Forum Discussion
In C&C1, "Locomotion type" is just one of the options of units, but in RA, with boats simply split off to their own type, this is no longer in there.
In addition; the C&C1 SPEED_HOVER type has been completely replaced by SPEED_FLOAT for boats, in Red Alert, so there is no amphibious type in it at all.
So I'm afraid that might be a lot more work than you bargained for, especially with the difference in cell sizes for water based units. (Nevermind, that's in Warcraft II, not RA)
So it would be impossible to give the unit a Locomotion Type that had Amphibious capability without coding in the Locomotor from scratch.
While I know that it's impossible to give a single unit two Locomotion Types, could an IF Statement be included to provide one of two different Locomotors depending on what Ground Type it's moving on.
If that wasn't possible maybe changing the passage types (adding a new type). Currently in the base game there are:
-Foot
-Track
-Wheel
-Float
Would it be possible to add an additional 'Amphibious' Movement Type, if so, how would I begin about doing that? (where should I start).
If that wasn't possible, would forcing every single vehicle to use Tracked Movement, and then giving Wheeled Movement to anything I want o be Amphibious, then changing Water Passage so Wheeled units can move on it. Would that work properly as a work-around?
- 6 years ago
@GENERALZOOL
I was going to say, you're mad, but you might actually have a method of pulling it off. LUNATIC!
Moving around using Wheeled movement as the Amphibious Movement would be a lot easier to code in though, all be it long-winded. Since you'd need to change every Wheeled Unit, and every Water and Shore piece most likely.
Though I will say: "You're insane" - Quoting Lizbeth SAOEdit: Also, wouldn't that actually speed up all Wheeled Vehicles, since if you change them to use Tracked movement, they will move as good as a Tracked unit. Since Tracked Units don't have the same penitently as Wheeled Units on Shorelines and on Ore.
- Nyerguds6 years agoHero+
@GENERALZOOL wrote:
If that wasn't possible, would forcing every single vehicle to use Tracked Movement, and then giving Wheeled Movement to anything I want o be Amphibious, then changing Water Passage so Wheeled units can move on it. Would that work properly as a work-around?That... actually sounds plausible. In fact that should be possible just by messing with the terrain type passability types in rules.ini (the "Land Characteristics" section), without requiring coding.
And I'm guessing the "Tracked=yes" line in the unit options in rules.ini may make the difference in locomotor between the two, meaning you may be able to manage all of it through the rules.
Maybe an easy way out there is indeed to just add in a clone of Wheeled or Tracked, make an "Amphibious=yes" option for units that does the same as Tracked but switches the unit to your new type, and add a new key for the terrain type passability which you can then add to all the Land Characteristics sections to tweak it to your wishes and make water and land passable for it.
- 6 years ago@Nyerguds
OK, so I've got some of my MOD done, but the game isn't reading the Cameo Files, what have I likely missed?
Sounds silly, but I've missed something somewhere. - Nyerguds6 years agoHero+
@GENERALZOOL wrote:
@Nyerguds
OK, so I've got some of my MOD done, but the game isn't reading the Cameo Files, what have I likely missed?
Sounds silly, but I've missed something somewhere.Honestly no idea... never messed with that myself. It's something in these xml files but that's all I know. But there should be mods out there that add cameos, no? Just look into those.