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Raminator's Megatherium Mech 2004-2017 UPDATED
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NimoStar
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Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Fri Jan 20, 2017 9:37 am    Post subject:  Raminator's Megatherium Mech 2004-2017 UPDATED
Subject description: Resized, Renormalized, Optimized, Recolored
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Both versions are heavily edited for Raminator's original "Megatherium" semi-released voxel (was part of a pack on YRArg backup)

It is an animated voxel mech.
Includes two versions: Original size and big.
Big (and small) can rescaled in a variety of ways, like using voxel bounds or perhaps with the HVA.

The big one has "black dots" because I needed to make such a huge voxel hollow, and my 1.38 R editor (I can't upgrade to 1.4 due to software crash) doesn't have the functionality to prevent this. There was a version of 1.38 with this uopgrade but they replaced it with 1.4 on the SVN automated so-called "upgraded" distribution -__- (http://www.ppmforums.com/viewtopic.php?highlight=voxel+section+editor+pink&t=22122)
Perhaps toying with the voxel settings can still cleanse this imperfection.

If people like it, I may release more actualized versions of good and relatively unknown old voxels.

Readme:
Spoiler (click here to read it):
- Original by Raminator (circa 2004)

- Resized, renormalized, smoothed, optimized, recolored by NimoStar

For some reason, the shadows don't display. Check code.

The big version may need tweaking the HVA to look the best for its ingame anims.

;Codes provided:
;ART.ini:

[MegaYuri]   ; Yuri mech walker
Voxel=yes
Remapable=yes
Cameo= ;HTNKICON
AltCameo= ;HTNKUICO
PrimaryFireFLH=0,-80,200
ShadowIndex = 7
;UseTurretShadow=yes
;GEF;PBarrelLength=250
;GEF;SBarrelLength=250
;GEF;TurretOffset=-16
;GEF;WalkFrames=15

[MegaSupYuri]   ; Yuri mech walker
Voxel=yes
Remapable=yes
Cameo= ;HTNKICON
AltCameo= ;HTNKUICO
PrimaryFireFLH=0,-80,200
;ShadowIndex = 7
UseTurretShadow=yes
;GEF;PBarrelLength=250
;GEF;SBarrelLength=250
;GEF;TurretOffset=-16
;GEF;WalkFrames=15

;Rules.ini:
;UNITS

[MEGAYURI]
Image=MegaYuri
UIName=NOSTR:MegaYuri
Name=Giant Squid

Category=AFV
Prerequisite=YAWEAP,THIRDEMBASSY1

Primary=MissileShower ; HCB + Punch

;NavalTargeting=3
;LandTargeting=1
WalkRate=2 ; these two are needed because unit as sprite is terribly hack. Doing units as infantry with DoControls could be considered
;IdleRate=4 ; power of two helps performance (mod).  "How much slower should I animate when stopped? 1/x"
Strength=300
;SuppressionThreshold=250; damage below this amount won't suppress the parasite
;Organic=yes
Armor=light
TechLevel=6
;Underwater=yes
;Naval=yes
Turret=yes
IsTilter=no
SelfHealing=yes
CrateGoodie=yes
Sight=9
Sensors=yes
SensorsSight=6 ;4
GuardRange=9
DefaultToGuardArea=yes ; SJM: Squid should move to use its two range 1 weapons like dogs and TDs
Speed=4
Owner=Argentina,Uruguay,Brasil,Chile,Peru,Bolivia,Venezuela,Colombia,Mexico,Nicaragua,Panama,AIMenem ;Russians,Confederation,Africans,Arabs
Cost=900
Soylent=900
Points=90
ROT=9
AllowedToStartInMultiplayer=yes
Crusher=yes
Crewed=yes
IsSelectableCombatant=yes
VoiceSelect=SquidSelect
VoiceMove=SquidAttackCommand
VoiceAttack=SquidAttackCommand
VoiceFeedback=SquidFear
MoveSound=SquidMove
DieSound=SquidDie

Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5} ;{4A582741-9839-11d1-B709-00A024DDAFD1}  ;<- Vehicle {55D141B8-DB94-11d1-AC98-006008055BB5}  ;<-Mech
SpeedType=Foot
Accelerates=no

;MovementZone=Water
ThreatPosed=25 ; This value MUST be 0 for all building addons
Weight=2.5
ImmuneToPsionics=yes
Parasiteable=yes
Trainable=yes
Explodes=yes
Explosion=TWLT070,S_BANG48,S_BRNL58
;AccelerationFactor=0.01
ZFudgeColumn=8
ZFudgeTunnel=13
Bombable=yes
Size=30

;Cloakable=yes
;CloakingSpeed=5 ; Slowish, low is faster

VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,ROF

TooBigToFitUnderBridge=true

[MEGASUPYURI]
Image=MegaSupYuri
UIName=NOSTR:MegaYuri
Name=Giant Squid

Category=AFV
Prerequisite=YAWEAP,YATECH,THIRDEMBASSY1

Primary=MissileBarrage ; HCB + Punch

;NavalTargeting=3
;LandTargeting=1
WalkRate=2 ; these two are needed because unit as sprite is terribly hack. Doing units as infantry with DoControls could be considered
;IdleRate=4 ; power of two helps performance (mod).  "How much slower should I animate when stopped? 1/x"
Strength=1200
;SuppressionThreshold=250; damage below this amount won't suppress the parasite
;Organic=yes
Armor=heavy
TechLevel=8
;Underwater=yes
;Naval=yes
Turret=yes
IsTilter=no
SelfHealing=yes
CrateGoodie=yes
Sight=9
Sensors=yes
SensorsSight=6 ;4
GuardRange=9
DefaultToGuardArea=yes ; SJM: Squid should move to use its two range 1 weapons like dogs and TDs
Speed=4
Owner=Argentina,Uruguay,Brasil,Chile,Peru,Bolivia,Venezuela,Colombia,Mexico,Nicaragua,Panama,AIMenem ;Russians,Confederation,Africans,Arabs
Cost=2200
Soylent=2200
Points=220
ROT=8
AllowedToStartInMultiplayer=yes
Crusher=yes
Crewed=yes
IsSelectableCombatant=yes
VoiceSelect=SquidSelect
VoiceMove=SquidAttackCommand
VoiceAttack=SquidAttackCommand
VoiceFeedback=SquidFear
MoveSound=SquidMove
DieSound=SquidDie

Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5} ;{4A582741-9839-11d1-B709-00A024DDAFD1}  ;<- Vehicle {55D141B8-DB94-11d1-AC98-006008055BB5}  ;<-Mech
SpeedType=Foot
Accelerates=no

;MovementZone=Water
ThreatPosed=55 ; This value MUST be 0 for all building addons
Weight=7.5
ImmuneToPsionics=yes
Parasiteable=yes
Trainable=yes
Explodes=yes
Explosion=S_CLSN58,S_TUMU60
;AccelerationFactor=0.01
ZFudgeColumn=8
ZFudgeTunnel=13
Bombable=yes
Size=30

;Cloakable=yes
;CloakingSpeed=5 ; Slowish, low is faster

VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,ROF

TooBigToFitUnderBridge=true


;WEAPONS:

[MissileShower]
Damage=20
ROF=90
Range=6.5
Burst=4
Projectile=PurpleTracerMissile
Speed=25
Warhead=HE
Report=SeawolfAttack
MinimumRange=2

[MissileBarrage]
Damage=40
ROF=90
Range=7.5
Burst=4
Projectile=NormalAllMissile ;NormalGroundMissile
Speed=35
Warhead=SAMWH2
Report=SeawolfAttack
MinimumRange=2

;PROYECTILES:

[NormalAllMissile]
Arm=2
Shadow=no
Proximity=yes
Ranged=yes
AA=yes
AG=yes
;AN=no
Image=MISSILE
ROT=6
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=no

[PurpleTracerMissile]
Arm=2
Shadow=no
Proximity=yes
Ranged=yes
AA=yes
AG=yes
;AN=no
Image=PurpleTracer
ROT=60
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=no



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PostPosted: Sat Jan 21, 2017 8:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

estas buenisimos, la verdad, es un orgullo continental y argentino el que siento por usted

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