Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Thu Mar 28, 2024 4:49 pm
All times are UTC + 0
Nod Laser Fence [YR Ares]
Moderators: Global Moderators, Media Hut Moderators, OpenRA Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [37 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Sat Sep 24, 2011 1:07 pm    Post subject:  Nod Laser Fence [YR Ares] Reply with quote  Mark this post and the followings unread

Hi. I have been asked for Nod laser fence, so here it is. I have found it little bit fat-ass for myself, and going to redo it later. Original model by DonutArnold.
This one missing buildup frames and have no active animation.



post.png
 Description:
 Filesize:  77.64 KB
 Viewed:  15297 Time(s)

post.png



ntfnce.shp
 Description:

Download
 Filename:  ntfnce.shp
 Filesize:  15.59 KB
 Downloaded:  628 Time(s)


ntpost.shp
 Description:

Download
 Filename:  ntpost.shp
 Filesize:  5.25 KB
 Downloaded:  607 Time(s)


_________________
Gangster is a Project Perfect Wuj (c)Aro

Back to top
View user's profile Send private message
Bu7loos
Commander


Joined: 27 Jul 2011

PostPosted: Sat Sep 24, 2011 2:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wow really nice gagstar you'r the man Smile , i really wish there was a fence for the allies i could use one of those.

Back to top
View user's profile Send private message
FistOfFire
Light Infantry


Joined: 01 Dec 2010

PostPosted: Mon Sep 26, 2011 12:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Can you render a cameo please? It is very hard, even impossible to create a cameo of a isometric wall image(such as this release). It can be done with buildings, but wall types is to hard. I did minor edits on a google image, but I noticed this laser fence have 4 lasers, and my cameo have 3 Sad

Back to top
View user's profile Send private message
Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Mon Sep 26, 2011 8:34 am    Post subject: Reply with quote  Mark this post and the followings unread

you can do any background you like



render.png
 Description:
 Filesize:  84.66 KB
 Viewed:  15162 Time(s)

render.png



_________________
Gangster is a Project Perfect Wuj (c)Aro

Back to top
View user's profile Send private message
Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Sep 26, 2011 8:49 am    Post subject: Reply with quote  Mark this post and the followings unread

It looks good, but unless it's on a corner, it kinda looks asif an infantry would be able to walk through the laser fence posts, if you know what I mean. Maybe add some sort of electricity anim in between the sphere that in the center and the poles around it (which the lasers attach to) to make it look like it's impossible for an infantry to walk in between (and make it through alive)?

_________________

Back to top
View user's profile Send private message Send e-mail ModDB Profile ID YouTube User URL Facebook Profile URL
Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed Sep 28, 2011 7:50 pm    Post subject: Re: Nod Laser Fence [YR Ares] Reply with quote  Mark this post and the followings unread

Gangster wrote:

This one missing buildup frames and have no active animation.


I'm sure this is a public as is file like the firestorm wall for Ares/YR enhancement projects.

_________________

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID Facebook Profile URL Twitter Channel URL
Nyerguds
General


Joined: 24 May 2004
Location: Flanders (Be) Posts:300000001

PostPosted: Fri Sep 30, 2011 7:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

FistOfFire wrote:
Can you render a cameo please? It is very hard, even impossible to create a cameo of a isometric wall image(such as this release). It can be done with buildings, but wall types is to hard. I did minor edits on a google image, but I noticed this laser fence have 4 lasers, and my cameo have 3 Sad

Um, no it doesn't... your icon has 4. The front only shows 3, but the side piece shows there's one more above it.

_________________

Back to top
View user's profile Send private message Visit poster's website Skype Account
devil614
Medic


Joined: 06 Sep 2012

PostPosted: Thu Sep 06, 2012 4:05 pm    Post subject:  NTPOST Buildup created for you :) Reply with quote  Mark this post and the followings unread

I noticed that you did manage to create an awesome looking Laser Fence, and it works like a dream with Ares 0.2, so I went ahead and made a buildup sequence and put all the data from rulesmd/artmd along with it Smile

I also remapped some pink colors to gray, seems you missed a few pixels hehe Wink I added a scorch and damage fire to the building frames too, so an overall improvement in my opinion Smile

The cameo I use is from TS, sorry guys, but I like it!

ENJOY!

<rulesmd>

[Animations]
XXXX=NTPOST
XXXX=NTPOSTMK
XXXX=NTFNCE

[BuildingTypes]
XX=NAPOST
XX=NAFNCE
; im not 100% sure if parts of the Laser Fence are hard coded to this ID, so we'll just use Image=NTPOST/NTFNCE in the artmd.ini


; Laser Fence Post
[NAPOST]
UIName=Name:NAPOST
Name=Laser Fence Post
;Image=NTPOST;This flag will go into artmd.ini, not here, since we want the ID to remain NAXXXX incase of hardcoding
BuildCat=Combat
Prerequisite=POWER
Primary=EMPTower;I decided to give it an EMP weapon #Tongue
DistributedFire=yes
Strength=900
Armor=steel
TechLevel=1
Adjacent=12
Sight=4
Owner=Americans,Alliance,British,French,Germans,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=200
Soylent=200
Points=200
BaseNormal=no
IsBaseDefense=yes
Points=200
Powered=yes
Power=-10;Tiberian Sun - this was -25 and NAFNCE was Power=0 (both should be Powered=yes to work)
Crewed=no
Capturable=false
Repairable=yes
ClickRepairable=yes
Sellable=yes
LaserFencePost=yes
;+++++++++
;Remove these if you want a non-violent reaction when a POST dies
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=5
MinDebris=1
;+++++++++
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
GuardRange=25 ; Used to set max. intra-post distance
WorkingSound=PowerOn
NotWorkingSound=PowerOff
ImmuneToPsionics=yes
Drainable=yes

; Laser Fence Section
[NAFNCE]
;UIName=Name:NAPOST;using "Laser Fence" instead of "Laser Fence Section"
UIName=NOSTR:Laser Fence; ARES FLAG to avoid having to edit ra2md.csf
Name=Laser Fence Section
;Image=NTFNCE;This flag will go into artmd.ini, not here, since we want the ID to remain NAXXXX incase of hardcoding
BuildCat=Combat
Strength=400
Armor=steel
TechLevel=-1
Sight=1
Owner=Americans,Alliance,British,French,Germans,Russians,Confederation,Africans,Arabs,YuriCountry
Capturable=false
Repairable=no
ClickRepairable=no
Sellable=no
Unsellable=yes
Cost=0
Soylent=0
Points=0
Powered=yes
Power=-5
Selectable=no
Insignificant=yes
Crewed=no
LaserFence=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
BaseNormal=no
IsBaseDefense=no
LegalTarget=false
Drainable=no
Immune=yes
CanC4=no
Bombable=no
ImmuneToEMP=yes; ARES FLAG
Warpable=no

###################################################

<artmd>


[NAFNCE]
Image=NTFNCE
Remapable=yes
Foundation=1x1
Height=2
NewTheater=yes
CanHideThings=false
CanBeHidden=false

[NAPOST]
Cameo=POSTICON
Image=NTPOST
PrimaryFireFLH=0,0,150;since I gave it a weapon, shoots from top of post
Remapable=yes
Foundation=1x1
Height=2
Buildup=NTPOSTMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
DamageFireOffset0=0,20

[NTPOSTMK]
Normalized=yes
Layer=ground
Shadow=yes
AltPalette=yes ; use the unit palete





~devil614~



ntlaserfence.rar
 Description:
rules + art + shp's + cameo

Download
 Filename:  ntlaserfence.rar
 Filesize:  9.46 KB
 Downloaded:  401 Time(s)


Back to top
View user's profile Send private message
Guest





PostPosted: Fri Sep 07, 2012 6:18 am    Post subject: Fence causing lag? Reply with quote  Mark this post and the followings unread

Okay this is weird, tell me if it happens to you also...

I build 7 or 8 posts to surround my base in a ME vs 7 AI skirmish, and 10 minutes later, the game gradually lagged itself to 1 frame per second!! Sad

After I sold all my fences, it cleared up FAST!!

Anyone know anything about memory leaks / animations, anything like that?

~devil614~

Back to top
ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Fri Sep 07, 2012 6:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Probably it is that pathfinding failures cause immense lag, similar heavy lag can be received from blowing up a bridge that just happens to be only way in...

Presume you walled your entire base without a path in(?) while fair idea would have been create a choke point entrance with units/defenses as AI is terrible dealing with walls/fences in general.

If there was memory leak and what not, the lag would not recover back to normal speed and game would keep chugging regardless of selling the fence.

Back to top
View user's profile Send private message
Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Fri Sep 07, 2012 9:01 am    Post subject: Reply with quote  Mark this post and the followings unread

devil614

Thank you. This way it will be way more usefull to others.

_________________
Gangster is a Project Perfect Wuj (c)Aro

Back to top
View user's profile Send private message
Guest





PostPosted: Fri Sep 07, 2012 4:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Gangster - you're welcome Very Happy I love modding! I'll post more things soon!

ApolloTD - ahh cool, that explains alot. I was playing on Trailer Park (2-Cool map, not alotta room after they biuld their massive crowded bases, which was the problem. Thanks alot!

Back to top
Guest





PostPosted: Fri Sep 07, 2012 4:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Trailer Park ( 2-8 ) * players map

Back to top
devil614
Medic


Joined: 06 Sep 2012

PostPosted: Fri Sep 07, 2012 4:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Whoops forgot to log in #Tongue That was me thanking you.

At first I thought it was the fact that I dont have all my animations listed in the [Animations] segment, but the pathfinding thingy makes perfect sense. Or does the lack of the complete list add to the problem?

Back to top
View user's profile Send private message
geof101
Rocket Infantry


Joined: 30 May 2012

PostPosted: Sun Sep 09, 2012 1:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

i've got some problem,is the powered animation for the fence enabled in ares? cause, it doesn't appear, it looks like it is unpowered even if it is powered.

_________________

Back to top
View user's profile Send private message Twitter Channel URL
devil614
Medic


Joined: 06 Sep 2012

PostPosted: Mon Sep 10, 2012 5:20 pm    Post subject: Fence power anims Reply with quote  Mark this post and the followings unread

I chose not to use any powered anims on the fence POSTS, simply because:

- if you lose power, the anim stays on the post, frozen, which doesnt look right
- if you hit the post with EMP or cut power, the anim stays frozen also, but the laser 'fence' sections will shut off, an obvious sign that it's off.

So no, there are no animations for powered/not. also, this SHP had to be slightly resized, and the anim doesnt fit properly anyways.

Sorry!

~devil614~

Back to top
View user's profile Send private message
Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Mon Sep 10, 2012 6:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

XPoweredLight=yes (where X is ActiveAnim, ActiveAnimTwo, IdleAnim, list goes on) can be used to make animation disappear when the structure loses power. Note that it does not just hide the animation, but rather temporarily removes it, meaning that once power is restored it starts from the first frame of the animation again. It also requires that the animation has XPowered=no to work.

Altough I am not sure if above is applicable to Laser Fence posts, but might be worth a shot.

_________________

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID Twitter Channel URL
devil614
Medic


Joined: 06 Sep 2012

PostPosted: Tue Sep 11, 2012 7:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Turns out Starkku had a good idea! I combined a few things, and this produces the Anim effect geof101 was looking for!


Code:
[NAFNCE]
Image=NAFNCE
Remapable=yes
Foundation=1x1
Height=2
NewTheater=yes
;Palette=unittem
;AltPalette=yes  ; use the unit palete
CanHideThings=false
CanBeHidden=false
;Normalized=yes
;Layer=ground

[NAPOST]
Cameo=LFNCICON
Image=NAPOST
PrimaryFireFLH=0,0,150
Remapable=yes
Foundation=1x1
Height=2
Buildup=NAPOSTMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
DamageFireOffset0=0,20

ActiveAnimPowered=no
ActiveAnimTwoPowered=no
ActiveAnim=NAPOST3_A
ActiveAnimDamaged=NAPOST3_AD
ActiveAnimZAdjust=-100
ActiveAnimTwo=NAPOST3_B
ActiveAnimTwoZAdjust=-100
ActiveAnimPoweredLight=yes
ActiveAnimTwoPoweredLight=yes

SpecialAnimPowered=no
SpecialAnim=NAPOST_A
SpecialAnimDamaged=NAPOST_AD
SpecialAnimZAdjust=-100
SpecialAnimPoweredLight=yes
SpecialAnimTwoPowered=no
SpecialAnimTwo=NAPOST_B
;SpecialAnimTwoDamaged=NAPOST_BD
SpecialAnimTwoZAdjust=-100
SpecialAnimTwoPoweredLight=yes
Normalized=yes
Layer=ground

[NAPOSTMK]
Normalized=yes
Layer=ground
Shadow=yes
;Rate=1
;Palette=unittem
AltPalette=yes  ; use the unit palete

[NAPOST_A]
Image=NAPOST_A
Normalized=yes
LoopStart=0
LoopEnd=11
LoopCount=-1
Rate=220
Layer=ground
;NewTheater=yes
DetailLevel=1
YDrawOffset=-7;negative is up

[NAPOST_AD]
Image=NAPOST_A
Normalized=yes
LoopStart=12
LoopEnd=23
LoopCount=-1
Rate=150
Layer=ground
;NewTheater=yes
DetailLevel=1
YDrawOffset=-7;negative is up

[NAPOST_B]
Image=NAPOST_B
Normalized=yes
LoopStart=0
LoopEnd=13
LoopCount=-1
Rate=220
Layer=ground
;NewTheater=yes
DetailLevel=1
YDrawOffset=-7;negative is up



lfncicon.jpg
 Description:
 Filesize:  4.55 KB
 Viewed:  13483 Time(s)

lfncicon.jpg



lfncicon.shp
 Description:

Download
 Filename:  lfncicon.shp
 Filesize:  2.84 KB
 Downloaded:  237 Time(s)


napost_b.shp
 Description:

Download
 Filename:  napost_b.shp
 Filesize:  5.53 KB
 Downloaded:  239 Time(s)


napost_a.shp
 Description:

Download
 Filename:  napost_a.shp
 Filesize:  4.24 KB
 Downloaded:  258 Time(s)


Back to top
View user's profile Send private message
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue Sep 11, 2012 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Soviet cameo, 'cause I was bored.



s2.png
 Description:
 Filesize:  4.88 KB
 Viewed:  13453 Time(s)

s2.png



s1.png
 Description:
 Filesize:  3.05 KB
 Viewed:  13452 Time(s)

s1.png



Back to top
View user's profile Send private message
Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Wed Sep 12, 2012 12:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Hahahah, imagine Tesla fences.

Back to top
View user's profile Send private message
devil614
Medic


Joined: 06 Sep 2012

PostPosted: Wed Sep 12, 2012 12:16 am    Post subject: Reply with quote  Mark this post and the followings unread

How about a version that isn't so... snowy? Light cameos are kinda bad because you have to either strain to read them in a hurry, or paint the text bar 15 shades of black against an overluminescent backdrop.

Just my 2 cents worth #Tongue

Back to top
View user's profile Send private message
geof101
Rocket Infantry


Joined: 30 May 2012

PostPosted: Wed Sep 12, 2012 7:37 am    Post subject: Reply with quote  Mark this post and the followings unread

devil614 wrote:
Turns out Starkku had a good idea! I combined a few things, and this produces the Anim effect geof101 was looking for!


Code:
[NAFNCE]
Image=NAFNCE
Remapable=yes
Foundation=1x1
Height=2
NewTheater=yes
;Palette=unittem
;AltPalette=yes  ; use the unit palete
CanHideThings=false
CanBeHidden=false
;Normalized=yes
;Layer=ground

[NAPOST]
Cameo=LFNCICON
Image=NAPOST
PrimaryFireFLH=0,0,150
Remapable=yes
Foundation=1x1
Height=2
Buildup=NAPOSTMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
DamageFireOffset0=0,20

ActiveAnimPowered=no
ActiveAnimTwoPowered=no
ActiveAnim=NAPOST3_A
ActiveAnimDamaged=NAPOST3_AD
ActiveAnimZAdjust=-100
ActiveAnimTwo=NAPOST3_B
ActiveAnimTwoZAdjust=-100
ActiveAnimPoweredLight=yes
ActiveAnimTwoPoweredLight=yes

SpecialAnimPowered=no
SpecialAnim=NAPOST_A
SpecialAnimDamaged=NAPOST_AD
SpecialAnimZAdjust=-100
SpecialAnimPoweredLight=yes
SpecialAnimTwoPowered=no
SpecialAnimTwo=NAPOST_B
;SpecialAnimTwoDamaged=NAPOST_BD
SpecialAnimTwoZAdjust=-100
SpecialAnimTwoPoweredLight=yes
Normalized=yes
Layer=ground

[NAPOSTMK]
Normalized=yes
Layer=ground
Shadow=yes
;Rate=1
;Palette=unittem
AltPalette=yes  ; use the unit palete

[NAPOST_A]
Image=NAPOST_A
Normalized=yes
LoopStart=0
LoopEnd=11
LoopCount=-1
Rate=220
Layer=ground
;NewTheater=yes
DetailLevel=1
YDrawOffset=-7;negative is up

[NAPOST_AD]
Image=NAPOST_A
Normalized=yes
LoopStart=12
LoopEnd=23
LoopCount=-1
Rate=150
Layer=ground
;NewTheater=yes
DetailLevel=1
YDrawOffset=-7;negative is up

[NAPOST_B]
Image=NAPOST_B
Normalized=yes
LoopStart=0
LoopEnd=13
LoopCount=-1
Rate=220
Layer=ground
;NewTheater=yes
DetailLevel=1
YDrawOffset=-7;negative is up


actually, i have those codes and animations already, it is working, but the problem is, about the NAFNCE, i can't make it show it's "laser", when i build it, the fences show up, but looks "unpowered" without it's laser, but when i try to toggle it to unpower, then toggle it again to power, the laser shows up, is it a bug? i copied already the codes for the fence. anyway, good one though for the post.

_________________

Back to top
View user's profile Send private message Twitter Channel URL
m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed Sep 12, 2012 7:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Darkened a bit and raised the contrast a bit, not quite as light as it was before.



idunno.png
 Description:
 Filesize:  8.57 KB
 Viewed:  13403 Time(s)

idunno.png



Back to top
View user's profile Send private message
Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Wed Sep 12, 2012 9:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
How about a version that isn't so... snowy?


Soviet cameos are snowy, no?

Back to top
View user's profile Send private message
devil614
Medic


Joined: 06 Sep 2012

PostPosted: Wed Sep 12, 2012 9:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Um.. no? Only a few infantry, like the damn dogs, not much else though. Just because Boris has a parka fetish and Russia is a frozen wasteland... #Tongue

Back to top
View user's profile Send private message
CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Sep 12, 2012 9:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Ixonoclast wrote:
Hahahah, imagine Tesla fences.


Someone needs to make these now!

Back to top
View user's profile Send private message
Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Wed Sep 12, 2012 9:58 am    Post subject: Reply with quote  Mark this post and the followings unread

CCHyper wrote:
Ixonoclast wrote:
Hahahah, imagine Tesla fences.


Someone needs to make these now!


If overpowering on building works in Ares (NPatch had this feature) than you could just have NAPOSTs overpowering each other making it looks like tesla fence.

_________________
Gangster is a Project Perfect Wuj (c)Aro

Back to top
View user's profile Send private message
Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Sep 12, 2012 9:59 am    Post subject: Reply with quote  Mark this post and the followings unread

No, that doesn't work. But I assume, it'd only need a single line to be added.

I'll play with it when I next get in front of my Ares projects... uni, so far, I don't like how well you blessed me with this overcrappified timetable

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID
Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Wed Sep 12, 2012 10:26 am    Post subject: Reply with quote  Mark this post and the followings unread

GD

Thanks, mate.

_________________
Gangster is a Project Perfect Wuj (c)Aro

Back to top
View user's profile Send private message
Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Sep 12, 2012 10:45 am    Post subject: Reply with quote  Mark this post and the followings unread

devil614 wrote:
Um.. no? Only a few infantry, like the damn dogs, not much else though. Just because Boris has a parka fetish and Russia is a frozen wasteland... #Tongue


I'm rectifying that though... Been busy this week snow-ifying all the Soviet Cameos... Laughing

_________________
~ Excelsior ~

Back to top
View user's profile Send private message Visit poster's website
Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Wed Sep 12, 2012 11:03 am    Post subject: Reply with quote  Mark this post and the followings unread

If we start discussing alternative "weapon" fences, prisma fences, chrono fences, magnetron fences, plasma fences...

The possibilities of fences are... limitless.


Back to top
View user's profile Send private message
CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Sep 12, 2012 1:05 pm    Post subject: Reply with quote  Mark this post and the followings unread




endless.jpg
 Description:
 Filesize:  69.05 KB
 Viewed:  13328 Time(s)

endless.jpg



Back to top
View user's profile Send private message
Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Sep 12, 2012 4:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

devil614 wrote:
Um.. no? Only a few infantry, like the damn dogs, not much else though. Just because Boris has a parka fetish and Russia is a frozen wasteland... #Tongue


Blame Westwood for being goddamn capitalists dogs. Pretty much all missions that ever took place in Soviet Union were snow maps.

_________________


Back to top
View user's profile Send private message
Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Wed Sep 12, 2012 4:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crimsonum wrote:

Blame Westwood for being goddamn capitalists dogs. Pretty much all missions that ever took place in Soviet Union were snow maps.


Which is hilarious considering one of the magazines shown at the end of Allied campaign in RA2 (last mission of which was a snow map) has July 30, 1972 marked as date. Either in RA2 universe, it takes a while for the media to catch attention of something as big as Allied victory over Soviets, or Russia has a tad bit colder climate.

Or much more likely, WW just didn't care.

_________________

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID Twitter Channel URL
devil614
Medic


Joined: 06 Sep 2012

PostPosted: Wed Sep 12, 2012 7:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
uni, so far, I don't like how well you blessed me with this overcrappified timetable


Uni? lol?

Gangster wrote:
CCHyper wrote:
Ixonoclast wrote:
Hahahah, imagine Tesla fences.


Someone needs to make these now!


If overpowering on building works in Ares (NPatch had this feature) than you could just have NAPOSTs overpowering each other making it looks like tesla fence.


If you mean the way Prism Towers charge eachother just before firing, not sure that would work without them actually firing at something...

devil614 wrote:
[NAPOST_A]
[NAPOST_AD]
[NAPOST_B]
...
Rate=220
YDrawOffset=-7;negative is up


make it Rate=440
make it YDrawOffset=-6 instead -- looks better

Smile

Edit: Amended your triple post into one post -SMIFFGIG
Try using the Edit button in future Wink

Uups.. Mah bad #Tongue

Last edited by devil614 on Wed Sep 12, 2012 9:20 pm; edited 1 time in total

Back to top
View user's profile Send private message
SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Wed Sep 12, 2012 8:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

devil614 wrote:
Uni?

University
devil614 wrote:
lol?

Laugh out loud

Laser post looks nice but the buttress/corner pieces do look quite spacious (unless some kinda of electric anim or similar was added between the gaps?)

_________________

Back to top
View user's profile Send private message Send e-mail Skype Account
devil614
Medic


Joined: 06 Sep 2012

PostPosted: Wed Sep 12, 2012 9:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

SMIFFGIG wrote:
Laser post looks nice but the buttress/corner pieces do look quite spacious (unless some kinda of electric anim or similar was added between the gaps?)


Besides the animation I put on it, from the original Laser Fence? I gave mine a weapon too, so get too close and it zaps you with EMP.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [37 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
Quick Reply
Username:


If you are visually impaired or cannot otherwise answer the challenges below please contact the Administrator for help.


Write only two of the following words separated by a sharp: Brotherhood, unity, peace! 

 
You cannot post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.2151s ][ Queries: 20 (0.0188s) ][ Debug on ]