From the crew that previously brought you the acclaimed C&C Tiberian Dawn Redux mod for C&C Generals Zero Hour, we proudly bring you this sequel project, C&C Red Alert Redux! The mod features both Allied and Soviet factions from the original C&C Red Alert! Attack Dogs, Tesla Coils, Naval Warfare, Gap Generators, M.A.D. Tanks, and even Chronoshifting are all included in the mod! The nation subfactions and the story campaigns are still under development and will come at a later date.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Report RSS Gap Generator In-Game (view original)
Gap Generator In-Game
embed
share
view previous next
Share Image
Share on Facebook Post Email a friend
Embed Image
Post comment Comments
Woozle
Woozle - - 2,617 comments

So what you are saying is you can't stealth your base anymore?

Reply Good karma Bad karma+3 votes
sgtmyers88 Author
sgtmyers88 - - 2,830 comments

Yup. Game engine limitations. Fortunately the only major hurdle encountered so far in development.

Reply Good karma+3 votes
Woozle
Woozle - - 2,617 comments

I'm actually surprised this was more of a problem than getting naval to work

Reply Good karma Bad karma+2 votes
sgtmyers88 Author
sgtmyers88 - - 2,830 comments

Naval wont be perfect, AI will be the issue there as evidenced by the test release in TD Redux. It will need tweaking. Though outside of the Campaigns the AI wasn't so great with Naval in the original RA either.

Reply Good karma+3 votes
sgtmyers88 Author
sgtmyers88 - - 2,830 comments

This system was completely overhauled a while back and will simply stealth the Gap Generator and create in-game map shroud around it.

Reply Good karma+1 vote
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Description

As I was developing the Gap Generator to allow units to be stealthed in its vicinity, I had used the "STATUS" weapon type. I couldn't figure out why the Gap Generator would only sometimes work or wouldn't work when units were parked directly next to it. The ConYard build range system code also uses a "STATUS" weapon type. In the test map here I moved the Gap Generator away from the other structures it was placed next to and also disabled the ConYard build range weapon it emits and I am happy to announce it started working as intended. Apparently status weapon types conflict with each other if used simultaneously. I tried to do a FireOCL weapon instead reusing the GPS Scrambler from ZH but it keeps the units stealthed indefinitely even after they move away from it which would throw off the balance for the game as a player could simply have all of his units pass by it or have it built next to a War Factory/Barracks for unlimited stealth capability for everything.

SOLUTION: What I might have to do is leave a note in the build menu that the structure wont work near other structures and as the Gap Generator also allows construction of the mobile unit in RA, that might change due to these game engine limitations. The mobile unit might have to become a Generals style Dozer to build the structure at a distance. (see the indicator ring in the screenshot) This could be chalked up in canon as limitations due to it being new tech and nearby structures can cause interference with the effect similar to what happens with radar devices in real life.