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 Forum index » Other Projects » Released » Tiberian Sun Retro
_all_ the scrapped TS Units/Objects.
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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Wed Jun 01, 2005 1:16 am    Post subject:  _all_ the scrapped TS Units/Objects. Reply with quote

Really,just for references. i would like a list of _all_ the scrapped TS Units/Buildings/ect,or buildings that are ingame,and should have/where buildable.)

Known: (to me..)

Dropship Bay

Dropship(?)

Mammoth Tank

Kodiak

Montauk

Nod A.A. Obelisk(Obelisk of Darkness.)

Umagon

Chameleon Spy

ORCA Transport
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Wed Jun 01, 2005 1:24 am    Post subject: Reply with quote

there was a upgrade version of the radar for GDI, and a node aswell ( cant remember of my head lol ), and the beta tanks?.

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Clarkson
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Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Wed Jun 01, 2005 1:41 am    Post subject: Reply with quote

Threat Rating Node,and the  heavy tank is really the beta TTNK...seriously ashame that most of WW's voxels suck compaired to the voxels for TSR(for the next release,that is. I got to preview the new TSR Tick Tank. SMIFF's going to have fun making a buildup for that baby. #Tongue
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Havoc
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Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Wed Jun 01, 2005 6:44 am    Post subject: Reply with quote

Carno, did you heard of Light, Medium and Heavy Tank, Artillery (the old one), Humvee, Flame Tank, Radar Jammer, MRLS (like TD), Millitary Truck and M113?

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Clazzy
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Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Wed Jun 01, 2005 10:07 am    Post subject: Reply with quote

GAGREEN?
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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Wed Jun 01, 2005 1:48 pm    Post subject: Reply with quote

That's similar to GAPAVE but places grass tiles. It was for testing.

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Wed Jun 01, 2005 3:35 pm    Post subject: Reply with quote

Clazzy wrote:
GAGREEN?
lol! build grass Smile Also, trains are kinda missing. You can build them, but they crush the factory. Tracks.........maybe you can build them. I've tried, but it didnt work. Now I'll try again cuz I have new ideas....
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Clazzy
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Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Wed Jun 01, 2005 6:19 pm    Post subject: Reply with quote

I know what it is, DvD, I was suggesting it to him. Trains destroy the building they come from because of the IsTrain=yes tag.
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DoMiNaNt_HuNtEr
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Joined: 16 Feb 2005
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PostPosted: Wed Jun 01, 2005 10:39 pm    Post subject: Reply with quote

U forgot the Scavanger, for Nod. That would have been a SWEET unit!
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Tyler Adams
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Joined: 08 Oct 2004
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PostPosted: Wed Jun 01, 2005 11:20 pm    Post subject: Reply with quote

AFIAK, that never made it much farther than the "concept stage". I may be wrong, though.
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Havoc
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Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Thu Jun 02, 2005 1:30 pm    Post subject: Reply with quote

Clazzy wrote:
Trains destroy the building they come from because of the IsTrain=yes tag.
Wrong. The Crusher=yes tag is the problem here. IsTrain=yes doesnt let you hijack the train. Also if you disable this tag, the train simply stays where it was.
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Clazzy
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Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Thu Jun 02, 2005 3:39 pm    Post subject: Reply with quote

Don't correct me, almost all vehicles have Crusher=yes on them, if what you say is true then most vehicles would blow the war factory on construction.
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Havoc
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Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Thu Jun 02, 2005 3:44 pm    Post subject: Reply with quote

The train is an exception. I tried this a long time ago (2 years). Or maybe I dont remember well. I'll try again so we can see who's right.

*edit*
Srry Clazzy. You were right. I forgot that I cloned the train and messed up with it's rules. I really need to study the ini editing, again.

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Banshee
Supreme Banshee


Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Jun 02, 2005 5:38 pm    Post subject: Reply with quote

Train has a special tag that makes it blow anything it touches discounting some of its hit points. I think the tag is IsTrain=, but I'm not sure...
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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Thu Jun 02, 2005 7:20 pm    Post subject: Reply with quote

Yes, you're right. That IsTrain kinda sucks. It makes the train un-hijackable and crusher.....the heavy way.

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Clarkson
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Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Thu Jun 02, 2005 7:44 pm    Post subject: Reply with quote

Havoc wrote:
Yes, you're right. That IsTrain kinda sucks. It makes the train un-hijackable and crusher.....the heavy way.
that IsTrain prevents a very useful feature from returning to TS. Train 'riding'. which,is a damn shame.


The DvD wrote:
That's similar to GAPAVE but places grass tiles. It was for testing.
Testing? wtf? thats the last structure in the list(even after ALPHATST and UFO.),seems like a later addition.
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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Thu Jun 02, 2005 7:58 pm    Post subject: Reply with quote

Carnotaurus wrote:
Havoc wrote:
Yes, you're right. That IsTrain kinda sucks. It makes the train un-hijackable and crusher.....the heavy way.
that IsTrain prevents a very useful feature from returning to TS. Train 'riding'. which,is a damn shame.
Well, not really. If you own the train, you can use it for riding, but you can do this only if you make a special map. But now were talkin about the game, so I agree with you. The only level where you own a train (car only) is in the nod mission where have to capture Umagon (not the mission with the Medical Facility).
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DoMiNaNt_HuNtEr
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Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Thu Jun 02, 2005 9:19 pm    Post subject: Reply with quote

And the one where U gotta get the tacitus off of Vega. (Nod version)
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Clarkson
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Joined: 25 Aug 2004
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PostPosted: Thu Jun 02, 2005 10:16 pm    Post subject: Reply with quote

Dude,it doesnt involve owning the trains. the trains would be accessable by any side,no hijacking or anything,on all civilian maps. if i am also correct...

Commandos where also going to be in the game,Mercenary style,you do something for them,they'd do something for you.

eg:Donate the commandos $200 credits,and they would attack an enemy Harvester.

Cities would have a mayor,who would donate money to a player(or provide some aid,such as use of the local hospital),if he/she helped the city(eg: Player 3 is attacking the civilian hospital,and Player 2 kicks P3's ass for attacking the hospital.)

All civilian cars,at one point,would be enterable,and useable as garrisons(Not really as RA2 Garrisons,but you could hide some Light infs. inside of a group of cars in a parking lot for an ambush,then order them out,like an APC. hence,why the civilian vehicles are REMAPABLE!!!(AND YOU WOULD HAVE NO NEED FOR A HIJACKER TO DO THIS FOR YOU!)

I am not sure how far along these ideas got implimented,but the last one,seems like it was removed last minute. i belive i can try to re-create it,but,if i am correct,civvie cars will only be destroyable with Force-Fire. e.e
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fixed
Medic


Joined: 24 Feb 2004
Location: fixed

PostPosted: Thu Jun 02, 2005 10:49 pm    Post subject: Reply with quote

Quote:
Trains destroy the building they come from.

Well, actually trains doesn't destroy factories. They just take away lots of health, even if factory has immune=yes tag. Probably this applies to any unit or building, not only factories they come from.
(!) So, it's possible to make multiplayer maps with buildable trains. (Neutral, immune, capturable and very healthy factories which can produce trains+some buildings heals these factories constanly).
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Clarkson
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Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Fri Jun 03, 2005 12:35 am    Post subject: Reply with quote

On the subject of car aquirement...



i have begun experimenting with this feature,and am trying desperatly to re-aquire it. so far,it can only be done using houses in M.play,hence,the Special house. as the special faction is allied with all sides(GDI,Nod and Neutral.),they can be attacked,and will ignore it,and,as with allies,you can enter their APCs(the civilian vehicles are APCs...) you can enter and garrison the civ. vehicles under owner special,but,you cannot exit them(pretty useless.) see fig 1.1,below. #Tongue and if you have a soloution,please,suggest it.


f1.PNG
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Fig 1.1: GDI E2s assault a Captured hospital,as 2 light infs sit inside the car,begging to come out....
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f1.PNG



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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Fri Jun 03, 2005 10:52 am    Post subject: Reply with quote

@Carnotaurus: Renault lover?
I was talkin` about the game. There are 2 maps where you own a train.
A weird thing is if you make a MP map, put some trains on it, set the owner=GDI (or NOD, JP, CIV) and then play in skirmish as GDI (or NOD), you'll own the train.
@Siskin: Even if it's possible to build trains MP, on what will the trains move? Pavement? Maybe you can make the tracks just like the pavement, but you can`t move the train on the tracks without a carryall and only GDI owns this.

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fixed
Medic


Joined: 24 Feb 2004
Location: fixed

PostPosted: Fri Jun 03, 2005 1:40 pm    Post subject: Reply with quote

Quote:
on what will the trains move?

Prebuilded tracks.
Quote:
you can`t move the train on the tracks without a carryall

False.
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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Fri Jun 03, 2005 1:47 pm    Post subject: Reply with quote

??? Can you make trains go out of the factory directly on lines? Hmm, wait. The train goes out a bit from the factory, so it could. But there would be a way to activate the train in the game. First clone the train, but remove the IsTrain=yes tag, so it wont blow up the factory, the make buildable tracks. I think there is a way. But there is be a problem, I think. How to cupple the locomotive and the cars, to make a consist?

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Worm4981
Cyborg Specialist


Joined: 18 Jan 2005
Location: in front of my PC

PostPosted: Fri Jun 03, 2005 3:47 pm    Post subject: Reply with quote

i dont think this would work, you need the IsTrain=yes tag to get it drive on the tracks Sad
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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Fri Jun 03, 2005 4:39 pm    Post subject: Reply with quote

Nah. TheMovementZone=Tracks let's the train drive on tracks.

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Cyborg Soldier


Joined: 26 Oct 2004

PostPosted: Fri Jun 03, 2005 8:02 pm    Post subject: Reply with quote

[quote="Havoc"]??? Can you make trains go out of the factory directly on lines? Hmm, wait. The train goes out a bit from the factory, so it could. But there would be a way to activate the train in the game. First clone the train, but remove the IsTrain=yes tag, so it wont blow up the factory, the make buildable tracks. I think there is a way. But there is be a problem, I think. How to cupple the locomotive and the cars, to make a consist?[/quote]

I think i have a mod some do it.

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DoMiNaNt_HuNtEr
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Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Fri Jun 03, 2005 8:22 pm    Post subject: Reply with quote

There's this mod for TS that alows trains on some maps (Tunnel Training). Forget what it's called, it's on Tumsun in downloads.
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Cyborg Soldier


Joined: 26 Oct 2004

PostPosted: Fri Jun 03, 2005 8:26 pm    Post subject: Reply with quote

You can have the train on all map but u need build the way Wink
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DedmanWalkin
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Joined: 20 Dec 2004

PostPosted: Sat Jun 04, 2005 12:51 am    Post subject: Reply with quote

Build a 'Train Carrier' vehicle and position it on the tracks deploy it, making sure that it can only deploy on tracks. Then undeploy it into the Train. Linking multiple cars would be nearly impossible but at least you would have a speedy transportation system.

\\//,DedmanWalkin
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sat Jun 04, 2005 12:54 am    Post subject: Reply with quote

thats a cool idea that is, but dont you need waypoints for it to stay on the track and not move like a unit?

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Clarkson
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Joined: 25 Aug 2004
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PostPosted: Sun Jun 05, 2005 12:13 pm    Post subject: Reply with quote

off topic,but can we get pack _on_ topic?
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Tyler Adams
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Joined: 08 Oct 2004
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PostPosted: Sun Jun 05, 2005 12:22 pm    Post subject: Reply with quote

About that picture, you can outrange a laser turret with Disk Throwers. You knew that, didn't you?
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Clarkson
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Joined: 25 Aug 2004
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PostPosted: Mon Jun 13, 2005 12:39 am    Post subject: Reply with quote

Those bastards did,untill i popped out an Obelisk.
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Judeau
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Joined: 28 Feb 2004

PostPosted: Fri Jul 01, 2005 2:10 pm    Post subject: Reply with quote

*wonders about the possibility of making the mammoth mkII huge and setting the IsTrain tag to yes* ...mammoth crushing buildings and other vehicles would own
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Sk8erkid
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Joined: 16 Aug 2002

PostPosted: Fri Jul 01, 2005 8:05 pm    Post subject: Reply with quote

Will it function off tracks and still crush vehicles with IsTrain=yes?
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Fri Jul 01, 2005 8:43 pm    Post subject: Reply with quote

yes it works fine, but insted of crushing. the mk2 blows things up when it walks into it

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Fri Jul 01, 2005 9:11 pm    Post subject: Reply with quote

Dude... that would be cool!.. now all we have to do is make MKII bigger...
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Clazzy
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Joined: 26 Nov 2002
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PostPosted: Sat Jul 02, 2005 12:19 am    Post subject: Reply with quote

You do realise that this will blow up the War Factory as soon as the unit leaves, don't you?
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CCHyper
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Joined: 07 Apr 2005

PostPosted: Sat Jul 02, 2005 12:20 am    Post subject: Reply with quote

it did not for me, it came out ok

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DoMiNaNt_HuNtEr
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Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Sat Jul 02, 2005 2:04 am    Post subject: Reply with quote

About the car thingy... There's a Nod mission, in TS, not FS, (It's the one where U disguise as GDI to capture Tratos.), and in the enemy base, (It's a mutant base) U can send your troops into cars, AND, U can deploy the cars, which will release all of your troops inside. Try looking into that missions rules and triggers, and maybe you'll find a solution for this problem.
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Clarkson
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Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Sat Jul 02, 2005 2:12 am    Post subject: Reply with quote

What mission is this? i need to open the map in a txt editor and investigate.
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Tyler Adams
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Joined: 08 Oct 2004
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PostPosted: Sat Jul 02, 2005 2:22 am    Post subject: Reply with quote

I think it's Mission 09. Not sure, though.
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Havoc
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Joined: 04 Jan 2005
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PostPosted: Sat Jul 02, 2005 10:29 am    Post subject: Reply with quote

The mission is "Sheep's Clothing" and it's mission 6 (I think).

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Tyler Adams
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Joined: 08 Oct 2004
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PostPosted: Sat Jul 02, 2005 3:04 pm    Post subject: Reply with quote

Yay. I'm arguing with Sevelys again. Cool


(I was arguing with him on the EXACT same thing)
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Morpher
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Joined: 28 Jan 2005

PostPosted: Sat Jul 02, 2005 6:47 pm    Post subject: Reply with quote

It would be good for total war as you use the mammoth mk II construct I belive
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Durrandi
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Joined: 24 May 2005
Location: Memphis, Tennesee; USA

PostPosted: Sat Jul 02, 2005 10:50 pm    Post subject: Reply with quote

hey, srry for offtopic on trains but, why don't you make another side for trains only and amek a warfactory with no bib so we could have the train come out directly on to the tracks?
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Jah
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Joined: 23 Nov 2002

PostPosted: Sun Jul 03, 2005 6:58 am    Post subject: Reply with quote

Or foundation 3x3 refinery...
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DoMiNaNt_HuNtEr
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Joined: 16 Feb 2005
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PostPosted: Mon Jul 04, 2005 1:45 am    Post subject: Reply with quote

For the mission...

Havoc's right. It's called Sheeps Clothing. That was a fun mission.
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Jah
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Joined: 23 Nov 2002

PostPosted: Mon Jul 04, 2005 5:44 am    Post subject: Reply with quote

Afaicu its a set of variables like:
<Player1> is allied to <Neutral>

If an infantry owned by <Player1> enters the vehicle owned by <Neutral>, Then change the vehicle owner to <Player1>.
If an infantry owned by <Player1> escapes from that vehicle, Then change the vehicle owner back to <Neutral>.

The remap problem could be solved by making the car unremapable.
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