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So what we know about this RNA engine atm


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#1 R3ven

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Posted 12 April 2009 - 01:30

anyone know any current limits or bugs they've runinto modding even if the SDK have only been out for a little bit.i believe i saw slye_fox post that if you put playertemplate.xml in your mod.xml the game fails does anyone have confirmation on this?

#2 Sgt. Rho

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Posted 12 April 2009 - 01:55

I have not hit any limits yet. But intrenstingly, natashas uber sniper rifle doesn't have a limit on how many enemies it can go through, but a certain distance after impact to where it goes.

#3 R3ven

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Posted 12 April 2009 - 02:01

wow i did not know that i'll have to check that out when i get to my house.

#4 Sgt. Rho

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Posted 12 April 2009 - 05:04

Quote

<LineDamageNugget
Damage="1000.0"
LineWidth="5.0"
DamageType="SNIPER"
DamageFXType="SOVIET_SNIPERRIFLE"
DeathType="NORMAL"
UseDynamicLineLength="true"
OverShootDistance="50.0">


That is in the weapon code (note, that OverShootDistance="50.0", I put it there, in natashas code it was 200.0)

#5 Dutchygamer

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Posted 12 April 2009 - 11:23

Does that mean you can create railgun weapons that can go trough multiple enemies? Imagine the possibilities...
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#6 Dauth

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Posted 12 April 2009 - 11:28

I've renamed the topic to RNA since RA3 has a different name for its engine. Keep up the investigations though guys.

#7 Sgt. Rho

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Posted 12 April 2009 - 13:02

Apparently its possible to almost directly transfer things from CnC3 to RA3, only needs a few minor changes.

#8 R3ven

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Posted 12 April 2009 - 13:50

thank you dauth as i was not aware of that.and yes imagina what we could do on the RA3 engine with this info.and i think if you want to test out the railgun idea you should test it out on the Empire of the Rising Sun's Advanced base defense(i'm having a hard time remembering the name right now), since it is almost lke a railgun

#9 Dutchygamer

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Posted 12 April 2009 - 14:02

Waveforce Artillery/Tower you mean |8
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#10 Kichō

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Posted 12 April 2009 - 14:03

According to the forums, field logic doesn't exist. (Not 100% sure about this, just thought I'd let you know)
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#11 R3ven

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Posted 12 April 2009 - 14:08

View PostDutchygamer, on 12 Apr 2009, 10:02, said:

Waveforce Artillery/Tower you mean |8



thank you dutchygamer.its been a few days since i played so i dont quite remember, and to be fair i''m not an empire player. i prefer the almighty Soviets.

And zhen i have a question about what you said.what is field logic?

#12 Soul

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Posted 12 April 2009 - 14:08

Is there a limit to the Multigunner turret and IFV unit combos?
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View PostInsomniac!, on 16 Sep 2008, 20:12, said:

Soul you scare the hell out of me, more so than Lizzie.

I've been given a Bob coin from Mr. Bob, a life time supply of cookies from Blonde-Unknown, some Internet Chocolate from the Full Throttle mod team, and some Assorted Weapons from Høbbesy.

#13 R3ven

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Posted 12 April 2009 - 14:16

i hope there isn't cuz the biker limit in generals kinda wasn't very cool

#14 Kichō

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Posted 12 April 2009 - 14:18

View Posthuhnu, on 12 Apr 2009, 15:08, said:

And zhen i have a question about what you said.what is field logic?



It means you can't recreate ore fields/tiberium fields. But like I said I'm not 100% sure.

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Is there a limit to the Multigunner turret and IFV unit combos?


Don't think so, all infantry can garrison them.
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#15 R3ven

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Posted 12 April 2009 - 14:19

oh i see.if it is possible i would completely support a CNC3 mod for RA3, mostly because i dont have the money to buy CNC3 right now

#16 Sgt. Rho

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Posted 12 April 2009 - 14:22

The IFV works via upgrades.

Btw, the TiberiumField, TiberiumGrowthBehaviour and the TiberiumCrystal XSDs are in the RA3 XSDs.

#17 R3ven

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Posted 12 April 2009 - 14:25

does anyone know if you can make the ore holding things(man i must have some serious short term memory right now cuz i cant remember the names of anything)have an infinite amount of ore(so technically an infinite amount of credits) through coding?as i said before i wont be at my house until later today so i cannot test this myself at the moment.and i'm glad that the Multigunner turret/IFV works off of upgrades because i think that means it can have an infinite amount of combonations(in basic RA3 my favorite one being the tankbusters one ironically)

Edited by huhnu, 12 April 2009 - 14:27.


#18 Kichō

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Posted 12 April 2009 - 14:34

View PostSgt. Rho, on 12 Apr 2009, 15:22, said:

The IFV works via upgrades.

Btw, the TiberiumField, TiberiumGrowthBehaviour and the TiberiumCrystal XSDs are in the RA3 XSDs.



So remaking the ore system is possible?

Quote

does anyone know if you can make the ore holding things(man i must have some serious short term memory right now cuz i cant remember the names of anything)have an infinite amount of ore(so technically an infinite amount of credits)


The ore node? You can change the amount to around 99999 but I'm not sure if you can pass it.
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#19 Jazzie Spurs

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Posted 12 April 2009 - 14:37

It's possible to create a Chrono Legionarie like in RA2?

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#20 R3ven

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Posted 12 April 2009 - 14:38

thanks for the answer zhen i cant think of some stuff right now cuz its really hectic over here because of easter day celebration.well with the chrono swap protocol i think it might be remotley possible but other than that i'm not sure how you would get it to work perfectly on one specific unit

Edited by huhnu, 12 April 2009 - 14:39.


#21 Sgt. Rho

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Posted 12 April 2009 - 14:53

View PostZhen, on 12 Apr 2009, 16:34, said:

View PostSgt. Rho, on 12 Apr 2009, 15:22, said:

The IFV works via upgrades.

Btw, the TiberiumField, TiberiumGrowthBehaviour and the TiberiumCrystal XSDs are in the RA3 XSDs.



So remaking the ore system is possible?



I'm working on it.

#22 R3ven

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Posted 12 April 2009 - 14:57

View PostSgt. Rho, on 12 Apr 2009, 10:53, said:

View PostZhen, on 12 Apr 2009, 16:34, said:

View PostSgt. Rho, on 12 Apr 2009, 15:22, said:

The IFV works via upgrades.

Btw, the TiberiumField, TiberiumGrowthBehaviour and the TiberiumCrystal XSDs are in the RA3 XSDs.



So remaking the ore system is possible?



I'm working on it.






are you going to release it if it works?if so i look forward to it

#23 Dauth

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Posted 12 April 2009 - 16:34

With regard to the Tib field problems, could you not just create a group of ore mines with low resources and make a field of them. You'd need to change the model and anims but that's part of modding.

#24 R3ven

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Posted 12 April 2009 - 17:01

i think it might be possible with some careful OCL'ing.like making it just spawn within a radius of a certian point(preferably an ore node or an ore drill but you would have to make a model for the drill and make it animated and get it in game) and make it a viable terrain type too.i'm not quite sure how but then again i was never very good at OCL'ing to begin with.


EDIT:
i just remembered that in Zero Hour there was a public code that Anus_Panda made that had a building "fire" a weapon that spawned crates around it.it was an invisible tank shell that made no sounds and could only fire so far and in random places.it was OCL'ed to create a special salvage crate. perhaps someone would know how to recreate this in RA3.later today i'll post all of the codes for this public code he made and perhaps we could tweak it to work for RA3 and spawn ore instead of crates.does anyone think that could work?

Edited by huhnu, 12 April 2009 - 17:05.


#25 Sgt. Rho

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Posted 12 April 2009 - 17:09

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What about just using Tiberium logic?



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