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Allied Cruiser
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Tony
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Joined: 02 Apr 2005
Location: United States

PostPosted: Fri Oct 13, 2006 4:05 pm    Post subject:  Allied Cruiser Reply with quote  Mark this post and the followings unread

Yeah I know, time on my hands Laughing


Allied Cruiser

allied and sov schemed versions.



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Team SomeGuy
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Joined: 18 Aug 2006

PostPosted: Fri Oct 13, 2006 6:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awesome! Bookmarked for later use.

BTW is Turret Logic enabled?

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Sat Oct 14, 2006 6:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Rolling Eyes yes.. there is a seperate turret vxl included, just view the readme with coding included.

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Sat Oct 14, 2006 5:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

does that men that you have mae a voxel woth 3 WORKING (???) turs?? LOL! Nice voxel Very Happy

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Sat Oct 14, 2006 6:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

3 turrets is impossible in RA2/YR I am not even sure if the RP supports it

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Oshog
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Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Sat Oct 14, 2006 6:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dude, three different turrt designs perhaps #Tongue

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Sun Oct 15, 2006 2:55 am    Post subject: Reply with quote  Mark this post and the followings unread

lol no..the very front and back turrets are just there for detail..three Working turrets IS not possible. Sad

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Xeno
Grenadier


Joined: 26 Jul 2005

PostPosted: Sun Oct 15, 2006 8:02 am    Post subject: Reply with quote  Mark this post and the followings unread

I have to say... Ace work dude... i've been needing a decent one of these for a while ^_^

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Team SomeGuy
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Joined: 18 Aug 2006

PostPosted: Sun Oct 15, 2006 3:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

You mean all three are pretty much immobile? Sheesh at least if ya got em to move in synch thatd rock. Even 2 for that matter.

BTW are you sure TurretCount= wouldnt help?

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Rattuskid
Sergeant


Joined: 01 Sep 2003
Location: Jersey,new

PostPosted: Sun Oct 15, 2006 8:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

This one seems a tad bit out of scale, but all the Ra2 naval vessels are anyway. Not bad at all, really.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Oct 16, 2006 12:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

•Tony• wrote:
lol no..the very front and back turrets are just there for detail..three Working turrets IS not possible. Sad

just a proposal
Make it deployable and then the turrets as an shp art file. this way you can have your 3 fully turning turrets. And due to the heavy firepower, the deploy thing would make this unit well balanced.

while driving it can only use 1 turret (the middle one)
and after deploying it uses all 3 turrets.

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

PostPosted: Mon Oct 16, 2006 1:06 pm    Post subject: Reply with quote  Mark this post and the followings unread


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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Mon Oct 16, 2006 5:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Make it deployable and then the turrets as an shp art file. this way you can have your 3 fully turning turrets.

Your proposal is flawed. Buildings can only have one actual turret. (Same as units.)

Using a building, with a set of SHP turrets will work, but you can only have 2 per weapon, and they must be exactly the same distance from center to get the PrimaryFireFLH correct. The 3rd and 4th turrets will have to be part of the same turret animation as the first two because buildings can only have one actual turret. So all 4 turrets will always face the same direction.

Again turrets 3 and 4 must be the same disance from center to get SecondaryFireFLH correct. Conclusion, it's doable, but it'll look a tad stupid.

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Oshog
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Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Mon Oct 16, 2006 5:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why do you think it will look stupid? Real warships can shoot simeltaneously with 4 cannons and it looks amazing.

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Mon Oct 16, 2006 5:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Gosho wrote:
Why do you think it will look stupid? Real warships can shoot simeltaneously with 4 cannons and it looks amazing.

You completely missed the point.

Only two of the turrets will fire at any given time. And let's say you had the 3rd and 4th turrets as anti-air. All four would aim at the ground unit, but only two would fire because the others are anti-air. That obviously would look stupid.

I'm talking about the technical limitations of the engine and all you can come up with is, "Real things look good!"... Confused

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Oshog
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PostPosted: Mon Oct 16, 2006 6:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Erm, no, I ment it would look nice if there were four turrets, even though 2 of them wouldn't fire. :p

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Team SomeGuy
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Joined: 18 Aug 2006

PostPosted: Mon Oct 16, 2006 7:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

IcySon55 wrote:
Lin Kuei Ominae wrote:
Make it deployable and then the turrets as an shp art file. this way you can have your 3 fully turning turrets.

Your proposal is flawed. Buildings can only have one actual turret. (Same as units.)

Using a building, with a set of SHP turrets will work, but you can only have 2 per weapon, and they must be exactly the same distance from center to get the PrimaryFireFLH correct. The 3rd and 4th turrets will have to be part of the same turret animation as the first two because buildings can only have one actual turret. So all 4 turrets will always face the same direction.

Again turrets 3 and 4 must be the same disance from center to get SecondaryFireFLH correct. Conclusion, it's doable, but it'll look a tad stupid.


What if the turret part can be SHP and reduced to 2? Would that work?

Or should the unit be redone entirely as SHP like the RA Cruiser so that both turrets would work.

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Jeeves
Cyborg Soldier


Joined: 30 Jun 2006
Location: Oz, but near Melbourne, so its ok

PostPosted: Tue Oct 17, 2006 1:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Still impossible, RA2 is very limited in this regard, you may only have a single turret on a unit or stucure at a time, be it shp or vxl.
I think its a nice voxel, though I'm not sure how well it fits in with the rest of the fleet, perhaps the hull shound be blue?
And out of trivia, Dreadnaughts, Battlecruisers, and other early All-Big-Gun battleships couldn't fire with more than one turret at a time due to the risk of flipping the ship.

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Team SomeGuy
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Joined: 18 Aug 2006

PostPosted: Tue Oct 17, 2006 2:09 am    Post subject: Reply with quote  Mark this post and the followings unread

So then the voxel should basically be left as Turret=no?

Granted it arises the same issue as the Allied Destroyer (stupid looking with no turret) but it would end a great deal of frustration trying to get the turrets to work.

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Tue Oct 17, 2006 3:49 am    Post subject: Reply with quote  Mark this post and the followings unread

SomeGuy[YR:SF] wrote:
So then the voxel should basically be left as Turret=no?

Granted it arises the same issue as the Allied Destroyer (stupid looking with no turret) but it would end a great deal of frustration trying to get the turrets to work.


Your funny... Turret=no is for units WITHOUT a turret.

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Team SomeGuy
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Joined: 18 Aug 2006

PostPosted: Tue Oct 17, 2006 4:26 am    Post subject: Reply with quote  Mark this post and the followings unread

It can be applied to units with one.

Try it and see.

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Tue Oct 17, 2006 4:53 am    Post subject: Reply with quote  Mark this post and the followings unread

But why would I, Then the ship would have to turn in order to fire in different angles...

Listen, you can code this thing however you want..I really dont care.

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Von Kriplespac
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Joined: 01 Sep 2004
Location: Somewhere

PostPosted: Tue Oct 17, 2006 5:51 am    Post subject: Reply with quote  Mark this post and the followings unread

SomeGuy[YR:SF] wrote:
So then the voxel should basically be left as Turret=no?

Granted it arises the same issue as the Allied Destroyer (stupid looking with no turret) but it would end a great deal of frustration trying to get the turrets to work.



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ChielScape
General


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

PostPosted: Tue Oct 17, 2006 7:14 am    Post subject: Reply with quote  Mark this post and the followings unread

replace the turrets, except one, with missile packs, then give it omnifire=yes

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Tue Oct 17, 2006 8:46 am    Post subject: Reply with quote  Mark this post and the followings unread

That was a plan I had, But i figured it would be overpowered

keep in mind you guys can change anything about my vxls, for your mods or W/E I dont mind.

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Rattuskid
Sergeant


Joined: 01 Sep 2003
Location: Jersey,new

PostPosted: Wed Oct 18, 2006 2:45 am    Post subject: Reply with quote  Mark this post and the followings unread

You guys completely got whooshed by the awesome suggestion Lin laid out.

The turret files as shps work because the frames are divided by the degrees of movement, so they can basically aim anywhere, but it's just a damn frame per any given position.

So if you could have multiple turrets under 'one' turret image files, as in three per actual frame that all rotate the same. The ship would have to basically deploy into a building so the backmost turret could get 'blanked' out properly by the superstructure, but you could have three turrets visually while only having one code wise.

It takes technical knowledge, which means basically only Lin or Gamemate could do it, but it is doable. Issues would be a need for invisible projectiles and sound/fire animation tweaks, but with cluster logic, still very doable.

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Team SomeGuy
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Joined: 18 Aug 2006

PostPosted: Wed Oct 18, 2006 3:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Could that be applied and make it moreso of a moving form?

Granted it wont line up the shot anims but maybe it would help.

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ChielScape
General


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

PostPosted: Wed Oct 18, 2006 10:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

•Tony• wrote:
That was a plan I had, But i figured it would be overpowered

keep in mind you guys can change anything about my vxls, for your mods or W/E I dont mind.


being overpowered depends on the coding, you could give it some lower damage.

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Wed Oct 18, 2006 10:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

actuelly those missile racks can be a CIWS (close in weapons system) which would target anemy aircraft and missiles. give it a range of 2 max and it would be very ballenced

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Kurorahk
Soldier


Joined: 20 May 2005
Location: Defiance Industries HQ, Antarctica

PostPosted: Thu Oct 19, 2006 12:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes i concur with that this is what we wanted for a while and it is difficult to figure it out if you want missles or if you want to just leave it as is. But all and all sweet voxel, now it is the communities turn to make it what they want.

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

PostPosted: Thu Oct 19, 2006 2:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

2 is short, i suggest at least 3, but 4 would be nice.
or AA only: 6

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Thu Oct 19, 2006 3:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Rattuskid wrote:
It takes technical knowledge, which means basically only Lin or Gamemate could do it, but it is doable. Issues would be a need for invisible projectiles and sound/fire animation tweaks, but with cluster logic, still very doable.

If you read my posts. You would've realised that I can also get it to work, aswell as many other top community modders. Technical knowledge is not restricted to who you like better. Rolling Eyes

With the current engine, only 2 sets of turrets (4) are possible. If C&CVK adds Tertiary= Quaternary= with corresponding FLHs. Then a building can graphically have up to 8 turrets and 4 weapons.

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Rattuskid
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Joined: 01 Sep 2003
Location: Jersey,new

PostPosted: Thu Oct 19, 2006 11:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Read you loud and clear; your e-penis is awesome an' stuff.

Although maybe I didn't mention you by name because I can't remember what you call yourself or what name (if any) I actually know you by.

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Thu Oct 19, 2006 11:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Rattuskid wrote:
Read you loud and clear; your e-penis is awesome an' stuff.

You seem to have misplaced your brain.

IcySon55 wrote:
aswell as many other top community modders.

Did you just ignore this because it was easier to insult me?

Rattuskid wrote:
It takes technical knowledge, which means basically only Lin or Gamemate could do it, but it is doable.

You said 'only' and you were clearly mistaken. It seems impossible to correct anyone on this forum. They all get offended.

Rattuskid's sig should've wrote:
My mouth is quicker than my mind.

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

PostPosted: Fri Oct 20, 2006 6:58 am    Post subject: Reply with quote  Mark this post and the followings unread

mouth... you mean fingers. right?

but tell me, how do you plant 4 turrets on a single vehicle?

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IcySon55
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Joined: 19 Nov 2003
Location: Overworld

PostPosted: Fri Oct 20, 2006 1:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can't. Theoretically, this logic only works with buildings, and requires a very specific setup. It's just 1 turret that looks like 4.

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ChielScape
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PostPosted: Fri Oct 20, 2006 5:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

fair enough. how's it work?

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ORCACommander
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Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Fri Oct 20, 2006 6:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

ChielScape wrote:
2 is short, i suggest at least 3, but 4 would be nice.
or AA only: 6


CS we can't have it being able to target land but AA on;y would eliminate that problem.

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Tony
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Joined: 02 Apr 2005
Location: United States

PostPosted: Fri Oct 20, 2006 7:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Jeeves wrote:
Still impossible, RA2 is very limited in this regard, you may only have a single turret on a unit or stucure at a time, be it shp or vxl.
I think its a nice voxel, though I'm not sure how well it fits in with the rest of the fleet, perhaps the hull shound be blue?
And out of trivia, Dreadnaughts, Battlecruisers, and other early All-Big-Gun battleships couldn't fire with more than one turret at a time due to the risk of flipping the ship.


This is an Iowa class BB firing all three turrets,...thats 9 barrels.



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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Fri Oct 20, 2006 9:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

HS! that's a huge concussion wave! and congrats tony you've sucessfully made one of histories most controvetial voxels Very Happy

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ihateharriers
Rocket Infantry


Joined: 20 Sep 2005

PostPosted: Sat Oct 21, 2006 12:08 am    Post subject: Reply with quote  Mark this post and the followings unread


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Team SomeGuy
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PostPosted: Sat Oct 21, 2006 1:25 am    Post subject: Reply with quote  Mark this post and the followings unread

404

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ChielScape
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Joined: 07 Mar 2006
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PostPosted: Sat Oct 21, 2006 7:23 am    Post subject: Reply with quote  Mark this post and the followings unread

404 too

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Oshog
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Joined: 02 Sep 2005
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PostPosted: Sat Oct 21, 2006 7:39 am    Post subject: Reply with quote  Mark this post and the followings unread

You might have to register in there to view it #Tongue

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Tyler Adams
Defense Minister


Joined: 08 Oct 2004
Location: Back in black.

PostPosted: Sat Oct 21, 2006 8:39 am    Post subject: Reply with quote  Mark this post and the followings unread

ORCACommander wrote:
HS! that's a huge concussion wave! and congrats tony you've sucessfully made one of histories most controvetial voxels Very Happy


Anyone notice the concussion blast from the rear turret it larger than the front turrets' one?

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Sat Oct 21, 2006 1:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

yep lol

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ChielScape
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PostPosted: Sat Oct 21, 2006 2:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Gosho wrote:
You might have to register in there to view it #Tongue


cant you quote it or something?

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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Sat Oct 21, 2006 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awesome! Just make it a tad fatter so it can be seen correctly and be at a more realistic size compared to the other ships in RA2...

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Sat Oct 21, 2006 3:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alex06 wrote:
Awesome! Just make it a tad fatter so it can be seen correctly and be at a more realistic size compared to the other ships in RA2...


In time my friend..in time.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Oct 21, 2006 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

that 3 turret topic was about multiple weapon systems by using a gat hack, it showed a mammoth with a mg, cannons and aa missiles being used in one screeny.

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