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Nod defense structures
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bonzy_buddy
Shrapnel Sniper


Joined: 31 Oct 2006

PostPosted: Thu Mar 01, 2007 6:45 pm    Post subject:  Nod defense structures Reply with quote  Mark this post and the followings unread

First is the Leiurus. The simpliest way to describe it is to say it's a mechanical "sunken colony". It'll be cloaked too but I removed the cloaking device for the ss. It has a long range and high rate of fire. It's mostly efficient against infantry and light armoured vehicles. Normally, the two plunger where supposed to sink into it when it fires but I don't know how to achieve that. If anyone has an idea about it, I'd be glad to hear his suggestion.

Second is the Axumite Obelisk of light. It works like an Obelisk of light.
I'm having trouble with the charge anime, mostly because it is out of sync. If someone could give me a few tips about that point, I'd be very glad too.

note that they are not supposed to match TS buildings but the other buildings I made.



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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Thu Mar 01, 2007 7:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like the obelisk...

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bonzy_buddy
Shrapnel Sniper


Joined: 31 Oct 2006

PostPosted: Thu Mar 01, 2007 7:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks.

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Harv
Cyborg Firebomber


Joined: 09 Oct 2006
Location: -My own Imagination-

PostPosted: Thu Mar 01, 2007 8:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

obelisk= good
gun = bad

your buildings are to blurred sharpen them and they'll look better

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Thu Mar 01, 2007 11:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

the obelisk fits 85% perectly with Nod.. as was said, just sharpen the details a bit..... and maybe add a little bit more detail Smile

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bonzy_buddy
Shrapnel Sniper


Joined: 31 Oct 2006

PostPosted: Thu Mar 01, 2007 11:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

/harv : it's not a gun, it's a sunken colony (read the comment !). Those tube are plusgern/hydraulic jacks.
/IVI : It fits well my other nod buildings.

I'll try to sharpen them but hte overall smoothness of buildings is due to the methd I use and I'm not sure they can be much more sharp. Anyway, they look blurred compared to TS buildings but once I've replaced thm all, it'll be ok.

Does anyone have any idea about the questions I asked ?

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Fri Mar 02, 2007 12:28 am    Post subject: Reply with quote  Mark this post and the followings unread

like starcraft?

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bonzy_buddy
Shrapnel Sniper


Joined: 31 Oct 2006

PostPosted: Fri Mar 02, 2007 9:59 am    Post subject: Reply with quote  Mark this post and the followings unread

yes

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bonzy_buddy
Shrapnel Sniper


Joined: 31 Oct 2006

PostPosted: Sat Mar 03, 2007 12:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry for the bump but can anyone tell me about my first question (cf. initial post) ??? I really don't know how to do it.

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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Sun Mar 04, 2007 12:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

if you ask me, you can do it by making a firing animation that actually depicts a plunger or whatever it is to be piercing the ground like how the sunken colony does. let's call the 1st animation 'PLUNGE'

then, make another animation of a plunger point emerging from the ground. this 2nd animation will be the 'PLUNGEHIT' animation.

after coding them in the art.ini accordingly, code them in the rules.ini. your structure's weapon should have the tag Animation=PLUNGE

then, code in a special warhead for this weapon. that warhead should have tha tag Animation=PLUNGEHIT.

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bonzy_buddy
Shrapnel Sniper


Joined: 31 Oct 2006

PostPosted: Sun Mar 04, 2007 1:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've already done a "PLUNGEHIT" animation that you can notice on the ss if you look closely. The problem is for the"PLUNGE" animation : I can make an animation of the two plunger going inside the building but it won't hide the two plugers of the building in normal state. I thought to make them an activanim but I find no way to stop the anim palying when firing. ( I don't know if I succeeded to put it clear Confused)

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