ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Implementing Stealth Generators: Difference between revisions

From ModEnc
Jump to navigation Jump to search
Juances19 (talk | contribs)
No edit summary
Nighthawk200 (talk | contribs)
Added some... well... grammar and stuff.
Line 1: Line 1:
This creates a stealth generators like in Tiberian Sun/Firestorm
This creates a mobile stealth generator like in {{fs}}. This simply involves creating a vehicle, a structure, and adding some key tags.


__NOTOC__
<pre>[Vehicle]
DeploysInto=XXXX (whatever your deploying building is called)</pre>


The previous tutorial was copy and paste with a '''lot''' of unnecessary tags.
<pre>[Building]
CloakGenerator=yes
CloakRadiusInCells=<integer></pre>


All you need is the following for a mobile stealth generator
{{TTL|CloakGenerator|yes}} will indicate to the game that this structure should cloak anything within its {{TTL|CloakRadiusInCells}}, which should be a whole number value.


[Vehicle]
CloakGenerators can cause '''major''' lag in RA2/YR. This is due to RA2's increased graphics size, and also the presence of {{TTL|DoubleThick|yes}} on many art entries.


DeploysInto=XXXX (whatever your deploying building is called)
To reduce this lag, you should keep {{TTL|CloakRadiusInCells}} to a low value, as well as removing the {{TTL|DoubleThick|yes}} entry on art entries.


[Building]
{{TTL|CloakRadiusInCells|0}} has no effect.


{{TTL|CloakGenerator}}=yes ; I am a cloak generator, I cloaking surrounding and myself
The same deploying logic for a mobile stealth generator can be applied to a mobile gap generator, use [GAGAP] as reference.
 
{{TTL|CloakRadiusInCells}}= ; insert a number here
 
 
CloakGenerators can cause '''major''' lag in RA2/YR. This is due to RA2 being 25% bigger and also having DoubleThick=yes
 
 
Keeping the CloakRadiusInCells to something low e.g. 5 aswell as removing DoubleThick=yes can help in removing such issues.
 
 
Note that CloakRadiusInCells=0 doesn't not work and if set to 1 any object except hover, overlay next to the stealth generator will be cloaked.
 
 
The same logic for a mobile stealth generator can be applied to a mobile gap generator, use [GAGAP] as reference.


[[category:RA2/YR Tutorials]]
[[category:RA2/YR Tutorials]]

Revision as of 18:19, 2 July 2009

This creates a mobile stealth generator like in Firestorm. This simply involves creating a vehicle, a structure, and adding some key tags.

[Vehicle]
DeploysInto=XXXX (whatever your deploying building is called)
[Building]
CloakGenerator=yes
CloakRadiusInCells=<integer>

Template:TTL will indicate to the game that this structure should cloak anything within its Template:TTL, which should be a whole number value.

CloakGenerators can cause major lag in RA2/YR. This is due to RA2's increased graphics size, and also the presence of Template:TTL on many art entries.

To reduce this lag, you should keep Template:TTL to a low value, as well as removing the Template:TTL entry on art entries.

Template:TTL has no effect.

The same deploying logic for a mobile stealth generator can be applied to a mobile gap generator, use [GAGAP] as reference.