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Who said ares came without drop pod feature?
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Oct 11, 2012 12:53 pm    Post subject:  Who said ares came without drop pod feature? Reply with quote  Mark this post and the followings unread

and it doesn't use paradrop,but unit deliver
One more from the LAB!
Thanks Gangster for the awesome drop pod animation!!


CHECK FOR SECOND GENERATION BELOW!

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Last edited by kenosis on Fri Oct 12, 2012 3:47 pm; edited 5 times in total

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Thu Oct 11, 2012 12:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kenosis, good fuken job you did there!
One more TS feature we have now!

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Oct 11, 2012 1:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

I always knew UnitDelivery could be used to make Dropship animation though. Smile

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Oct 11, 2012 1:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just look like droppod but requires a good animation.
Wait,can a building type decide its own survivors and numbers?

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Thu Oct 11, 2012 2:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is there a way to spread them out as they fall? It looks like they are dropping in formation #Tongue

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Oct 11, 2012 2:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

should ask ares team for further support

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Oct 11, 2012 2:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

kenosis wrote:
Just look like droppod but requires a good animation.
Wait,can a building type decide its own survivors and numbers?


Not yet. Nice job, btw.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Oct 11, 2012 3:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

The droppod animations need some improving....too bad,I'll fix it

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Oct 11, 2012 4:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Now I updated the GIF,it looks now better.

I made a mistake in the rules.
Should begin with Survivior.Side0 and I wrote side1. Opps!
The animations are now open for download.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Oct 11, 2012 4:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here's the Drop Pods with Shadow Frames.



DropPods.rar
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 Filename:  DropPods.rar
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Thu Oct 11, 2012 4:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

im thinking about second generation droppods,should i succeed,i will make the pods remap

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Thu Oct 11, 2012 8:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is just a delivery animation and while close, isn't quite how droppods worked. This will look odd if you drop them near where there will be an obstruction since the pods could land on the obstruction, but the units actually be spawned at some distance. The original drop pods dropped in a random formation based on where the units were actually going to spawn. Also, the number of pods to units is wrong, only 6 pods, but 8 or 9 actual infantry. Also, they don't fire a weapon at the landing zone to clear the way.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Oct 11, 2012 10:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well its the closest workaround without causing IE if fired on certain cells.

Also at least in FS the firing an weapon effect is purely for visual effect.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

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

if you want the firing visual effect just add it.if you want the 'right' number of infantry just modify it,it is not difficult at all.unit delivery didnt cause ie with me.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Oct 12, 2012 3:36 am    Post subject: Reply with quote  Mark this post and the followings unread

From the GIF Preview... the Drop Pods already look like Remap.

And if you use one with proper Shadow Frames it should look passable anyway.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri Oct 12, 2012 4:33 am    Post subject: Reply with quote  Mark this post and the followings unread

It looks like remap but actually not.So there is still something to improve.And can remap death animations be used on vehicles?@Graion

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Oct 12, 2012 10:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Never tried, dunno. Probably yes, considering the Cyborg Reaper.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Oct 12, 2012 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes if you use DeathFrames or whatever its called...

If you use a pseudo-death animation via explosion tag Remap Sections turn into Yellow...

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri Oct 12, 2012 2:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Good news.Finished remap vision.Still in progress to make used droppod remap.Wait for update.



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remap2.gif



remap1.gif
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remap1.gif



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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Oct 12, 2012 2:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do I understand this right, that these are 6 buildings which have a droppod anim as their buildup and a dummy activeanim to selfdestruct them?
Is there any chance you can make the buildings a bit more randomly placed?

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Gangster
Commander


Joined: 11 Jun 2004
Location: Moscow, Russia

PostPosted: Fri Oct 12, 2012 2:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

And pods could fall with a little delay after each other if possible

PS I ve not havn't checked you code yet, so it just a suggestion.

Last edited by Gangster on Fri Oct 12, 2012 2:38 pm; edited 1 time in total

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Oct 12, 2012 2:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Do I understand this right, that these are 6 buildings which have a droppod anim as their buildup and a dummy activeanim to selfdestruct them?
Is there any chance you can make the buildings a bit more randomly placed?


Wrong. These are Ares's UnitDelivery. With the Droppod anim as UnitDelivery anim and the droppods being vehicles with customized survivors. At least that's what I assume without looking into that code at all.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri Oct 12, 2012 2:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Gangster
Modify [PREDROP] LoopCount will change death time

And I find a self-destruction animation quite needed for this thing,I cannot find a way to make the used pod stay with remap.DeathFrames just didnt function at all.Maybe I'm wrong with art code or the SHP.

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Regulus
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Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Fri Oct 12, 2012 3:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Looking good.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri Oct 12, 2012 3:40 pm    Post subject: DROPPOD SECOND GENERATION Reply with quote  Mark this post and the followings unread

This is a new solution of it.Still I cannot get DeathFrames working.So a non-remap self-destruction animation is quite useful.

Sad that building types cannot set special survivors.If you don't need more infantry other than default survivors,make the droppod dummy a building ,like what LKO said.Also building explosions could use remap SHPs,which looks better.

Formation is solved by inserting invisible obstacles into the dropped dummies.

It is remap because it is actually a terror drone whose firing frames are droppods falling.

[PREDROP]'s loop count may be adjusted a little but don't change too much or this trick will be broken.



remap3.gif
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remap3.gif



second generation.rar
 Description:
The old release looks like crap compared to it.

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 Filename:  second generation.rar
 Filesize:  206.97 KB
 Downloaded:  264 Time(s)


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Last edited by kenosis on Fri Oct 12, 2012 4:32 pm; edited 1 time in total

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Bittah Commander
Defense Minister


Joined: 21 May 2003
Location: The Netherlands

PostPosted: Fri Oct 12, 2012 4:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm assuming that those drop pods that remain on the ground for a while are just an animation that loops several times, right? If so, you should be able to just use Next= on the animation and then specify the destruction animation after it.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri Oct 12, 2012 4:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

The problem is that I don't even have that destruction animation

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Fri Oct 12, 2012 4:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

http://www.moddb.com/mods/mklab/videos/droppod#imagebox
video

And I ask for a kind review of my mod page,tho it is now just a place for posting videos.#Tongue

You will need to do some minor fixes.Like sound,dontscore,uiname of the dummy and obstacle,and the healing warhead's cellspread.
Ah all right,I'll make a building type vision droppod.Wait for the update.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Oct 13, 2012 2:55 am    Post subject: Reply with quote  Mark this post and the followings unread

The building way seems to be unuseable.
First,building will play the explosion sound when suicide.
Second,you cannot control the survivor type.
Third,number of survivor is almost random,you may get no survivors at all from a droppod.See the pic you will find this problem.

OH DAMN!I know how to let them eject certain men.Thanks to EricAnimeFreak,the buildings can have another delivery to create men.



building.gif
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building.gif



building pods.rar
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 Filename:  building pods.rar
 Filesize:  199.16 KB
 Downloaded:  216 Time(s)


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Last edited by kenosis on Sat Oct 13, 2012 5:57 am; edited 1 time in total

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Oct 13, 2012 4:33 am    Post subject: Reply with quote  Mark this post and the followings unread

This one uses mutation.Pod unit launches debris,making place holders,and suicide to mutate them.
Droppod falling is the place holders' firing animation,didn't fix the shadows because I'm lazy.
You can also use droppod falling as the mutation animation,but they will seem be delivered at the same time.
I didn't get InfDeathAnim working,strange,so just used GENDEATH in the pack.



mutation.gif
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mutation.gif



mutation pod.rar
 Description:
another solution.

Download
 Filename:  mutation pod.rar
 Filesize:  196.36 KB
 Downloaded:  201 Time(s)


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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sat Oct 13, 2012 5:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Is there any possible way to modify this to make it work with my current workaround. I have a dropod SW, but don't have the right animations.

My method also uses unit delivery , but it start with a preimpact animation of Droppod landing, then actual dropod building is spawned, "This building can be made destroyed by modder if desired: see second method." After about 180 frames, building ejects men via unit delivery weapon on spawned droppod building, then another 100 frames or so droppod self destructs.

Second Method:
Of course it could also be equipped with a Vulcan machine gun and then after x amount of frames spawn a group "of infantry via second SW" if the enemy player does not destroy the enemy droppod. You would need to make it self destruct when units are spawned though then, So an animation spawned with "infantry spawning Sw would do that just fine though." Otherwise it would just keep spawning men until enemy destroyed the droppod. "players would abuse this badly however so It really just needs to die after spawning the men." So if you use this method have an animation on Second Sw to destroy the dropod.

This work around make it closer to TS, and further makes it so dropping a pod in middle of base would be foolish as enemy could destroy it before your men ejected.

I posted this workaround on bugtracker about a year ago i think, and someone was gonna make me an animation but they ended up getting busy with life so now I'm really just lacking the droppod animation and droppod image, and was hoping I could use this somehow.

My method below if you want to try and fiddle with it:

SW codes
Code:
[DROPPODSPECIAL1]
UIName=NOSTR:Troop DropPod
Name=DROPPOD
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=7
Type=UnitDelivery
Action=UnitDelivery
ShowTimer=no
DisableableFromShell=no
FlashSidebarTabFrames=0
SW.AffectsHouse=all
SW.AffectsTarget=land,empty
SW.ShowCameo=yes
SidebarImage=DROPPODICON
SW.FireIntoShroud=no
SW.RequiresTarget=land,empty
SW.AITargeting=None
Deliver.Types=DROPPOD
SW.Deliver=DROPPOD
Deliver.Buildups=no;yes;will be ship landing.
;SW.Sound=EarthQuakeSOUND
Cursor.Frame=347
Cursor.Count=4
Cursor.Interval=4
Cursor.MiniFrame=480
Cursor.MiniCount=7
Cursor.MiniInterval=5
NoCursor.Frame=384
NoCursor.Count=1
NoCursor.Interval=12
NoCursor.MiniFrame=52
NoCursor.MiniCount=1
NoCursor.MiniInterval=12
SW.Animation=DROPPODENTRY
SW.AnimationHeight=4000
SW.AnimationVisibility=all

[DROPPODSPECIAL2]
UIName=NOSTR:DROPPOD Spawner
Name=DROPPOD Spawner
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=.01
Type=UnitDelivery
Action=UnitDelivery
SW.Deliver=GDIBASIC,GDIBASIC,GDIBASIC,GDIBASIC,GDIBASIC
Deliver.Types=GDIBASIC,GDIBASIC,GDIBASIC,GDIBASIC,GDIBASIC
SW.ShowCameo=no
SidebarImage=AIRSTRIKEICON
ShowTimer=no
DisableableFromShell=no
SW.RequiresTarget=land,empty
SW.AITargeting=Self
SW.AutoFire=yes
SW.ManualFire=no
SW.FireIntoShroud=yes
;SW.Animation=CHRONOTG
;SW.AnimationHeight=120
Cursor.Frame=357
Cursor.Count=12
Cursor.Interval=12
Cursor.MiniFrame=357
Cursor.MiniCount=12
Cursor.MiniInterval=12
NoCursor.Frame=384
NoCursor.Count=1
NoCursor.Interval=12
NoCursor.MiniFrame=52
NoCursor.MiniCount=1
NoCursor.MiniInterval=12

[DROPPODSPECIAL3]
UIName=NOSTR:DROPPOD Self Destruct
Name=DROPPOD Self Destruct
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=.02
Type=GenericWarhead
Action=GenericWarhead
SW.Damage=5000
SW.Warhead=DSSELFDESTRUCT
SW.ShowCameo=no
ShowTimer=no
DisableableFromShell=no
SW.AITargeting=Self
SW.AutoFire=yes
SW.ManualFire=no
SW.FireIntoShroud=yes
Cursor.Frame=357
Cursor.Count=12
Cursor.Interval=12
Cursor.MiniFrame=357
Cursor.MiniCount=12
Cursor.MiniInterval=12
NoCursor.Frame=384
NoCursor.Count=1
NoCursor.Interval=12
NoCursor.MiniFrame=52
NoCursor.MiniCount=1
NoCursor.MiniInterval=12


Building Code:
Code:
[DROPPOD]
Image=DROPPOD
Explosion=dummy
Powered=no
IsBaseDefense=yes
DamageSound=dummy
DieSound=dummy
Cost=1
Name=--Shared-- DROP POD
Armor=DROPPODArmor
Owner=CACOUNTRY0,CACOUNTRY1,CACOUNTRY2,British,French,Germans,Americans,Alliance,Russians,Africans,Confederation,Arabs,YuriCountry
Power=0
Sight=0
Crewed=no
UIName=NOSTR:Drop Pod
Adjacent=1
BuildCat=Combat
Strength=100
TechLevel=35
BaseNormal=no
Capturable=false
LeaveRubble=no
;Prerequisite=none
CanBeOccupied=no
CanOccupyFire=no
Insignificant=no
IsBaseDefense=yes
;RequiredHouses=none
ClickRepairable=no
;ForbiddenHouses=none
ImmuneToPsionics=yes
AIBasePlanningSide=2
Explosion=DBRIS1LG
DebrisAnims=DBRIS1LG
MaxDebris=6
MinDebris=3
DieSound=dummy
RadarInvisible=yes
RadarVisible=no
IsSelectableCombatant=no
Selectable=no
DamageSelf=yes
SuperWeapon=DROPPODSPECIAL2
SuperWeapon2=DROPPODSPECIAL3

[GDISPECIAL]
SuperWeapon=DROPPODSPECIAL1




Other Code:
Code:
[ArmorTypes]
DROPPODArmor=0%

[SuperWeaponTypes]
xx=DROPPODSPECIAL1
xx=DROPPODSPECIAL2
xx=DROPPODSPECIAL3

[DSSELFDESTRUCT]
Wall=no
Wood=no
CellSpread=3
PercentAtMax=1
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
InfDeath=5
Bright=no
Versus.DROPPODArmor=100%

Art:

[DROPPOD]
Image=DEADDROPPOD
Cameo=DROPPODICON
Remapable=yes
Foundation=1x1
Height=2
Buildup=DEADDROPPOD;DROPPOD
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=no

[DROPPODENTRY]
Image=POD2
Voxel=no
Remapable=yes
PrimaryFireFLH=0,0,0
WalkFrames=6
FiringFrames=40
Damage=1
Warhead=IONBOLT
LoopCount=2
AltPalette=yes
Shadow=yes

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Earthman
Soldier


Joined: 11 May 2012
Location: Viet Nam

PostPosted: Sat Oct 13, 2012 7:11 am    Post subject: Reply with quote  Mark this post and the followings unread

I want to make a SW Droppod for Rhino Tank (HTNK) allow your way. So i changed that text "Survivor.Side0=E1
Survivor.Side1=E2
Survivor.Side2=INIT"

by :

"Survivor.Side0=HTNK
Survivor.Side1=HTNK
Survivor.Side2=HTNK"

But delivered units still be E1 or E2 or INIT . Who help me.. Sad

Last edited by Earthman on Sat Oct 13, 2012 7:14 am; edited 1 time in total

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sat Oct 13, 2012 7:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Well I got my way working with your second generation animations, thank you by the way.

I had to edit the animation a bit and rules. Only problem now is I think I might have slightly screwed up shadows and the animation isn't centered right, so for a second it looks like there are 2 overlapping droppods. If anyone could help me with this that would be awesome, also anyone can feel free to use my ini code for their own droppod. Here's a link for my pre-beta mod Sanzon Kaisen if you want to see it for yourself. The mod isn't really public or finished, other then my decision to leave it open for testing by ppm members so please don't post it around the interwebs, thank you.

My droppod belongs to the GDI side. My version's droppod is destroyable, is armed with a Vulcan gun, and after a time delay of around 16 game seconds explodes releasing 8 men. I'd post a video but I have never really done so before.

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Last edited by EricAnimeFreak on Mon Oct 15, 2012 9:05 am; edited 3 times in total

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Oct 13, 2012 9:36 am    Post subject: Reply with quote  Mark this post and the followings unread

2nd remake of the building pods.Different from survivors you have to set each pod's own delivery superweapon.Even you want 10 rhinos alike,you have to make 10 pods and 10 SW seperately.
Units dont seem to come out of the pod tho.



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Tired of grabbing my random SHP conversions? Why not learn to create SHPs for yourself?

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Earthman
Soldier


Joined: 11 May 2012
Location: Viet Nam

PostPosted: Sat Oct 13, 2012 3:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks kenois....I love you so much <3

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Mon Oct 15, 2012 9:04 am    Post subject: Reply with quote  Mark this post and the followings unread

I got mine working good now. Had to edit shp's etc, but now i got it so i deliver 3 droppods, all from the same SW, Each droppod's falling to ground animation is it's buildup animation, so I can fire over overlay without graphical glitches. Each pod is destroyable and armed with a vulcan gun for defense, after 7 game seconds 1 of 3 of the drop pod explodes releasing 3 men, then another 7 seconds and another 1 is destroyed, etc. This way I only needed 2 Sw's with the ability to add additional buildings if i want other pod types. Pods can be used offensively this way or can be spawned for 9 men over 22 seconds. Also enemy can destroy the pods before men are released.

Thanks a lot for all the work you did on this one kenosis. I appreciate the shp.

Edit: I made a video of it. http://www.youtube.com/watch?v=oZ8VLHNc7zU&feature=youtu.be

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Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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Earthman
Soldier


Joined: 11 May 2012
Location: Viet Nam

PostPosted: Mon Oct 15, 2012 12:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Kenosis ...i have tested your way but the units seem weren't come out the pods......why SadSad

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Mon Oct 15, 2012 4:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

when you want something you have to sacrifice something else

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Earthman
Soldier


Joined: 11 May 2012
Location: Viet Nam

PostPosted: Tue Oct 16, 2012 12:22 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't know what does it mean...But could u show me how to make the Droppod SW like your above post...Sad .Please

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Sat Oct 27, 2012 6:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awesome. The codes are messy btw. #Tongue Got some additions though.

Spawned=yes ;no unit lost sound
Selectable=no
RadarInvisible=yes
RadarVisible=no

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