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Nyerguds

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Everything posted by Nyerguds

  1. AGTs and obelisks can also be made nigh-invulnerable by putting a concrete wall under their upper cell
  2. Nyerguds

    Tab Button

    Then, are you sure the issue is tab specifically, or can XSplit just not access the keyboard inside RA2 at all?
  3. Nyerguds

    Tab Button

    Huh. Does tab actually have a function in RA2?
  4. As I said, it's not rules stuff. It's a map trigger.
  5. Looks like that image host doesn't allow hotlinking. Just attach the images on the forum.
  6. what, all 60.000 bytes of it? Seems like a really long title to me :roll:
  7. So switch to the google dns? 8.8.8.8 or 8.8.4.4 https://developers.google.com/speed/public-dns/docs/using
  8. Balance changes are always a source of endless dispute and bickering. No one is ever quite sure what should be changed or tweaked and how...
  9. Look, before I fixed that mess, the ACC was capturable in multiplay but the Temple wasn't. I'm sure everyone agrees that that was hardly fair X_x A change? This bug is as old as the game. It targets the center of the building, and fails to bomb that because when they get there they're not on an actual occupied cell, since the 'hovering' part of the building on the top cell counts too. The same bug happens when trying to bomb a church from the top.
  10. Did you check if it was overwritten, as I remarked?
  11. Well the exception I was talking about was the bombing cursor anyway The guard exception is probably done exactly the same as the helicopters thing in that one Nod mission where you have to capture the helipad. Basically, normally, the "guard" function simply immediately calls the "Area Guard" function if it detects the helicopter is AI-owned. Except, it also does a check on side and mission number (Well, it did; I made that a more generally-usable mission option now), to keep the "guard" logic instead for that mission. For the Commando, I imagine they just built an exception into the infantry "guard" and "Area guard" functions that check if the unit is a player-owned commando, and if so, simply call the function of the "Stop" command instead, or something like that. Actually, I'm not sure if there's any specific command in the game that can be put on a unit so it doesn't attack unless it's attacked first. "Sticky" is kind of like that, but strangely, units on "Sticky" only react after the second time you shoot at them. I never really experimented with "Stop" though; it's only used for unarmed units normally.
  12. Oh, true, they kinda disabled that too But yeah, this is the same thing that originally prevented players from capturing the advanced comm center in single play despite the building technically being capturable; the mouse cursor function simply doesn't allow you to give that command with that unit. In the Commando's case, it's probably to prevent them from being used in groups as infantry artillery.
  13. More like, the only functional part of CnCWorld is the backup of the WW site I meticulously reconstructed from archive.org :heady:
  14. Does it do palette scrolling yet?
  15. Look for them inside the map file. It's a text file. Open it in notepad. The map overrides the rules.ini values ; that's the whole point.
  16. That's all mouse cursor magic. The only reason why commandos bomb buildings is because you can't give it the "attack" command with your mouse, only the bombing one. If you use the G function it'll most likely attack defense buildings though.
  17. I realized and edited that out before you even made your post Anyway, yea, there's a ton of stuff in there with no verifiable sources, and the article is marked for serious cleanup already...
  18. Does anybody ever know where their information comes from? That wiki is notorious for not referencing its sources :boring:
  19. Type "tactical" when ingame. Then scroll around a bit or open and close the main menu to get rid of the unrefreshed black area
  20. Did you actually patch RA with the community patch before installing the cncnet package? Otherwise the game's exe might simply still be on v2.00. You can see the version number on the main menu.
  21. It's a known issue. Approach from below. The problem is that it targets the cell from which the building fires, which isn't actually bombable.
  22. Hmm, I see. All of these resolutions should be the same ratio as 1920x1080... What about that "disable display scaling" option in the compatibility options? Would that make a difference?
  23. Ahh. I see. So it's related to the autocreate setting on the team.
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