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Nyerguds

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Everything posted by Nyerguds

  1. huh? Golden ratio? How does that work? O_o I just calculate it with simple trigonometry. arcsin(25/45) = 33.74898859588859 degrees So pretty much 33.75 degrees. I remember rounding it up to 34 because I tested with a bunch of other units (MCV, flat rocket launcher turret...) and getting higher values with those.
  2. This is the approximation I've used a few times... it's probably not perfect though:
  3. No, afaik that shouldn't make any difference...
  4. According to the Wikipedia article, the RPG Launcher is basically just the Russian version of the Bazooka.
  5. http://en.wikipedia.org/wiki/Rocket_propelled_grenade
  6. Sorry... not a clue what causes that. Though the game does tend to crash if too many reinforcements get stuck, and we've found out there are indeed internal limits in the amounts of objects the game can handle.
  7. RA1 really only HAS one internal settings rules file, you know. There is no AI.ini in RA1; it's all in rules.ini.
  8. Neat! A real automatic in C&C As for the basic riflemen, the M16A2 section of the M16 wikipedia page gives the answer to the question why they did it like that.
  9. umm... edit rules.ini?
  10. Myg, I just SAID it's that setting. I tested that stuff. As for the Mammoth Tank, that's not special behaviour either, but just how the game handles secondary weapons. The only thing special about the Mammoth that's not in its basic settings is the autohealing. Ehh? I don't know where you got that idea, but it's utterly wrong. The mammoth tank fires the missiles at any target it's not directly looking at, simply because the missiles can curve towards their target, and thus can be fired before the tank is fully facing its opponent. It does this just as much to infantry as to units or buildings.
  11. That is in no way a correct English sentence, since it contains no verb anywhere, so I have no idea what you mean, but, sure
  12. Ah nice. Can't check that stuff from work; no SHP tools here.
  13. What? Check the unit stats I just posted. It's the "HasTurret=Yes" option.
  14. No, I actually thought "Whatever he found, I've probably already seen it somewhere anyway" Also, "no one" is two words, not one :mad:
  15. I already had a chat with him, so I looked too late. Also: I fricking knew it
  16. Hospital has a buildup, yes. In fact, I had to specifically disable it in C&C95 because having a buildup made the building sellable, while it shouldn't be.
  17. ooh, that's a beautiful SHP. Could you make a version with separate turret too?
  18. Ah, nevermind. RA uses the Duplicate method for stretching its map animations, meaning it doesn't use any stretch tables for them. For the record though... you seem to be confusing palettes with stretch tables. None of the WSAs C&C95 uses have an external palette. Read the readme of the tool for more info on that.
  19. It's a unit setting. The SSM has it enabled too. [MSAM] Unknown1=4 Unknown2=0 TurnSpeed=5 Speed=18 MovementType=1 Armor=2 SecondaryWeapon=None PrimaryWeapon=MLRSMissile Owner=Goodguy,Badguy,Special,Multi1,Multi2,Multi3,Multi4,Multi5,Multi6 Unknown10=72 Unknown11=80 BuildLevel=11 Cost=800 Sight=4 HitPoints=100 Ammo=-1 CycleGraphics=No Cloaked=No CantTurn=No IsLarge=Yes Unknown21=1 NoTurretLock=Yes AttackAnimation=No AutoRotatingTurret=No IsCrewed=Yes Buildable=Yes Unknown27=1 FiresTwice=Yes HasTurret=Yes Invulnerable=No Unknown31=0 Unknown32=1 Unknown33=1 Unknown34=0 Harvests=No Crusher=No Crushable=No IsTransport=No ShownName=No IsDinosaur=No Unknown41=1 Unknown42=1 Prerequisites=EYE TechLevel=7 NameID=92 DeathAnimation=ART-EXP1
  20. It's really just trial and error, finding a method of animation and going for it. There's no tutorials for making stuff like that, you just animate it in a way that looks natural.
  21. If you adjust the palette you need to remake the stretch tables too, though.
  22. It keeps spambots out. We've had real problems with those.
  23. I know the radar logo transition animation runs at full refresh speed... nothing can be done about it, either X_x
  24. Wow. That's a real internal limit, then. Next time I get in a hacking mood, I'll see if I can somehow crank that up ingame
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