ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Difference between revisions of "Implementing Stealth Generators"

From ModEnc
Jump to: navigation, search
(rw)
m (Replacing Template:TTL with Template:F.)
 
(7 intermediate revisions by 4 users not shown)
Line 1: Line 1:
This creates a Mobile stealth Generator like the one in Firestorm.
+
This creates a mobile stealth generator like in {{fs}}. This simply involves creating a vehicle, a structure, and adding some key tags.
  
__NOTOC__
+
<pre>[Vehicle]
 +
DeploysInto=XXXX (whatever your deploying building is called)</pre>
  
=The code=
+
<pre>[Building]
 +
CloakGenerator=yes
 +
CloakRadiusInCells=<integer></pre>
  
The user must append the vehicle and building lists, along with (optionally), the string tables.
+
{{f|CloakGenerator|yes|link}} will indicate to the game that this structure should cloak anything within its {{f|CloakRadiusInCells|link}}, which should be a whole number value.
  
==Building==
+
CloakGenerators can cause '''major''' lag in RA2/YR. This is due to RA2's increased graphics size, and also the presence of {{f|DoubleThick|yes|link}} on many art entries.
  
<pre>[MOGAPB]
+
To reduce this lag, you should keep {{f|CloakRadiusInCells|link}} to a low value, as well as removing the {{f|DoubleThick|yes|link}} entry on art entries.
UIName=Name:MOGAPB
 
Name=Mobile Gap Generator
 
Image=GAGAP
 
BuildCat=Combat
 
Prerequisite=GAGAP,GACNST
 
CloakGenerator=yes
 
Cloakable=yes
 
CloakRadiusInCells=10
 
Strength=1000
 
Armor=steel
 
TechLevel=-1
 
Adjacent=5
 
HasRadialIndicator=yes
 
UndeploysInto=MOGAPV
 
Sight=10
 
Owner=British,Americans,Germans,French,Alliance,Russians,Confederates,Africans,Arabs,YuriCountry
 
AIBasePlanningSide=0
 
Cost=2500
 
Soylent=2500
 
Points=250
 
Power=-50
 
Powered=yes
 
Capturable=no
 
Crewed=no
 
ThreatPosed=10
 
AIBuildThis=no
 
BaseNormal=yes
 
Bombable=no
 
BuildLimit=-5
 
ClickRepairable=no
 
ImmuneToPsionics=yes
 
IsBaseDefense=yes
 
IsSimpleDeployer=no
 
RadarInvisible=yes
 
Repairable=yes
 
SensorArray=yes
 
Warpable=no</pre>
 
<br />
 
  
==Vehicle==
+
{{f|CloakRadiusInCells|0|link}} has no effect.
  
<pre>[MOGAPV]
+
The same deploying logic for a mobile stealth generator can be applied to a mobile gap generator, use [GAGAP] as reference.
UIName=Name:MOGAPV
 
Name=Mobile Gap Generator
 
Image=SREF
 
Prerequisite=GAGAP,FACTORY
 
Strength=1000
 
Category=Support
 
Armor=heavy
 
Crusher=yes
 
TechLevel=10
 
DeploysInto=MOGAPB
 
Sight=10
 
Speed=5
 
Owner=Americans,Alliance,Germans,French,British
 
Cost=2500
 
Soylent=2500
 
Points=250
 
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
 
MovementZone=Crusher
 
OmniCrushResistant=yes
 
AllowedToStartInMultiplayer=no
 
Bombable=no
 
BuildLimit=-5
 
ImmuneToPsionics=yes
 
Parasiteable=no
 
RadarInvisible=yes
 
SelfHealing=yes
 
Size=4
 
StupidHunt=yes
 
Trainable=no
 
Warpable=no
 
Weight=3</pre>
 
  
 
[[category:RA2/YR Tutorials]]
 
[[category:RA2/YR Tutorials]]

Latest revision as of 10:08, 27 November 2009

This creates a mobile stealth generator like in Firestorm. This simply involves creating a vehicle, a structure, and adding some key tags.

[Vehicle]
DeploysInto=XXXX (whatever your deploying building is called)
[Building]
CloakGenerator=yes
CloakRadiusInCells=<integer>

CloakGenerator=yes will indicate to the game that this structure should cloak anything within its CloakRadiusInCells, which should be a whole number value.

CloakGenerators can cause major lag in RA2/YR. This is due to RA2's increased graphics size, and also the presence of DoubleThick=yes on many art entries.

To reduce this lag, you should keep CloakRadiusInCells to a low value, as well as removing the DoubleThick=yes entry on art entries.

CloakRadiusInCells=0 has no effect.

The same deploying logic for a mobile stealth generator can be applied to a mobile gap generator, use [GAGAP] as reference.