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Yuri Gates [YR]
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Vinifera7
Cyborg Soldier


Joined: 26 Sep 2006
Location: MI, USA

PostPosted: Mon May 19, 2008 9:52 pm    Post subject:  Yuri Gates [YR] Reply with quote  Mark this post and the followings unread

I'm releasing this as a public asset from my very old mod that was never finished. Feel free to use these in your mod as they are, or modified. Just remember to give credit to Vinifera7 and tmapm.



Normal and damaged frames are included, as well as a cameo for each facing. Art and Rules entries to use for a basis are also included in a TXT file.



yuri_gate.rar
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 Filename:  yuri_gate.rar
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Rattuskid
Sergeant


Joined: 01 Sep 2003
Location: Jersey,new

PostPosted: Mon May 19, 2008 10:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

easily the most appealing of the three gates you released, looks great and I'm sure it will work great. Thanks for releasing it.

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Tue May 20, 2008 2:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Superb. This is the most usefull thing you've posted. Thank you.

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Vinifera7
Cyborg Soldier


Joined: 26 Sep 2006
Location: MI, USA

PostPosted: Tue May 20, 2008 5:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Gosho wrote:
This is the most usefull thing you've posted.


Ouch Confused

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Street
Combat Engineer


Joined: 13 Sep 2007

PostPosted: Tue May 20, 2008 5:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why is the open/closing animation involve the base of the gate disappearing.... would it not make sense for the lasers to just turn off and thats it.

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tmapm
Civilian


Joined: 20 May 2008

PostPosted: Tue May 20, 2008 6:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

The problem is the gate logic isn't fully supported. The units go underneath the gate instead of over it. Thus, with each gate I had to make sure there was nothing in the middle for the units to pass under.

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Biohazard
Commander


Joined: 17 Jan 2008
Location: MD,USA

PostPosted: Tue May 20, 2008 6:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

this is the best of the 3 gates. reminds me of the laser fence post from TS.

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Tue May 20, 2008 7:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

I didn't ment it as criticism. This particulalr asset is the most usefull of all the things you've posted this fits RA2 the most. Also, it looks great.

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Wed May 21, 2008 11:13 am    Post subject: Reply with quote  Mark this post and the followings unread

that's a fansy fence allright!

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Hello There
Grenadier


Joined: 30 May 2008

PostPosted: Sun Jun 01, 2008 10:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Hello. This gates are very good and very creative and probably Yuri Gate is the best of all gates. Shouldn't this be spotlighted?

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AltomareXD
General


Joined: 22 May 2008

PostPosted: Tue Jun 10, 2008 7:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

is there any chance the lasers could be remapable?

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Tue Jun 10, 2008 8:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

And how does those lasers work seperate from wall's?Or just on Allied walls?

But idea is good,only need's some work.

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Denmon
General


Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Tue Jun 10, 2008 8:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

You think too much...

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Tue Jun 10, 2008 8:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Denmon0728 wrote:
You think too much...


I'm glad I do,I do recommend doing that to you sometimes. #Wink2 Confused

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Denmon
General


Joined: 12 Jun 2004
Location: /S/weden

PostPosted: Tue Jun 10, 2008 8:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

VEFbl4 wrote:
Denmon0728 wrote:
You think too much...


I'm glad I do,I do recommend doing that to you sometimes. #Wink2 Confused


good to see that your sense of humor didn't taken any damage from that... Confused

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devil614
Medic


Joined: 06 Sep 2012

PostPosted: Thu Sep 13, 2012 6:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

tmapm wrote:
The problem is the gate logic isn't fully supported. The units go underneath the gate instead of over it. Thus, with each gate I had to make sure there was nothing in the middle for the units to pass under.


Ever heard of ZAdjust= and Layer=?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Sep 13, 2012 6:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ever looked at topic dates?

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Thu Sep 13, 2012 6:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

And that comment is pretty much worthless as well. You can't really fix the gate overlap problem properly by using ZAdjust or Layer or whatever. Because SpecialZOverlay is broken, the only really viable way to fix it is the one showcased here.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Sep 13, 2012 6:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

I guess no.
Graion Dilach, ,,Joined: 06 Sep 2012"
You can't expect more from newcomers.. But interestingly, at least those old topics are alive, people are reading them, according to this.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Sep 13, 2012 11:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Best way to make Gates work properly is either 3 options...

1) Deal with the overlapping issues.

2) Use a 1x3 or 3x1 Gate that actually has all its sections slam down into the ground like in Tiberian Sun. (As using a Side Sliding Gate will definitely cause layering issues)

3) Make the Gates "dissappear" when a unit is passing like Vinifera's.

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devil614
Medic


Joined: 06 Sep 2012

PostPosted: Fri Sep 14, 2012 2:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Ever looked at topic dates?


MasterHaosis wrote:
Joined: 06 Sep 2012

...
Yeah but I've been modding this game ever since it came out. Just never messed around with gates much as they're pretty but next to useless, so it was first guess at a fix. No need to sick the hounds on me.

And yes, FYI, I know when this thread started, and don't mind commenting on it Smile

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Fri Sep 14, 2012 8:49 am    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:
I guess no.
Graion Dilach, ,,Joined: 06 Sep 2012"
You can't expect more from newcomers.. But interestingly, at least those old topics are alive, people are reading them, according to this.


Ofcourse you can, almost everybody has eyes and can read. If he had none, he wouldn't be on the forum.

To devil I'd like to say, RTFM. Your join date is not an excuse for reviving 4 year old topics.

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/ppm/'s stupidity

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Fri Sep 14, 2012 5:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

RP, exactly! true that man!
what does RTFM mean?

devil614 wrote:

Yeah but I've been modding this game ever since it came out.

Yeah yeah, everyone said that.

devil614 wrote:

Just never messed around with gates much as they're pretty but next to useless, so it was first guess at a fix.

Well to be honest, I also never messed with gates, not just because I though they are useless, but rather because I was not interest. But well, also I did not found many usage of them, because I had to waste my time in surrounding base with walls, then make gates. But thez can be useful to prevent stealth tanks and spies infiltrating your base.
But its good to have gates available around for those who might use them.

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Sat Sep 15, 2012 12:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:
RP, exactly! true that man!
what does RTFM mean?


Read The ztyping Manual.

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devil614
Medic


Joined: 06 Sep 2012

PostPosted: Thu Sep 20, 2012 10:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

RP wrote:

devil614 wrote:

Yeah but I've been modding this game ever since it came out.

Yeah yeah, everyone said that.


Because I have...

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Sep 20, 2012 10:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey, RP did not said that, I said that, its my quote. I do not know how the hell did you get his name if you clicked on my post's quote.
It should say: MasterHaosis wrote: not RP wrote.

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