

So what we know about this RNA engine atm
#26
Posted 12 April 2009 - 18:05
#28
Posted 12 April 2009 - 18:12
#29
Posted 12 April 2009 - 18:13
#30
Posted 12 April 2009 - 18:14
#31
Posted 12 April 2009 - 18:14
EDIT: ah ninja'd
can you command it to go through the other piles or can it just go through the one pile?
Edited by huhnu, 12 April 2009 - 18:26.
#32
Posted 12 April 2009 - 18:28
#33
Posted 12 April 2009 - 18:30
#35
Posted 12 April 2009 - 18:41
#36
Posted 13 April 2009 - 02:14
huhnu, on 11 Apr 2009, 21:30, said:
I know this is a bit of an old post, but I can REFUTE this claim.
I've been working on adding new factions for Paradox and while yes, I ran into a bunch of issues at first, I think I can shed a bit of light on the problem.
-If you make a faction with an ID tag that doesn't already exist, the game crashes on startup. I believe this is due to reference issues... but I can't be sure.
-If you make a faction with a Side= tag that doesn't already exist, the mod won't compile. A solution to this is to open up RA3 MOD SDK\Schemas\xsd\Includes\FactionType.xsd and add the tag in there. You'd think the game would hate it, but all it does is cause errors in the UI when playing (because there is no UI and no protocols for your faction programmed in). I hope to figure out how to fix these with more research.
So yes, the game can fail if you do certain things to the PlayerTemplate.xml file, but it isn't guaranteed.
Some limitations I've found include the apparent inability of units to project build radius. I may have done something wrong in the code but after transplanting the projected build radius code into the Tesla Trooper, the trooper still couldn't function as a mobile Sputnik. I'm pretty sure you can't make buildings move either. I suspect this stuff is due to the EditorSorting= value - units can't project build radius (or build? maybe?) and buildings can't move. If anyone can verify this it'd be great!
#37
Posted 13 April 2009 - 09:20
HeartBreak1, on 12 Apr 2009, 7:37, said:
Yeah I think it should be quite possible. Just adapt the freeze beam weapon to freeze up the units so they can't fire back like in RA2, then destroy them after a period of time. Although I don't know if you could have them erased at different speeds with regards to their size.
Wesforce said:
#38
Posted 13 April 2009 - 11:08
Kerensky287, on 13 Apr 2009, 3:14, said:
I never encounted this problem.
I just had a blank map list and locked out faction boxes.
And Dibalus (sp?) encounted the exact same thing.
A third person got the same thing by removeing a faction.
#39
Posted 13 April 2009 - 20:42
#40
Posted 13 April 2009 - 20:49
the ID tag is just a unique name.
FactionTag is where the valid entries for the 'side' tag are.
You can create a new faction just by copying an existing one and changeing the ID.
But you'll have to create a new game profile to fix the empty map list error.
#41
Posted 13 April 2009 - 21:13
#42
Posted 14 April 2009 - 02:41
Slye_Fox, on 13 Apr 2009, 16:49, said:
the ID tag is just a unique name.
FactionTag is where the valid entries for the 'side' tag are.
You can create a new faction just by copying an existing one and changeing the ID.
But you'll have to create a new game profile to fix the empty map list error.
...Huh.
So why is it that my game crashes every time I try that then? It was literally the first thing I did with factions, but it "encountered an error and must shut down" at the splash screen.
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