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  #11  
Alt 05-10-2003, 21:41
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Doch, Carryall geht:

Hier ein Tutorial von Deezire:

Zitat:
You can make a 'carryall' unit just like the one in Tiberian Sun in Red Alert 2 as well. This is used for the Antonov plane in Red Alert 2 DeeZire and was originally going to be used for the Hind in Red Alert 2.

Simply give the unit Carryall=yes and you have it. For correct use, make sure the unit does not have AirportBound=yes, and give it Landable=yes too. There are some drawbacks however;-

(i) that tag is a special case applying to the Fly Locomotor= CLSID which allows it to 'piggyback' one locomotor onto another. Therefore, your unit must have the Fly Locomotor=.

(ii) because of the movement rules for such a unit, it only works if you add the tag to an AircraftType. This is why the Hind does not use this function in Red Alert 2 - the Hind is actually a VehicleType with the Jump Jet Locomotor=.

(iii) the unit will be able to carry any object which, for whatever reason, gets classed as a VehicleType. This leads to the side effect that naval units can be picked up but not dropped - the naval logic was not in Tiberian Sun, and since the Carryall logic is residual, there is no way around this. The NonVehicle=yes tag worked to prevent this on units in Firestorm, and although that tag is valid in Red Alert 2 it does not seem to act in the same way.

You also need to do some advanced tweaking to get this to work fully, although these stages are purely for visual effect.

First, the Carryall is a unit which can perform the unique Action of 'Tote' (piggyback one locomotor onto another). The cursor for this does not exist in Red Alert 2, so you get the default 'Stop' cursor instead. You can change this with the following steps;-

(i) extract MOUSE.SHP from the game (MOUSE.SHA in Yuri's Revenge)

(ii) convert it to PCX format using the MOUSEPAL.PAL palette

(iii) change frame #384 to whatever you want the 'Tote' cursor to be, although you cannot have an animated one (it must be one frame or image)

(iv) convert the PCX image sequence back into a SHP (or SHA) but make sure that you do not use SHP compression. The mouse cursor is drawn in the uppermost 'layer' on screen since it must always be available - if you compress images in this layer, you will get bad corruption of the cursor.

Note that if you have also followed the Medics And Mechanics tutorial, the Carryall's 'Tote' will share the same cursor as the medic's 'Heal' - choose a cursor which looks equally fitting for both functions. If you are not using the medic, simply change frame #384 so it's the one you want.

Second, Carryall=yes also instantiates a hardcoded call for the [CARYLAND] entry from the ART file. This is used as a visual effect for when the unit lands on the ground or picks up another unit. If you look at that animation entry in the ART file, you will see that it calls PODRING.SHP, however that image is drawn in the wrong color palette. You will need to view that image in the Tiberian Sun ANIM.PAL, extract it as PCX, then convert it back to SHP using the Red Alert 2 ANIM.PAL before putting it into your mod.

Like all AircraftTypes, you can also use AuxSound1= and AuxSound2= on the unit for the 'take off' and 'landing' sounds respectively.
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