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What's wrong with these buildings in Fa2?
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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Thu Oct 17, 2019 10:51 pm    Post subject:  What's wrong with these buildings in Fa2? Reply with quote  Mark this post and the followings unread

Looking into single player maps is opening my eye to all kinds of things I know nothing about when it comes to Ra2...  Laughing

Anyways,

Why are there transparent buildings? And why can't I do anything with them? And how do I do something with them? I do not see them listed in the [structure] list...

Also,

Why do some of the buildings have a dotted base around the buildings.

What is is this crazy shenanigans...



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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Thu Oct 17, 2019 10:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

These are base nodes, which control what and where the AI will build as long as it's not using the Skirmish base building mode, which it doesn't by default.

You place a building normally and then you use one of the 'Base nodes' options: by clicking on the building you can leave it there and create a node for it (which means AI will keep rebuilding that building if it has a ConYard), delete the building and create a node for it (which means it'll build it as soon as its order in the queue comes) or just delete the node you created previously.

Those dots on the building outline just show that there is both a building and a base node present at that location.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Sun Oct 20, 2019 9:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

It is faster to add all the buildings and then manually add the nodes editing the map, copying and editing the appropriate lines, once you understand how it works. It is also something that will let you proof the map before commiting them, since you have to rejig the nodes if you ever move the buildings on the map.

Also remember you can add nodes that don't line up with the original buildings, or tell the AI player to add more buildings to what's on the map once production starts.

In lieu of nodes, you can flip the AI to build normally like a skirmish game via trigger too, handy if you have a half constructed base to speed them up.

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Mon Oct 21, 2019 10:33 am    Post subject: Reply with quote  Mark this post and the followings unread

G-E wrote:
In lieu of nodes, you can flip the AI to build normally like a skirmish game via trigger too, handy if you have a half constructed base to speed them up.

You mean completly like skirmish / multiplayer games? If so does it work for Tiberian Sun too? If it does this thread needs help with it: https://ppmforums.com/viewtopic.php?t=47086

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Oct 21, 2019 12:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

You mean you've been modding RA2 for 16 years and never knew about base nodes? Smile

Also nodes are listed under the house/country section they belong to.

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djohe
Cyborg Informer


Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Mon Oct 21, 2019 9:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nah I meant skirmish/MP like building of bases (randomness)(without nodes)

EDIT: Ohh wait was a that a reply to MadHQ

Last edited by djohe on Mon Oct 21, 2019 11:02 pm; edited 1 time in total

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MadHQ
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Joined: 07 Nov 2003

PostPosted: Mon Oct 21, 2019 10:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
You mean you've been modding RA2 for 16 years and never knew about base nodes? Smile

Also nodes are listed under the house/country section they belong to.


Mission maps are some thing I have never gotten around to figuring out... Truthful, there is probably quite a bit that I do not know about modding Ra2/YR Embarassed

And I have not been modding this game for 16 years. I didn't really start tell maybe 2005, and there was a quite a few years gap were I didn't touch this game. Plus I am not really sure I consider what I do these days as "modding" this game...

I just fake it till I make it.  Razz

It was GE that re-ignited my interest in playing with mission maps. Blame him if people are getting annoyed with n00b questions.

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Tue Oct 22, 2019 2:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

I was curious just like MadHQ, and finally we know how these transparent and semi-outlined buildings work, sure this will help me more on making custom missions :p

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sat Oct 26, 2019 11:04 am    Post subject: Reply with quote  Mark this post and the followings unread

MadHQ wrote:
Blame him if people are getting annoyed with n00b questions.


Nah, I just found it funny that's all Razz There's quite a lot of stuff that FinalSun/Alert doesn't tell you about, like the D key...

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MadHQ
Commander


Joined: 07 Nov 2003

PostPosted: Sat Oct 26, 2019 12:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:
MadHQ wrote:
Blame him if people are getting annoyed with n00b questions.


Nah, I just found it funny that's all Razz There's quite a lot of stuff that FinalSun/Alert doesn't tell you about, like the D key...


What is the D key?

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Oct 27, 2019 11:27 am    Post subject: Reply with quote  Mark this post and the followings unread

MadHQ wrote:
Crimsonum wrote:
MadHQ wrote:
Blame him if people are getting annoyed with n00b questions.

Nah, I just found it funny that's all Razz There's quite a lot of stuff that FinalSun/Alert doesn't tell you about, like the D key...

What is the D key?

It takes all tiles and forces them to height 0.
I believe the shortcut may have actually been ctrl+D, but I'm not sure.

Any ways, D is good to see behind cliff-backs easily without having to resort to the "hide tile(sets)" functions. Saves quite some time.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Mon Oct 28, 2019 4:30 am    Post subject: Reply with quote  Mark this post and the followings unread

TAK02 wrote:
MadHQ wrote:
Crimsonum wrote:
MadHQ wrote:
Blame him if people are getting annoyed with n00b questions.

Nah, I just found it funny that's all Razz There's quite a lot of stuff that FinalSun/Alert doesn't tell you about, like the D key...

What is the D key?

It takes all tiles and forces them to height 0.
I believe the shortcut may have actually been ctrl+D, but I'm not sure.

Any ways, D is good to see behind cliff-backs easily without having to resort to the "hide tile(sets)" functions. Saves quite some time.


Can make stuff hard to click still. just my experience.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Oct 28, 2019 12:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

MRMIdAS wrote:
TAK02 wrote:
MadHQ wrote:
Crimsonum wrote:
MadHQ wrote:
Blame him if people are getting annoyed with n00b questions.

Nah, I just found it funny that's all Razz There's quite a lot of stuff that FinalSun/Alert doesn't tell you about, like the D key...

What is the D key?

It takes all tiles and forces them to height 0.
I believe the shortcut may have actually been ctrl+D, but I'm not sure.

Any ways, D is good to see behind cliff-backs easily without having to resort to the "hide tile(sets)" functions. Saves quite some time.


Can make stuff hard to click still. just my experience.

Personally, I find it's the other way around.

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