GloriousEruption Posted July 28, 2013 Share Posted July 28, 2013 Would anyone happen to know how to remove the MGG's ability to generate shroud? Link to comment Share on other sites More sharing options...
Iran Posted July 28, 2013 Share Posted July 28, 2013 Make me a test mission where the enemy player has MGG and where I can easily check if MGG's are reshrouding stuff or not. Link to comment Share on other sites More sharing options...
GloriousEruption Posted July 28, 2013 Author Share Posted July 28, 2013 Here. http://www.qfpost.com/file/d?g=PTTsy2job Unzip the contents of the compressed folder into your RA directory. I've replaced the first Allied mission. The Mobile Gap Generator is positioned near the center of the Soviet base. And you're in for a surprise if you rescue Einstein. Link to comment Share on other sites More sharing options...
Allen262 Posted July 29, 2013 Share Posted July 29, 2013 Shroud regrow is only seen in skimish/mulitplayer (Also done in 2 ConterStrike indoor maps via trigger.) The shroud regrow logic is ShroudRate= in the rules.ini. When set to 0 no shroud will grow at all. Link to comment Share on other sites More sharing options...
GloriousEruption Posted July 29, 2013 Author Share Posted July 29, 2013 Actually, the 'rules' was the first thing I checked. The data is supposedly stored in two specific variables. I changed them both to zero. No bananas. My suspicion is these values are hardcoded. By the way, would either of you happen to have Iran's hacked RA.EXE that supports your latest desert thearter? The download link is dead. Link to comment Share on other sites More sharing options...
Jacko Posted July 29, 2013 Share Posted July 29, 2013 that setting is for gap generators not mobile gap generators. Link to comment Share on other sites More sharing options...
GloriousEruption Posted July 29, 2013 Author Share Posted July 29, 2013 Hmmm. I just assumed it would work for both. . . Changing the 'ShroudRate' to 0 doesn't work either. Does this mean there are no controls in the .ini that regulate the MGG's shroud ability? Link to comment Share on other sites More sharing options...
Allen262 Posted July 29, 2013 Share Posted July 29, 2013 GapRadius= is the radius of the fixed Gap Generator in cells. NOTE:This is also used by Reveal Around Waypoint # triggers for mission. Max is 12 if I recall right. GapRegenInterval= is how fast the gap generator recovers the area around it as listed in GapRadius=. Link to comment Share on other sites More sharing options...
GloriousEruption Posted July 29, 2013 Author Share Posted July 29, 2013 This is why I think the MGG is hardcoded. It doesn't have any ini controls, as far as I can see. Link to comment Share on other sites More sharing options...
Nyerguds Posted July 29, 2013 Share Posted July 29, 2013 NOTE:This is also used by Reveal Around Waypoint # triggers for mission. ...wow. They recycled that for the reveal trigger just because it's also a radius around a point? That is so fricking dumb. Link to comment Share on other sites More sharing options...
Allen262 Posted July 29, 2013 Share Posted July 29, 2013 Yes dumb but done. ROB found this out too as he turned the Gap Gen into a Tib Tree and couldn't find out why Reveal Around Waypoint # quit woking. Link to comment Share on other sites More sharing options...
GloriousEruption Posted July 29, 2013 Author Share Posted July 29, 2013 I mashed together a truck that hauls a Flame Tank. Basically, I dumped the FTNK on the bed of the MGG. In a mission I'm working on, the player is supposed to intercept and destroy a convoy of these things. Problem is, in spite of their new purpose in life, they still do as nature intended. This is what the convoy looked like rolling down a dirt road. I promptly decided the MGG was not the vehicle for me. Next I decided to use the APC as the dummy for my convoy truck. I later found out replacing a smaller shp with a larger one causes tiny little imperfections and artifacts to appear in-game. Pretty annoying. So, new plan! Would anyone know how to completely remove shroud from the game? So far I've recolored all the 'shadow.shp' frames. Too bad it's only for the shroud edges. Any ideas? Link to comment Share on other sites More sharing options...
Allen262 Posted July 29, 2013 Share Posted July 29, 2013 The artifacts that are behind the truck happen because the truck you made is larger than the stock truck. Link to comment Share on other sites More sharing options...
Nyerguds Posted July 30, 2013 Share Posted July 30, 2013 Yep. C&C has a unit option to prevent that by treating it as a "big unit", but I think that without Arda, that option is hardcoded in RA1. Link to comment Share on other sites More sharing options...
AchromicWhite Posted August 5, 2013 Share Posted August 5, 2013 Sorry man, I had many of the same problems when making my mod, you just have to juggle the units until they fit close to the stock RA/AM ones. Yeah, I think arda has fixes though... I do love arda, but now it seems to have less and less tech support. I do hope AlexB finishes it. And yeah, I've had to leave the mobile GAP out of my mod also. It causes all sorts of unwanted problems. Link to comment Share on other sites More sharing options...
Iran Posted August 29, 2013 Share Posted August 29, 2013 NOTE:This is also used by Reveal Around Waypoint # triggers for mission. ...wow. They recycled that for the reveal trigger just because it's also a radius around a point? That is so fricking dumb. That setting is also used by other code, stuff that requires a decent radius mostly. Link to comment Share on other sites More sharing options...
Iran Posted August 29, 2013 Share Posted August 29, 2013 I know now how to enable/disable shroud generator logic on every vehicle unit in the game. Sorry I kinda forgot about this topic since I replied almost a month ago. Link to comment Share on other sites More sharing options...
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