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Extended Tiberian Sun Engine
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You want it?
Yes
93%
 93%  [ 170 ]
No
6%
 6%  [ 11 ]
Total Votes : 181

Author Message
ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Mon Aug 07, 2006 8:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

well anyway, this without any bugs and stuff would be nice for ETS.
also, that image isnt complete. there are several animations for it.
-dgreen1.shp
-dgreen2.shp
-dgreen3.shp
-dgreen4.shp
there are also 3 different screens.
drop1.shp (Dropship Loadout for 1 Dropship)
drop2.shp (for 2 Dropships)
drop3.shp (for 3 Dropships, this is the one seen in Blade's pic)
all to be found in TIBSUN.mix>local.mix

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Mon Aug 07, 2006 9:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

I thought that all dropship stuff was removed between ra2 and yr? If it still works, I for one would love it, specialy if you could make the dropships loop (1-2-3-1-2-3-ect)

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Mon Aug 07, 2006 10:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

What does the game use for the Armament and Armour values at the bottom? Simply Primary/Secondary and whatever armour the unit has?

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Mon Aug 07, 2006 11:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Clazzy wrote:
What does the game use for the Armament and Armour values at the bottom? Simply Primary/Secondary and whatever armour the unit has?


I would imagine so, hence why WW gave all their weapons proper names in rules.ini like 120mm or MP5 etc...

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Mon Aug 07, 2006 11:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

*chielscape* Yeah, there are quite a few animations associated with the load screen, the words 'dropship loadout' animate and the little light in the dropship canopy do as well.

*Droke* I've never actually tried to get a dropship reinforcement to work in RA2 or YR, but as you can see, the load screen still works. I might do some more testing with it, but its tricky to navigate without the mouse cursor.

*Clazzy* Yes, I believe so. Not that it makes much difference in the RA2 version though.

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VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Tue Aug 08, 2006 12:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

However, we talk about TS dropship loadout Very Happy
Yes, TS use weapon name and armor name in DropShipLoadout screen Smile
In the future we can add stuff for Nod
(DropShip Loadout for GDI now)

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Tue Aug 08, 2006 2:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay, everyone, I'm asking a question on the effectiveness of this, not asking if he'll use it. It's already on the wishlist, but I'm not 100% sure on if it'd be effective.

@C&CVK: Would it be possible for the armor systems and versus percentages be dependant on a list, such as:

[ArmorTypes]
1=none
2=wood
3=light
4=heavy
5=concrete
6=NewArmor01 ;the new armor

Then have the game detect this list, and compare it with the versus values so it could look for something like:
[SUPER]
Versus=100%,100%,100%,100%,100%,100%

There might be a way where you could get the game to add a special character so that you wouldn't have to completely redo all warheads, but I can't think of anything right now. How's it sound? Too hard?

EDIT: I just thought of this now, but maybe you could do something like that for the infantry death anims?

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VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Tue Aug 08, 2006 2:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

In first version more easy to add pre-defined : special_1, special_2,special_3,special_4,special_5,special_6

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Tue Aug 08, 2006 2:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ahh, okay. BTW, I was reading this whole thread, and I noticed that you said that your patch program was the reason you hadn't released. Any luck yet?

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Tue Aug 08, 2006 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't think he should use a patch program

keep the exe's seperate so that a mod can use them seperetly and it is easier to rmove instead of having to do a reinstall

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Tue Aug 08, 2006 4:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

You dont have to reinstall to make it work.

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Tue Aug 08, 2006 4:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think a patch is better, because this ain't a mod, but a TS RP, if you didn't quite get that. And a patcher could undo the patch, just like RP.

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Tue Aug 08, 2006 4:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

ORCACommander wrote:
I don't think he should use a patch program

keep the exe's seperate so that a mod can use them seperetly and it is easier to rmove instead of having to do a reinstall


Laughing The point of the patch program is that it won't matter if you have a mod installed. Unless the mod's rules.ini contains the tags to make the new stuff work, then it won't work. It won't crash the game by not having the tags there.

You've clearly never used the RP or you would know that the patcher can just as easily remove the patch as well as add it (or restore the original exe whichever fits the bill).

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Aug 08, 2006 10:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think the patch should make a backup of the original instead of simply patch it. If anything goes wrong, the original will still be there, specially because there are diferent versions for different languages and The First Decade one is different as well.

I can make a patcher program, if I know the specifications and what kind of data should be given to the patcher program.

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idjit626
Vehicle Drone


Joined: 08 Oct 2005

PostPosted: Tue Aug 08, 2006 11:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

I got a idea!

Make it so when you tell a aircraft to fallow a waypoint it dosent land at every point! That would be cool!

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Wed Aug 09, 2006 12:48 am    Post subject: Reply with quote  Mark this post and the followings unread

It does land on waypoints? I'm not sure if using Guard Waypoint (The aircraft flies around the waypoints while guarding against ground units, by pressing Alt+Ctrl)will casue aircraft to land on waypoints. But who cares anyway?

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idjit626
Vehicle Drone


Joined: 08 Oct 2005

PostPosted: Wed Aug 09, 2006 2:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Nobody cares but it would be awesome if lasers were the color of the side you were on unsted of always red...

Like cabal would have a blue laser lol!!!

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VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Wed Aug 09, 2006 4:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Better - patch program, because it have less size Smile
It's will saving original EXE file.
And any mod MUST BE compatible with ETS Very Happy
Can anybody send me FS GAME.EXE from TFD Question

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Wed Aug 09, 2006 5:08 am    Post subject: Reply with quote  Mark this post and the followings unread

I would like to apologise to everyone for being an ass earlier in the topic..

Sorry guys.

I've submited my two cents on the official wishlist now.

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Wed Aug 09, 2006 6:24 am    Post subject: Reply with quote  Mark this post and the followings unread

I guess it's okay...say how did they get the Prism Tank's Comet weapon to turn into the color of your side? If it could be done in TS...

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Wed Aug 09, 2006 3:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Its a simple consept, If IsHouseColor=yes then use the house color's entry rather then the laser color from the weapon.

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idjit626
Vehicle Drone


Joined: 08 Oct 2005

PostPosted: Wed Aug 09, 2006 4:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dose that work in TS?

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Wed Aug 09, 2006 4:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, it would have to be coded in to enable it.

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VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Wed Aug 09, 2006 7:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes. It's need some code Sad
I saw it already in YR Very Happy

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idjit626
Vehicle Drone


Joined: 08 Oct 2005

PostPosted: Thu Aug 10, 2006 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well did you add it to TS cus that would be sweet! Razz

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Thu Aug 10, 2006 5:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

sweet like a chocolate cookie.

anyway, how about teleporters? (couls also be tunnels, generals-style)

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Aug 10, 2006 9:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use an invalid locomotor. Your unit will teleport. It's the famous 'k' trick (although it was famous about 4, 6 years ago... not now).

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DeathRay2K
Commander


Joined: 01 Sep 2002
Location: Canada

PostPosted: Thu Aug 10, 2006 9:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

True, however that means that unit can always teleport, while teleporters would, I imagine be a building that allows any units to teleport from one location to another.

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Fri Aug 11, 2006 12:36 am    Post subject: Reply with quote  Mark this post and the followings unread

First, TS would need garrison on building logic. Which it doesn't. I wouldn't be suprised if we turn TS into a scifi looking RA2 or YR, by at least the end of this patch.

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Blade
Cyborg Commando


Joined: 23 Dec 2003

PostPosted: Fri Aug 11, 2006 12:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Some stuff is just going to be too time consuming to port I imagine though and I believe there is more stuff in RA2 needing porting back to TS than there is TS stuf needing porting to RA2. The result is likely to be that the two game engines will end up more like each other, but will be missing a few features the other one has.

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m666
Cyborg Commando


Joined: 09 Apr 2005
Location: South Carolina

PostPosted: Fri Aug 11, 2006 3:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Good point. But we do need to come up with original stuff for this patch, like the bounty logic in RP. That's a good, original idea. Anyone got an idea? Something creative and unique, as unsimilar to anything done before, but within boundaries...

I thought for a minute, and a mutation system where tiberium lifeforms have a new tag attached, like TiberiumLifeform=yes/no and that would cause the game to read that, then read a tag like Lifeform=DOGGIE that would enable a logic inside the game that would cause any infantry killed by that lifeform to change into one of those, to the neutral player. Then, infantry could also have the Mutation=yes/no to cancel out that effect on certain infantry, like mutants, cyborgs, and other lifeforms. What do you think? I don't wanna see this in, but to help suggest for new ideas for a more interesting patch.

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VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Fri Aug 11, 2006 3:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Use an invalid locomotor. Your unit will teleport. It's the famous 'k' trick (although it was famous about 4, 6 years ago... not now).

The game set default locomotor - TeleportLocomotor Smile
Quote:
I thought for a minute, and a mutation system where tiberium lifeforms have a new tag attached, like TiberiumLifeform=yes/no and that would cause the game to read that, then read a tag like Lifeform=DOGGIE that would enable a logic inside the game that would cause any infantry killed by that lifeform to change into one of those, to the neutral player. Then, infantry could also have the Mutation=yes/no to cancel out that effect on certain infantry, like mutants, cyborgs, and other lifeforms. What do you think? I don't wanna see this in, but to help suggest for new ideas for a more interesting patch.

I see it: I try move Lifeform= tag to InfantryType Smile

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Fri Aug 11, 2006 6:27 am    Post subject: Reply with quote  Mark this post and the followings unread

i would like this code to be in TS for non gided missiles

cannot taret anything it simply fies in a stragiht line great for rocket logic
Firesinastarightline=ture

for air to air combat
AAtoAAcapable=ture

make a self destruct bomb... exploes by raming the target
isramdemobomb=yes

to stop a turret and barrel form rotating can go up and down only
turretisfixed=yes

behave like a heilcopter ?
isheilcopter =yes ....no means its a plane

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Fri Aug 11, 2006 6:42 am    Post subject: Reply with quote  Mark this post and the followings unread

And I would like people to be more intelligent than a lump of clay. But we can't have our wishes come true, can we.

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Fri Aug 11, 2006 7:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Modder666 wrote:
Good point. But we do need to come up with original stuff for this patch, like the bounty logic in RP. That's a good, original idea. Anyone got an idea? Something creative and unique, as unsimilar to anything done before, but within boundaries...


how about ships that walk on land (yea, yea, i know. supreme commander, but its not even in RP!)

hero units were something ive always dreamed of of heaving in TS though. like.. the Mammoth and CCommando. though i dont really think this would be within boundaries. just making sure Very Happy

again, i do want to emphasize the potential op SHP-like HVA animations.
(WalkFrames=1-10
PrimaryFireFrames=11-30
SecondaryFireFrames=
TertiaryFireFrames=
QuaternaryFireFrames=*
IdleFrames=
IdleGuardFrames=
Death1Frames= ;explosion
Death2Frames= ;electrocution
Death3Frames= ;?
DamagedWalkFrames=
DamagedFireFrames=
DamagedIdleFrames=
DamagedIdleGuardFrames=
WhateverElseImportantIveMissed= Very Happy )

*i think quaternaryweapons isnt enough. there should be as many as there are armor types.

all locomotors should be able to deploy. (and land first, if necessary)
and "foundations" for tanks might be possible, maybe you should take a look at the core defender.
could it be possible to make a certain type of cliff a "gravity path", Prey-style?
and i like Dubz idea of the fixed turret. and dogfights are a must, of course.

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Fri Aug 11, 2006 7:42 am    Post subject: Reply with quote  Mark this post and the followings unread

.

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Last edited by XxpeddyxX on Wed Jan 18, 2023 5:51 am; edited 1 time in total

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Fri Aug 11, 2006 10:25 am    Post subject: Reply with quote  Mark this post and the followings unread

I agree, you're all asking for far too complicated things. For example, I asked for a fix to the bug where infiltrating the radar on multiplayer would allow all players to see the map of the infiltrated player. Someone then made the suggestion of having the RA2 spy logic backported to TS, obviously not an easy task. The best thing to do is to just forget RA2 existed, and make a wishlist based on TS only.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Aug 11, 2006 11:24 am    Post subject: Reply with quote  Mark this post and the followings unread

yes, why would we want another RA2? I myself would like just to have all fixable bugs fixed.

One simple (if it is simple) feature I'd like to see would be the Drop Pod falling image for every direction, NE, NW, SE, SW, and a crashed image for the same direction too.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Aug 11, 2006 12:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Go away. The guy already knows that you want dropships working. Return when he releases a patch with it, instead of keeping spamming the topic.

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Fri Aug 11, 2006 12:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Personally I prefer TS to Red Alert 2 in graphics, RA2's normals are disgraceful, so adding all of the goodies from RA2 (like guarensable buildings etc sound great, spelling lol)

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Fri Aug 11, 2006 12:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, the Orca Transport bug will be fixed right? It can land properly with infantry inside, instead of landing, releasing the infantry, flying back up again and repeating.


And Rico, it's garrisonable by the way Wink

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Rico
Tiberian Beast


Joined: 01 Nov 2004
Location: Sydney, Australia

PostPosted: Fri Aug 11, 2006 1:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

I knew I was wrong Very Happy lol, thanks for the correction.
And agreed, all for the Orca Transport bug to be fixed.

Only 1 question, any knowledge on a release date, it appears that its almost finished or something? Question

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VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Fri Aug 11, 2006 3:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Only 1 question, any knowledge on a release date, it appears that its almost finished or something?

First version have some bugs, IMO Smile
But next versions will become better and better Very Happy
Quote:
TertiaryFireFrames=
QuaternaryFireFrames=*

Probably in first version will be not exist:(
Most important bug now - "loading bug"
I find: if game loading firstly after Windows start ...it's loading 30 secs #Mad

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Fri Aug 11, 2006 4:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

C&CVK wrote:
Quote:
Only 1 question, any knowledge on a release date, it appears that its almost finished or something?

First version have some bugs, IMO Smile
But next versions will become better and better Very Happy
Quote:
TertiaryFireFrames=
QuaternaryFireFrames=*

Probably in first version will be not exist:(
Most important bug now - "loading bug"
I find: if game loading firstly after Windows start ...it's loading 30 secs #Mad


that means the rest of the Frame tags will be there?! C&CVK, i love you if you'd really pull that off!
(and if you don't plz dont tell me right away, let me be happy for a while #Tongue )

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VK
Pyro Sniper


Joined: 28 Jul 2005
Location: in GAMEMD.EXE

PostPosted: Fri Aug 11, 2006 8:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

I must fix "load bug" Sad
Also finish PrimaryFireFLH, SecondaryFireFLH, TertiaryFireFLN, QuaternaryFireFLN, TBarrelLength, QBarrelLength
Also 4th weapons code not work very weel
Maybe add [ArmorTypes]:
Code:

[ArmorTypes]
1=MyArmor
...
Verses=5%,100%,100%,5%,5%,   100%

I am not sure.

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Fri Aug 11, 2006 9:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

I liked the Special_XX idea, would take less loading though the person would have to remember what armor number equils what units...

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SMT
Flamethrower


Joined: 06 Mar 2006
Location: On the battlefield destroying GDI and Nod

PostPosted: Fri Aug 11, 2006 11:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

for a later project, maybe more voxel sections like xxxx.barl xxxx.barl2

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Destiny
President


Joined: 02 May 2006
Location: Singapore

PostPosted: Sat Aug 12, 2006 2:21 am    Post subject: Reply with quote  Mark this post and the followings unread

For some weird reason, you can't load saved games with mods.

Anyway, I wonder if Aircraft can take off like real ones. It works for the Jumpjet Infantry, so I wonder why it wouldn't work for aircraft...with the exception of certain bugs.

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Droke
Scorpion Sniper


Joined: 18 May 2004
Location: CA, USA

PostPosted: Sat Aug 12, 2006 5:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Was just thinking about how that could possably be done.

Basicly you would need it to start moving in one direction for X amount of time for the take off, this includes runway and lift off times. Also after X amount of time bring the plane from ground level at Y rate untill it reaches normal hight. Then go after the target.


RunDirection=(Which direction is the runway facing)
RunTime=(How long it heads strait rather then the direction of the target.)
ClimbStart=(How long untill you start going up)
ClimbRate=(How far does it climb each frame, it does this til it reaches normal flight level)



Thats my rough idea, I don't know landing exactly, or if I've even explaned in a understandable way. But basicly you make it run a set direct, and add to the high of its cords until its where you want.


(It is late and I am horrid with words, but I hope my idea came accrost and is plausable...)

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PostPosted: Sat Aug 12, 2006 6:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Well it can practically take off from any place. Other than the obvious ones.

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