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Rattuskid
Sergeant


Joined: 01 Sep 2003
Location: Jersey,new

PostPosted: Sat Oct 21, 2006 6:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Icy Basic question remains; Still who the fu ck are you?

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


Not a vehicle, a building, from which a vehicle could deploy into...

It's one shp, one image file that has four turrets rotating in it. If one is obscured by another part of the building, you'd need to block that bit out, as they all would basically have to be on the same frame, with the same overlap values vs other parts of the building.

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ChielScape
General


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

PostPosted: Sat Oct 21, 2006 9:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

he already said that:

IcySon55 wrote:
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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ihateharriers
Rocket Infantry


Joined: 20 Sep 2005

PostPosted: Sat Oct 21, 2006 10:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Using the Gattling logic, you can make an tank ( or a building ) armed with 3 different weapons ( at least one of them MUST be anti-air ).
For example, you can give the Apocalypse Tank an anti-infantry machine-gun, the AA missiles for air attacks and let the tank use it's cannons only against buildings or vehicles.
First, change the Primary= weapon to the one you want it to be "Secondary" ( NOT the one used when force-fire into the ground ); in this case, it's the machine-gun.

Primary=Para ;
Secondary=MammothTusk ; this remains the same
ElitePrimary=ParaE
EliteSecondary=MammothTusk ; I think it works without this line, but it's better to have it here....

Then copy & edit the gattling tags:

IsGattling=yes
TurretCount=1
WeaponCount=6
Weapon1=Para
EliteWeapon1=ParaE
Weapon2=MammothTusk
EliteWeapon2=MammothTusk
Weapon3=120mmx ;weapon3 will be the normal, "primary" weapon -
EliteWeapon3=120mmxE
Weapon4=MammothTusk
EliteWeapon4=MammothTusk
Weapon5=120mmx
EliteWeapon5=120mmxE
Weapon6=MammothTusk
EliteWeapon6=MammothTusk
WeaponStages=3
Stage1=1
Stage2=999999
Stage3=1
EliteStage1=1
EliteStage2=9999999
EliteStage3=1
RateUp=1
RateDown=1

Then find [ApocAP] and [ApocAPE] ( the warheads for [120mmx] and [120mmxE] ) and change the first 3 values from Verses to 0%:
Verses=0%,0%,0%,95%,80%,70%,100%,70%,50%,100%,100%

When the Appocalypse will attack an infantry unit, it will use Para ( as the first weapon ) but when it gets to stage 2, as the warhead has 0% damage for infantry, it will continue attacking using Weapon1.
Against an vehicle or building, it will fire a single Machine-Gun burst, then will quickly switch to the 120mmX weapon. Sometimes, it will not even fire the machinegun, but attack directly with the cannons.
There's a huge value for Stage2 weapon and EliteStage2 - this means that it's unlikely to ever get to that stage ( it would require a few hours ? days ? to continously fire... ).
In this example, the Primary is Para ( deployed GI's machine-gun ); but since this weapon's warhead doesn't have Wall=yes, it means it cannot destroy walls... you won't even get an attack cursor over the walls; but cloning both [Para] and Para's warhead - [SSA], and adding Wall=yes to the cloned warhead will solve this.
The last step is to change the PrimaryFireFLH= and SecondaryFireFLH= in ArtMD like in Gattling tank - Weapon1FLH=,Weapon2FLH... to EliteWeapon6FLH=
Here's a screenshot of 3 apocs, each attacking a different target:
IPB Image
Another problem is related to Report= ( the sounds created when firing ) - it gets strange effects.
A quick "fix" is to remove all Report= from weapons and call the sounds from Artmd.ini with Report= tag to Anim= animations - this also may require a clone of the animations.
I never tested, but I'm pretty shure that 4-,5-or even 6-weapon tanks or buildings are possibile; just give them the right warheads - like:
Weapon1 warhead efficient VS infantry, tanks, buildings
Weapon3 warhead efficient VS tanks, buildings, but 0% for first 3 armors ( infantry )
Weapon5 warhead efficient VS buildings only, 0% verses for infantry and tanks
The unit uses Weapon 1 to attack anything. If it's an infantry, it will keep firing. If it's a tank or building, it will switch to Weapon2 and then either keep firing Weapon2 ( anti-tank ) or, if the target is a building, it will finally switch to Weapon3. Of course, in this case, Stage2 and EliteStage2 will have to be 1 in order to get to Stage3.
AA weapons can be similar ( Weapon2 = Weapon4 = Weapon6 ), or you can give the unit different weapons for V3 Rockets, Paratroopers and Aircrafts& jumpjet vehicles.


thats what posted at revora by BaRaKa. if you make the three turrets have the same weapon, i think it might work.

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Sun Oct 22, 2006 1:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Rattuskid wrote:
@Icy Basic question remains; Still who the fuck are you?

TAKTICS Mod Leader
Homepage
Forum

If you haven't seen what i've done, you must be blind. What about you smart ass?

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Rattuskid
Sergeant


Joined: 01 Sep 2003
Location: Jersey,new

PostPosted: Sun Oct 22, 2006 2:56 am    Post subject: Reply with quote  Mark this post and the followings unread

IcySon55 wrote:
If you haven't seen what i've done, you must be blind. What about you smart ass?


And he wonders where the e-penis comment came from...

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Sun Oct 22, 2006 3:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Rattuskid wrote:
And he wonders where the e-penis comment came from...

Banshee has posted news about my mod several times on the front page. I'm not bragging or boasting or whatever you want to call it. You think you're very smart using "e-penis" as an insult, when I really don't care about my standing in the community.

You were wrong, and I simply pointed it out. Can't handle it?

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ChielScape
General


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

PostPosted: Sun Oct 22, 2006 7:39 am    Post subject: Reply with quote  Mark this post and the followings unread

you just both STFU. go PM eachother to death instead.

@harrier: thanks.

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Sun Oct 22, 2006 7:42 am    Post subject: Reply with quote  Mark this post and the followings unread

ChielScape wrote:
you just both STFU. go PM eachother to death instead.

The issue has been cleared. We don't need you telling us what to do. Confused

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ChielScape
General


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

PostPosted: Sun Oct 22, 2006 10:14 am    Post subject: Reply with quote  Mark this post and the followings unread

whatever. <_<

[edit]
errr... harrier, that tut looks like a way to give a unit 3 WEAPONS, not 3 TURRETS.

whats your way to do it Icy?



BCRUISER.PNG
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BCRUISER.PNG



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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Sun Oct 22, 2006 12:45 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Can get along kiddies.. Confused

nice cruiser ChielScape.

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ChielScape
General


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

PostPosted: Sun Oct 22, 2006 1:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks. its still undetailed though. i'll add some later.

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IcySon55
Commander


Joined: 19 Nov 2003
Location: Overworld

PostPosted: Sun Oct 22, 2006 8:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

First of all, this only works on buildings with a maximum of 4 virtual turrets.

The two blue and two red diamonds should be the exact same distance from the center of the building. If the center of the building is 0,0 and one diamond is at 34,0. Then the other one should be at -34,0. Both pairs of turrets should be at the same height. (Note the AA turrets are not, only because I wan't to give it a least a shred of crummy design. They should be though.) By using a Burst=2 weapon, the turrets should alternate when firing.

There might be a problem with this logic though. If the actual turret rotates to face, I think the FLH will follow it, and the shots will no longer fire from the turrets. It seems they only work if they are facing 2 certain directions. (The long sides of the ship. If it fires forward, the shots might appear to come out of the water beside the ship.)

Anyways, onto the images.



test_cruiser.png
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The building's SHP.
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test_cruiser.png



turret.gif
 Description:
The actuall turret shp. (Normally with 64 directions.)
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turret.gif



final.gif
 Description:
This is what you'd end up with in-game, pretty much.
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final.gif



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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Sun Oct 22, 2006 8:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

I just have to comment this out - Surprised

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ChielScape
General


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

PostPosted: Mon Oct 23, 2006 7:19 am    Post subject: Reply with quote  Mark this post and the followings unread

ah, so it only works with SHP turrets... could i make a 32 frame screenshot in HVAbuilder to do that?

Edit: NVM, seems my old Bcruiser isnt fit for it anyway, so it'll be just as easy doin' it in Max.

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Last edited by ChielScape on Mon Oct 23, 2006 12:35 pm; edited 1 time in total

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Oct 23, 2006 12:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

The voxel is good, but doesnt suit RA2.

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Oshog
General


Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Mon Oct 23, 2006 6:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Erm, it's suppost to be used in a mod... #Tongue

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Tue Oct 24, 2006 2:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

@ Gosho..Yep,thats IS the reason i made it ..lol


Id'e say a very large percent of the voxels floating around the community dont fit into ra2..and I agree..this ship dont fit.

BUT, camo textured models dont either, reguardless of how well designed..

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Geoff17391
Medic


Joined: 25 Dec 2005
Location: England, UK

PostPosted: Tue Oct 24, 2006 7:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

hey guys... i was roaming around the rules.ini file and i was looking at what each code title means etc. and i came accross this...

Code:
;    TurretCount=the number of turrets the unit has (def=0)


is this what you all mean this code, because i've been following this topic and all the way i'm like'what?'. Confused

nice 3d's of the ships though Very Happy

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ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Tue Oct 24, 2006 8:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

that code right there is for the IFV logic.

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ChielScape
General


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

PostPosted: Wed Oct 25, 2006 3:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Geoff17391 wrote:
hey guys... i was roaming around the rules.ini file and i was looking at what each code title means etc. and i came accross this...

Code:
;    TurretCount=the number of turrets the unit has (def=0)


is this what you all mean this code, because i've been following this topic and all the way i'm like'what?'. Confused

nice 3d's of the ships though Very Happy


even if that works...
turret 1 would be
UNITtur.vxl
what would the second one be?

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Universal
Stealth Laser Trooper


Joined: 17 Jan 2006
Location: Germany

PostPosted: Wed Nov 01, 2006 4:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tony what USN naval ship did u base this voxel off ?

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Wed Nov 01, 2006 4:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

I didnt base it from anything man, I just made it.

Plain and simple..

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Universal
Stealth Laser Trooper


Joined: 17 Jan 2006
Location: Germany

PostPosted: Wed Nov 01, 2006 5:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I knew I recognized its a Des Moines class cruiser one of the best american cruisers of post ww2 period.

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Xeno
Grenadier


Joined: 26 Jul 2005

PostPosted: Wed Nov 01, 2006 8:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I knew I recognized its a Des Moines class cruiser one of the best american cruisers of post ww2 period.

Dude he said he didn't base it on anything... so any resembelance is just purely co-insidental Confused

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Mr. Pokey
Energy Commando


Joined: 29 May 2005
Location: England

PostPosted: Wed Nov 01, 2006 8:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

"I refuse to read your reply"
#Tongue

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Rattuskid
Sergeant


Joined: 01 Sep 2003
Location: Jersey,new

PostPosted: Wed Nov 01, 2006 9:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Universal wrote:
I knew I recognized its a Des Moines class cruiser one of the best american cruisers of post ww2 period.


Do you want to be awarded the idiot of the week on this forum too?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Nov 01, 2006 11:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh how I ROFL... ROFLMAO!!!

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Jeeves
Cyborg Soldier


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

PostPosted: Thu Nov 02, 2006 2:57 am    Post subject: Reply with quote  Mark this post and the followings unread

ROFLMFAO!
What made you think Universe = Universal? #Tongue

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