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Third side question
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SeySayux
Cyborg Specialist


Joined: 21 Jun 2005

PostPosted: Tue Mar 21, 2006 1:50 pm    Post subject:  Third side question Reply with quote  Mark this post and the followings unread

I've a question about third sides in ts: can i make it able that the third side uses the normal MCV/Conyard?
In case no, i've seen that about 20 cells away from the mcv an invisible, indestuctible and uncommandible unit is spawned that is called "mcv,mcv2" (the name of the new mcv is mcv2)

EDIT: How can i get that MCV away?

- Sev.

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Last edited by SeySayux on Thu Mar 23, 2006 7:06 am; edited 1 time in total

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red_rebel
Stealth Laser Trooper


Joined: 06 Dec 2004
Location: out collecting bounty from "LOL" ninjas

PostPosted: Wed Mar 22, 2006 12:32 am    Post subject: Reply with quote  Mark this post and the followings unread

lol, i have the same prob....wait....WE have that problem, ive been working on voxels and interface for the next beta of SO (Spectrum One). im gonna try to recode EVERYTHING!!!!!.....as far as buildings and such go, so maybe we could fix that bug. OOoo and i have some other new stuff to show, but that will be at a later time. but yes, anysuggestions on how we can fix this?

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SeySayux
Cyborg Specialist


Joined: 21 Jun 2005

PostPosted: Thu Mar 23, 2006 7:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, right, i tested a lot and got stuck on that *damned* MCV.

I've two suggestions:
1)wait until somebody else replies
2)In case you have YR, start modding YR.

With my own mod, i actually wanted to mod TS first and add a third side, but because of that millions of bugs, i refused and got to RA2:YR.

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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Thu Mar 23, 2006 4:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use your plugin! Laughing

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SeySayux
Cyborg Specialist


Joined: 21 Jun 2005

PostPosted: Fri Mar 24, 2006 6:36 am    Post subject: Reply with quote  Mark this post and the followings unread

plugin? i don't understand it.

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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Fri Mar 24, 2006 8:37 am    Post subject: Reply with quote  Mark this post and the followings unread

No?!? Ahh... Let me refresh your memory! Very Happy

Quote:
Yes, but i mean i have a WORKING PLUG IN for seperate Conyards...

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SeySayux
Cyborg Specialist


Joined: 21 Jun 2005

PostPosted: Fri Mar 24, 2006 2:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

I thought about it, but i put it on my old comp (that i cannot access so often) not on the new one, and on tumsun.... i am banned, you know.

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Nob393
Civilian


Joined: 03 Apr 2006

PostPosted: Tue Apr 04, 2006 4:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

step one: find the BaseUnit tag.
step two: add GDIMCV,NODMCV,your new one
step three: create 3 diffrent MCVs, one belongs to nod, one to GDI and the last one to your new side.
step four:let the GDI/NOD one deploy into the standart con yard (GACNST). your new one must deploy into your new con yard.
step five: make sure that no other units as these MCVs have "AllowedToStartInMultiplayer=yes"
step six: reduce max starting units to 1
step seven: disable the "short game" option.

this should help you.

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SeySayux
Cyborg Specialist


Joined: 21 Jun 2005

PostPosted: Wed Apr 05, 2006 8:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmm... i've other problems to fix... or red_rebel has... (i'm not a hva maker).... are you sure this doesn't give you the the indestuctible MCV bug?

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Nob393
Civilian


Joined: 03 Apr 2006

PostPosted: Wed Apr 05, 2006 1:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

it works fine... i used it in many mods, afaik ww3 uses that too...

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SeySayux
Cyborg Specialist


Joined: 21 Jun 2005

PostPosted: Wed Apr 05, 2006 2:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't think that the allowedtostartinmultiplayer has anything to do with the indestructible MCV bug...

I'll inform red_rebel... i'm not a coder.

PS. That's why i love YR.

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Nob393
Civilian


Joined: 03 Apr 2006

PostPosted: Wed Apr 05, 2006 3:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol the indestructible mcv bug appears if u use the toutorial here...

if u use my method, this wont happen..... Rolling Eyes Rolling Eyes Rolling Eyes

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Worm4981
Cyborg Specialist


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

PostPosted: Tue Apr 11, 2006 8:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes nob, i use this too Wink

and it works fine for me.

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