mrgreenno1 Posted December 13, 2013 Share Posted December 13, 2013 I wonder if there is a command wich makes Tanya attack automatically every unit wich is within range of her pistols... like all other units do. Link to comment Share on other sites More sharing options...
Allen262 Posted December 13, 2013 Share Posted December 13, 2013 She is hard coded to not guard mode since her gun kills so well. GuardRange= also dosn't work. Link to comment Share on other sites More sharing options...
Jacko Posted December 13, 2013 Share Posted December 13, 2013 yeah autofiring tanya would be really OP, like in RA2. Link to comment Share on other sites More sharing options...
Nyerguds Posted December 14, 2013 Share Posted December 14, 2013 Yep, C&C1 and RA1 did that for balancing reasons, and to turn Commando missions into a kind of third person shooter minigames. Link to comment Share on other sites More sharing options...
Jacko Posted December 14, 2013 Share Posted December 14, 2013 yeah. if only 3 guys didn't pop out of a SAM site every time I blew them up then maybe those commando missions would've been more fun XD Link to comment Share on other sites More sharing options...
Nyerguds Posted December 14, 2013 Share Posted December 14, 2013 yeah. if only 3 guys didn't pop out of a SAM site every time I blew them up then maybe those commando missions would've been more fun XD Hehe. At least they fixed that in RA1... Maybe I should look into that in C&C1. It should be possible to disable that in case of a bombing command. Mind you, even that is balancing, just so a single commando in multiplay wouldn't be able to lay an entire base in ashes. Link to comment Share on other sites More sharing options...
mrgreenno1 Posted December 16, 2013 Author Share Posted December 16, 2013 Mind you, even that is balancing, just so a single commando in multiplay wouldn't be able to lay an entire base in ashes. =))) Than would be nice. I tryed to play in OpenRa and Tanya is autoattacking only infantry. I really liked it =) Acctually in my mod of RA1 Commando(general Stavros from Aftermath single player) who is on the Soviet side instead of Tanya is autoattacking! So i thought that maybe it wold be possible to do same with Tanya, but since its hard coded... Link to comment Share on other sites More sharing options...
Nyerguds Posted December 16, 2013 Share Posted December 16, 2013 In OpenRA, you can be pretty sure that features like that aren't in there just because the devs couldn't be arsed to implement them Also, changing "hardcoded" things is what we do. Doesn't mean we'll change things like that; they're simply how the game was intended. Link to comment Share on other sites More sharing options...
mrgreenno1 Posted December 17, 2013 Author Share Posted December 17, 2013 Yes but modding is about to change things that "intended", no? =) Link to comment Share on other sites More sharing options...
Nyerguds Posted December 19, 2013 Share Posted December 19, 2013 Well, I guess for modding purposes, it's a valid request, yes. Could be made into a rules key or something. Link to comment Share on other sites More sharing options...
Matt Posted December 23, 2013 Share Posted December 23, 2013 Enter E7: -AutoTarget: in a map.yaml file under the Rules: section if you want the RA95 Tanya that does only manual attacks. Note that bots won't know how to work with her then. Link to comment Share on other sites More sharing options...
Nyerguds Posted December 23, 2013 Share Posted December 23, 2013 ...that's only in OpenRA though. It's always nice to at least specify that, Matt. Link to comment Share on other sites More sharing options...
Myg Posted December 24, 2013 Share Posted December 24, 2013 Yes but modding is about to change things that "intended", no? =) Modding is simply a concession that the designers don't want to put up with any more crap or complaining and are basically telling you to "do it yourself". ^ This is what is wrong with the entire gaming market. Link to comment Share on other sites More sharing options...
Tore Posted December 24, 2013 Share Posted December 24, 2013 Yes but modding is about to change things that "intended", no? =) Modding is simply a concession that the designers don't want to put up with any more crap or complaining and are basically telling you to "do it yourself". ^ This is what is wrong with the entire gaming market. Modding has always been like that even for C&C games. It wasn't Westwood who made XCC, FinalSun and all the similar tools, though EA did make the map editor for most SAGE engine games and a mod SDK for C&C3 and RA3. There are companies today that more or less embraces modding like Bohemia Interactive, Mojang, Eugen Systems, Valve + a bunch of indie developers. Link to comment Share on other sites More sharing options...
Matt Posted December 24, 2013 Share Posted December 24, 2013 Not sure if modding is something developers really intended players to do. I guess Westwood wanted to make balancing changes quick without having to recompile the whole code again. Link to comment Share on other sites More sharing options...
mrgreenno1 Posted December 25, 2013 Author Share Posted December 25, 2013 The only thing how any market works: make something that people will buy and dont give a damn about if they like it and any changes after start of the selling of that product will not happen because to change anything at this stage would be very costly... they can go bankrupt easely at this stage, this is the time when they need profit. Basicaly it is nobodys fault. Since some people can do some changes they do it and that is great =) IMHO Link to comment Share on other sites More sharing options...
Nyerguds Posted December 25, 2013 Share Posted December 25, 2013 Not sure if modding is something developers really intended players to do. I guess Westwood wanted to make balancing changes quick without having to recompile the whole code again. Indeed. All user-modding is reverse engineering anyway. The ini system made that easier, sure, but in the end it's just another developer tool extracted and used by the game users. On a related note, I remember reading that WW said they made Counterstrike after seeing the amazing things their players did with the rules.ini tweaking Link to comment Share on other sites More sharing options...
CPT. Willard Posted May 24, 2014 Share Posted May 24, 2014 Change the Weapon Statistics of Colt45 to Pistol and Pistol to Colt45 or any other weapon. Give Tanya pistol and civilians Colt45 Link to comment Share on other sites More sharing options...
Matt Posted May 24, 2014 Share Posted May 24, 2014 Actually what we did in OpenRA to make it less annoying is simply forbid Tanya to attack buildings and tanks with her pistols and let her use C4 on those only. I guess the C4 on tanks is OpenRA exlusive, but you may be able to set damage against heavy armor types to 0% to make her only target infantry in RA95. Link to comment Share on other sites More sharing options...
CPT. Willard Posted May 24, 2014 Share Posted May 24, 2014 Actually what we did in OpenRA to make it less annoying is simply forbid Tanya to attack buildings and tanks with her pistols and let her use C4 on those only. I guess the C4 on tanks is OpenRA exlusive, but you may be able to set damage against heavy armor types to 0% to make her only target infantry in RA95. Well OpenRA is another game but I made C4 as a weapon years ago. I modified [Democharge] had damage=750 range=0 speed=0 warhead=ap and a projectile like the C4 targeting marker. It war fun making it but a little to much as 10 Tanyas in a apc would ruin the whole map Link to comment Share on other sites More sharing options...
Karpet Posted July 14, 2014 Share Posted July 14, 2014 yeah. if only 3 guys didn't pop out of a SAM site every time I blew them up then maybe those commando missions would've been more fun XD Hehe. At least they fixed that in RA1... Maybe I should look into that in C&C1. It should be possible to disable that in case of a bombing command. Mind you, even that is balancing, just so a single commando in multiplay wouldn't be able to lay an entire base in ashes. Maybe instead of those 3 guys, change it to mostly one or rarely two? Link to comment Share on other sites More sharing options...
Nyerguds Posted July 15, 2014 Share Posted July 15, 2014 That might be harder to do, since it's related to the building. Adding stuff like that might cause the silo to also spawn those "one or rarely two" minigunners instead of the relatively harmless technicians. And LOADS of buildings have special spawn logics like that. Link to comment Share on other sites More sharing options...
Timburwolfe Posted August 13, 2014 Share Posted August 13, 2014 Mind you, even that is balancing, just so a single commando in multiplay wouldn't be able to lay an entire base in ashes.In multiplay, you should have plenty of defenses by the time a commando can be trained. If you neglect to properly defend your base it's only fair that a single commando can lay waste to it Link to comment Share on other sites More sharing options...
Nyerguds Posted August 13, 2014 Share Posted August 13, 2014 True, but I like to tech up to superweapons early sometimes just to see the opponent's reaction Works especially well if you got an APC in your starting units Link to comment Share on other sites More sharing options...
Iran Posted August 13, 2014 Share Posted August 13, 2014 Spend 5 minutes looking into this. To make Tanya auto-attack, the following instructions need to be patched: Original: 004EF22A 83F8 05 CMP EAX,5 004EF22D 75 32 JNZ SHORT ra95.004EF261 Patched: 004EF22A 90 NOP 004EF22B 90 NOP 004EF22C 90 NOP 004EF22D EB 32 JMP SHORT ra95.004EF261 Use a hex editor and at offset 0xEE62A change "0x83 0xf8 0x05 0x75" to "0x90 0x90 0x90 0xEB". Link to comment Share on other sites More sharing options...
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