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Xuetianyi's New Camp Buildings
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geof101
Rocket Infantry


Joined: 30 May 2012

PostPosted: Tue Jun 19, 2018 5:36 pm    Post subject:  Xuetianyi's New Camp Buildings Reply with quote  Mark this post and the followings unread

All assets are credited to Xuetianyi

After asking for his permission, here it is. These includes rules and art, also icons.

Attached are Xuetianyi's New Camp buildings, a big credit to him.

Note: The original author of the EMP is HG_SCIPCION.



all.gif
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 Viewed:  14117 Time(s)

all.gif



New Camp.rar
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 Filename:  New Camp.rar
 Filesize:  1.93 MB
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Last edited by geof101 on Tue Jun 19, 2018 6:22 pm; edited 1 time in total

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Fryone
Cyborg Soldier


Joined: 30 Mar 2015
Location: Russia

PostPosted: Tue Jun 19, 2018 5:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

looking good, power plant reminds good old times of Robot Storm.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Jun 20, 2018 10:58 am    Post subject: Reply with quote  Mark this post and the followings unread

There is also a shipyard and a repair depot not visible on the preview. And all of them has quite good buildups, way above the quality of usual c'n'p sets.

I'd even call spotlight, but we're not doing such anymore. It's quite complete as a set regardless.

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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geof101
Rocket Infantry


Joined: 30 May 2012

PostPosted: Wed Jun 20, 2018 11:57 am    Post subject: Reply with quote  Mark this post and the followings unread

yeah, only defenses are missing, but nevertheless Xuetianyi  aced this one

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geof101
Rocket Infantry


Joined: 30 May 2012

PostPosted: Wed Jun 20, 2018 12:08 pm    Post subject: update Reply with quote  Mark this post and the followings unread

xuetianyi 's update



New Camp update.rar
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 Filename:  New Camp update.rar
 Filesize:  625.25 KB
 Downloaded:  716 Time(s)


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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Thu Jun 21, 2018 7:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Miningbot update:
-smoother, darker, fix glowing color problem

Credit me if you like to



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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Sat Jun 23, 2018 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

I remember reading on the original post on ra2diy that the dish on the con yard is taken from MO's unreleased private assets.. if that's of any concern or not just FIY.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Jun 24, 2018 2:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Such simple-shape radar can be remade in less than 10 minutes

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Artraiden
Medic


Joined: 23 Apr 2017

PostPosted: Sun Jun 24, 2018 7:13 am    Post subject: Reply with quote  Mark this post and the followings unread

for the first time i see fully working pre Battle Lab,perfect work) what the full rules code for con yard and weap factory & there is 12hit down rockets animations(if they use lightstorm SW type)?

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geof101
Rocket Infantry


Joined: 30 May 2012

PostPosted: Sun Jun 24, 2018 7:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Artraiden wrote:
for the first time i see fully working pre Battle Lab,perfect work) what the full rules code for con yard and weap factory & there is 12hit down rockets animations(if they use lightstorm SW type)?


just unzip the file, then check the folders, it's all in there

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izanagi
Guest




PostPosted: Sun Jun 24, 2018 3:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

file is damaged my friends
i've downloaded this twice and winrar says its damaged

somebody pls help

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geof101
Rocket Infantry


Joined: 30 May 2012

PostPosted: Sun Jun 24, 2018 3:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

try renaming it

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Sun Jun 24, 2018 4:20 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Black Temple Gaurdian
Soldier


Joined: 08 Aug 2010

PostPosted: Mon Jun 25, 2018 2:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

I just can't figure out what the three of the south-west most row are supposed to do?

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Jun 25, 2018 2:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

One's a mech factory or something (maybe even reworkable into a depot with appropiate coding to hide the repairing unit) the other's something like MO's Field Bureau (whatever that one's supposed to do aside from tech-unlock), and the last one closer to the West is either a Grinder or a smelter, maybe even both.

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chr0nicz420
Jumpjet Infantry


Joined: 10 Feb 2016

PostPosted: Mon Jun 25, 2018 4:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Black Temple Gaurdian wrote:
I just can't figure out what the three of the south-west most row are supposed to do?


From left to right:

- Grinder. But probably strictly for vehicles only.
- Some sort of another Tech Center.
- Cloning War Factory.

But honestly, you can just assign their roles on however you want. For instance on the Cloning War Factory, you can just make it as repair facility. Or on that sorta Tech Center, you can just make it as Radar or whatever.

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Black Temple Gaurdian
Soldier


Joined: 08 Aug 2010

PostPosted: Mon Jun 25, 2018 8:16 pm    Post subject: Re: Xuetianyi's New Camp Buildings Reply with quote  Mark this post and the followings unread

geof101 wrote:
These includes rules and art, also icons.
I can't find the icons?

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Artraiden
Medic


Joined: 23 Apr 2017

PostPosted: Wed Jun 27, 2018 3:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Shipyard have wrong art.ini (CAREFN),CAUP is not complited,also damage frame

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geof101
Rocket Infantry


Joined: 30 May 2012

PostPosted: Wed Jun 27, 2018 10:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

not sure, i think he updated the shps

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Asylum
Civilian


Joined: 01 Mar 2015

PostPosted: Sat Jul 07, 2018 6:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

How come I see only the EMP station in the main download?  

And only the WF in the update?

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Ich-Henker
Flamethrower


Joined: 06 Aug 2015
Location: Germany

PostPosted: Sun Jun 02, 2019 7:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Hey Smile

does someone has a more detailed art code for the caauto it misses its animation sections it is refering to. I figured it should be similar to naweap but it is not working as intended; just would be nice and spare me a lot of time.

What I got so far:
It seems the active animation blocks the deploy animation from working, so is this going to use the void-pseudo-animation that the caewap uses?

Code:
[CAAUTO]
Remapable=yes
Foundation=5x3
Height=5
;AnimActive=0,1,0
ZShapePointMove=30,15
Buildup=CAAUTOMK
DemandLoadBuildup=true
FreeBuildup=true
;ActiveAnim=CAAUTO_A
;ActiveAnimDamaged=CAAUTO_A
ActiveAnim=CAAUTO_B
ActiveAnimDamaged=CAAUTO_BD
ActiveAnimZAdjust=-25
ActiveAnimYSort=-362
;ActiveAnimThree=CAAUTO_F
;ActiveAnimThreeDamaged=CAAUTO_F
;ActiveAnimThreeZAdjust=0
;ActiveAnimThreeX=21
;ActiveAnimThreeY=-36
UnderDoorAnim=CAAUTO_W1
UnderDoorAnimDamaged=CAAUTO_W1D
UnderDoorAnimZAdjust=-15
UnderDoorAnimYSort=-724
DeployingAnim=CAAUTO_W2
DeployingAnimDamaged=CAAUTO_W2D
UnderRoofDoorAnim=CAAUTO_W3
UnderRoofDoorAnimDamaged=CAAUTO_W3D
UnderRoofDoorAnimYSort=-724
BibShape=CAAUTOBB
RoofDeployingAnim=CAAUTO_W4
RoofDeployingAnimDamaged=CAAUTO_W4D
NewTheater=yes
OccupyHeight=3
AddOccupy1=-2,-1
RemoveOccupy1=2,-2
RemoveOccupy2=2,0
RemoveOccupy3=2,1
RemoveOccupy4=3,1
RemoveOccupy5=4,1
CanBeHidden=False
DamageFireOffset0=-32,60
DamageFireOffset1=15,85
DamageFireOffset2=73,12

[CAAUTO_B]
Normalized=yes
NewTheater=yes
LoopStart=1
LoopEnd=13
LoopCount=-1
Rate=200
Layer=top
Shadow=no

[CAAUTO_BD]
Image=CAAUTO_B
Normalized=yes
NewTheater=yes
LoopStart=1
LoopEnd=6
LoopCount=-1
Rate=200
Layer=top
Shadow=no

[CAAUTO_W1]
Normalized=yes
NewTheater=yes
LoopStart=0
LoopEnd=0
LoopCount=-1
Rate=400
Layer=ground

[CAAUTO_W1D]
Image=CAAUTO_W1
Normalized=yes
NewTheater=yes
Start=1
LoopStart=1
LoopEnd=1
LoopCount=-1
Rate=400
Layer=ground

[CAAUTO_W2]
Normalized=yes
NewTheater=yes
LoopStart=0
LoopEnd=0
LoopCount=-1
Rate=400
Layer=ground

[CAAUTO_W2D]
Image=CAAUTO_W2
Normalized=yes
NewTheater=yes
Start=1
LoopStart=1
LoopEnd=1
LoopCount=-1
Rate=400
Layer=ground

[CAAUTO_W3]
Normalized=yes
NewTheater=yes
LoopStart=0
LoopEnd=0
LoopCount=-1
Rate=400
Layer=ground

[CAAUTO_W3D]
Image=CAAUTO_W3
Normalized=yes
NewTheater=yes
LoopStart=1
LoopEnd=1
LoopCount=-1
Rate=400
Layer=ground

[CAAUTO_W4]
Normalized=yes
NewTheater=yes
LoopStart=0
LoopEnd=0
LoopCount=-1
Rate=400
Layer=ground

[CAAUTO_W4D]
Image=CAAUTO_W4
Normalized=yes
NewTheater=yes
LoopStart=1
LoopEnd=1
LoopCount=-1
Rate=400
Layer=ground

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PostPosted: Fri Oct 01, 2021 10:35 am    Post subject:   Reply with quote  Mark this post and the followings unread

hi anybody here can help me about animation on nuke superweapon, i copy the NAMISL and turn into CA12HIT but the fire animation on target is shown only one nuke missile not 12 missile,  but the animation on launch shown 12missile is launched

here is my code, did i miss something
Spoiler (click here to read it):
;RulesMD

[BuildingTypes]
=CA12HIT ;New Nuclear Missile

; New Nuclear Missile
[CA12HIT]
UIName=NOSTR:New Nuclear Missile
Name=New Nuclear Missile
Image=CA12HIT
BuildCat=Combat
SuperWeapon=NukeSpecial
;HY SuperWeapon2=ChemicalSpecial
Prerequisite=ZATECH,ZACNST
Strength=1000
Armor=concrete
TechLevel=10
Adjacent=2
Sight=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry,NewCountry
AIBasePlanningSide=5 ;gs 0 for Good, 1 for Evil
Cost=5000
Points=30
Power=-200
Crewed=yes
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
SpecialThreatValue=1
NukeSilo=yes
Nominal=yes
RevealToAll=yes
HasStupidGuardMode=false
Spyable=yes
ChargedAnimTime=1  ;Number of minutes left at which weapon should switch to charged state  Geoff is god!
;DeathWeapon=NukePayload
;Explodes=Yes
AIBuildThis=yes
ProtectWithWall=yes
BuildLimit=1
DamageSelf=yes





;ArtMD
; New Nuclear Missile
           [CA12HIT]
           CameoPCX=icon_CA12HIT.pcx
           Remapable=yes
           Foundation=3x3
           Buildup=CA12HITMK
           Height=3
           DemandLoadBuildup=true
           FreeBuildup=true
           NewTheater=yes
           ;PrimaryFirePixelOffset=0,44

           SuperAnim=CA12HIT_E;??
           SuperAnimYSort=543
           SuperAnimZAdjust=-40
           SuperAnimTwo=CA12HIT_F;????
           SuperAnimTwoYSort=543
           SuperAnimTwoZAdjust=-45
           SuperAnimThree=CA12HIT_G;??????(????)
           SuperAnimThreeYSort=543
           SuperAnimThreeZAdjust=-50
           SuperAnimFour=CA12HIT_H1;?????????
           SuperAnimFourYSort=543
           SuperAnimFourZAdjust=-51
           ;SuperAnimDamaged=CA12HIT_E
           ;SuperAnimTwoDamaged=NAMISL_F
           ;SuperAnimThreeDamaged=CA12HIT_G
           ;SuperAnimFourDamaged=CA12HIT_H1

           ActiveAnim=CA12HIT_A
           ActiveAnimDamaged=CA12HIT_A
           ActiveAnimZAdjust=-150
           ActiveAnimYSort=543
           ;ActiveAnimYSort=543
           ;ActiveAnimZAdjust=-120

           DamageFireOffset0=-70,44

           CanBeHidden=False
           OccupyHeight=1
           RemoveOccupy1=1,-1
           RemoveOccupy2=0,-2
           RemoveOccupy3=-1,-2
           RemoveOccupy4=-2,-2
           RemoveOccupy5=-2,-1
           RemoveOccupy6=-2,0
           RemoveOccupy7=-1,1

           [CA12HIT_A]
           Normalized=yes
           ;LoopStart=0
           ;LoopEnd=7
           LoopCount=-1
           Rate=500
           Layer=ground
           NewTheater=yes
           Shadow=no

           [CA12HIT_E]
           Normalized=yes
           ;LoopStart=0
           ;LoopEnd=1
           LoopCount=-1
           Rate=200
           Layer=ground
           NewTheater=yes
           Shadow=yes

           [CA12HIT_F]
           Normalized=yes
           Start=0
           End=16
           Rate=200
           Layer=ground
           NewTheater=yes
           Shadow=yes
           StartSound=NuclearSiloReady

           [CA12HIT_G]
           Normalized=yes
           ;LoopStart=0
           ;LoopEnd=1
           LoopCount=-1
           Rate=200
           Layer=ground
           NewTheater=yes
           Shadow=yes

       [CA12HIT_H1]
           Normalized=yes
           Start=0
           End=21
           Rate=600
           Layer=ground
           NewTheater=yes
           Shadow=no

           Next=CA12HIT_H1_NEXT

       [CA12HIT_H1_NEXT]
           Normalized=yes
           Start=0
           End=4
           Rate=600
           Layer=ground
           NewTheater=yes
           Shadow=no

           Next=CA12HIT_H2

       [CA12HIT_H2]
           Normalized=yes
           Start=0
           End=21
           Rate=600
           Layer=ground
           NewTheater=yes
           Shadow=no

           Next=CA12HIT_H2_NEXT

       [CA12HIT_H2_NEXT]
           Normalized=yes
           Start=0
           End=4
           Rate=600
           Layer=ground
           NewTheater=yes
           Shadow=no

           Next=CA12HIT_H3

       [CA12HIT_H3]
           Normalized=yes
           Start=0
           End=21
           Rate=600
           Layer=ground
           NewTheater=yes
           Shadow=no

           Next=CA12HIT_H3_NEXT

       [CA12HIT_H3_NEXT]
           Normalized=yes
           Start=0
           End=12
           Rate=600
           Layer=ground
           NewTheater=yes
           Shadow=no

           Next=CA12HIT_H4

       [CA12HIT_H4]
           Normalized=yes
           Start=0
           End=12
           Rate=200
           Layer=ground
           NewTheater=eyes
           Shadow=no

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Oct 01, 2021 12:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

You're using the original SuperWeapon=NukeSpecial? If you want it to look/act different you need to make a new one. I cant think of an easy way to make a 12 missile super weapon though, 9 is really the max unless you use a funky workaround.

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ConquerorXXX
Civilian


Joined: 12 Nov 2021

PostPosted: Fri Nov 12, 2021 7:26 am    Post subject: Reply with quote  Mark this post and the followings unread

cool

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