Gangster has rewired TS!" QUICK_EDIT
Title is not mine, it's a fact. Actually it is I who joined CCHyper's and DonutArnold's ReWire, and eventualy took a lead, so I never bothered about name mod have.
Well, maybe title it is worth changing.. I have to talk with mod founders first. It will be kinda... polite. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Hi, folks. This September I am relatively free.
I am going to add some more terrain and work more on buildings, bring both sides to fully completeness. Also add some of civilian structures. For now I have all buildings of wild settlement so I am about to start urban stuff.
If you have played RW, please report about any bugs you have encounter so far. Or share ideas how to improve current units\buildings.
If you are mapper, and you have a good MP map for RW, and if you want your map to become official please PM me. If there are some missing terrain which blocking completeness of half-made map, please report here as well. I'll set a higher priority for these elements.
And of course RW still need a decent AI. Post your ini edits right here.
Thank you for your participation! Together we can push it to stable Beta. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
O man, I love those buildings so much. Mind you, the light posts should be seperate buildings. They can still be placed on the same cell as the other civilian buildings. It just gives more freedom to mappers.
EDIT: Oh wait, it seems like they already are seperate. I couldn't tell.
EDIT2: Is there a modified FinalAlert for Rewire? I'd like to try some mappin' _________________
O man, I love those buildings so much. Mind you, the light posts should be seperate buildings. They can still be placed on the same cell as the other civilian buildings. It just gives more freedom to mappers.
EDIT: Oh wait, it seems like they already are seperate. I couldn't tell.
I'd love to make street lights this way. Thing I dont like is: one silly light post is occupying a whole cell so even infantry can't move through it.
I am willing to try 0x0 foundation (not sure if there could be any issues). Otherwise i ll have to make them as terrain objects (less desired way, be cause i am realy REALY don't want edit terrain pallete once again)
EDIT: Try my FA setup. Its on sourceforge. Best i have come with without hacking exe. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
Here is the way I see it. But there might be some several error with overlapping with large units. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
I am not sure how Bib= will help. Should it be empty 1x1 with active animation that looks like lightpost? Aren't bibs always been drawn under units?
Immunity is a flaw, but. Unless you are going to raze a whole city this wouldn't be much problem. _________________ Gangster is a Project Perfect Wuj (c)Aro QUICK_EDIT
The rules.ini key Bib=yes makes the southeast row of cells passable, regardless of the foundation size. e.g. In case of a 1x3 building it will make the whole building passable, for a 3x2 building it would only make the 2 southeast cells passable.
In your case of a 1x1 building, the whole thing is passable then. (check out refineries and warfactories, as these use this key)
Don't mix that up with the art.ini BibShape key which does what you said and draws a specific image on ground render layer.
So just create the usual 1x1 lightpost building and give it in rules.ini Bib=yes to make it passable. That's it.
As an alternative you could also use the gate logic (with a 1frame long gate open/close dummy anim).
This might be also quite interesting for traffic lights if they turn green when the gate lowers.
If these are placed on the map as Special house, they will automatically open for every player. _________________ SHP Artist of Twisted Insurrection: Nod buildings
AG seems to suggest that 0x0 buildings can be damaged via splash, but not targeted directly. This could be wrong, however.
It's wrong. Only way to get rid of those things is to use the map action that destroys stuff directly or a weapon with Temporal=yes WH. Latter only works if you can target it. Can't remember the exact criteria for target cursor to appear on 0x0, but I think visible art might've been one of them. _________________ QUICK_EDIT
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