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Uncoded units
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Revolutionary
Commander


Joined: 19 May 2008
Location: Scotland, starting a Revolution Cameo: metricon. Posts:???

PostPosted: Mon May 19, 2008 6:17 pm    Post subject:  Uncoded units Reply with quote  Mark this post and the followings unread

I am a newbie and i was wondoring if there is any way to fix the PROBE
JEEP or ARTY
i manged to code all the rest

in final sun the 3 units in question apear but in game thay dont appear





Mad



train and not working.jpg
 Description:
1=PROBE
2=JEEP
3=ARTY
 Filesize:  22.48 KB
 Viewed:  3752 Time(s)

train and not working.jpg



all hiden tanks.jpg
 Description:
all the rest
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all hiden tanks.jpg



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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Mon May 19, 2008 6:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't see why the people said what those ar ugly? I like those. Just... er... normals?

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon May 19, 2008 7:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

really helpful gufu ... the jeep and probe need hva

search for hva building on ppm front page

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Revolutionary
Commander


Joined: 19 May 2008
Location: Scotland, starting a Revolution Cameo: metricon. Posts:???

PostPosted: Mon May 19, 2008 7:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks Smile

(another tool to master)

what about the artillary [ARTY]?

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue May 20, 2008 11:04 am    Post subject: Reply with quote  Mark this post and the followings unread

You need to adjust the barrel position in hva build or voxel editor, but I'm not 100% certain. I'm sure anyone with experience in creating voxels can help you.

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Tue May 20, 2008 12:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

IMO it works best if you merge them into one voxel and make it turret=no.

Insert voxel section, and add the barrel in. Then save it and do the HVA as you please. It won't turn its turret like the C&C and RA1 Artillery, but it won't act all silly sausagery.

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Apex
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Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Tue May 20, 2008 12:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Um... RA and C&C artillery didnt use turrets, they faced the enemy when they shot.

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Clarkson
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Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Tue May 20, 2008 12:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know. I worded that wrong. Neutral

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Tue May 20, 2008 12:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

What Clarkson meant:
It won't turn its turret like the C&C and RA1 Artillery and it won't act all silly sausagery.

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Apex
General


Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Tue May 20, 2008 12:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

In any case I remember a rules mod that (sorta) fixed the arty's turret. I think it was done with BarrelAngle or the code like that (im away from my rules and pc fix this for me if im wrong). but the turret/barrel tilted forward after every shot.

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue May 20, 2008 1:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

This artillery is different, though it was based off the TD and RA artillery.

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Revolutionary
Commander


Joined: 19 May 2008
Location: Scotland, starting a Revolution Cameo: metricon. Posts:???

PostPosted: Tue May 20, 2008 3:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

thank you Smile
ill extract them and fix them when i find the voxel editor

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Aro
Alcohol Fueled


Joined: 10 Sep 2006

PostPosted: Tue May 20, 2008 4:09 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Revolutionary
Commander


Joined: 19 May 2008
Location: Scotland, starting a Revolution Cameo: metricon. Posts:???

PostPosted: Tue May 20, 2008 4:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

cheers Aro

i sound like a newbie but could some one point me in the Direction on a hav edditor (sorry)

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Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Wed May 21, 2008 3:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

You mean the HVA Bruilder? Anywho, sure. In the builder, load up the voxel. There are four buttons, one of them is labeled (When mouse is over it) "Position", another "Rotation" with something else. Don't exactly remember. There are two others, but I don't rembmer what they are. Click the position to move the peice into the spot you want, and rotation will just turn it according to the current X,Y,Z axis selected. You move/turn the parts where you want them, then hit save, thus making the HVA. I can't give a detailed description because I'm not at my computer with the program at the moment, but it should help a little at least. If not, I tried. ^_^; (For making the HVAs, read before this...)

Voxels, if your making them or editing, you'll use the program Aro pointed out. The three screens, one of them the main window, show differnt views (Side, Top, Back). You can use those to help make the thing you want (Like that phonebooth someone made once XD). The window on the bottom right has the 3D view of how it looks. You can double click the windows above that I mentioned,not the 3D one, to go to that perspective in the main window and continue there. You can click on the windows (Small ones I mean) to position the layer of voxels your working on. When your done, click save and save it as what ever you want (max of eight letters/numbers due to game standards). If it is a turret for something, you'll save it as the name of the original voxel, but with tur at the end (EG with my voxel minion: miniontur.vxl) or with barl if it's a barrle (minionbarl.vxl). If you load the main body voxel in HVA builder, all three voxels will load for you to place where you want. (This was all for the VXL editor x.x where x=version)

Hope it helps somehow.

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Revolutionary
Commander


Joined: 19 May 2008
Location: Scotland, starting a Revolution Cameo: metricon. Posts:???

PostPosted: Wed May 21, 2008 4:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks

i get the idea but i cant find the buttons


#LOL im a #Newbie with this editor

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Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Wed May 21, 2008 4:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

If I remember correctly, for the VXL editor you click the window names twice in the double click fasion to open them. In the HVA Builder, the buttons are right above the view window. It's four buttons, two of them (I think) look like the icon for the program while another looks like some sort of notepad-like thing (If I remember correctly...)

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Wed May 21, 2008 6:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just copy a very standard .hva from TIBSUN.mix, like AAPC.hva. Rename it to PROBE.hva and such. Make sure you have an art.ini entry for the new voxels, they need to have Voxel=yes at the least.

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Revolutionary
Commander


Joined: 19 May 2008
Location: Scotland, starting a Revolution Cameo: metricon. Posts:???

PostPosted: Wed May 21, 2008 6:45 pm    Post subject:   Reply with quote  Mark this post and the followings unread

thanks Smile it worked for probe useing the apc hva

DvD your the best ROFLMAO!!!

ill try the jeep and arty tomorow and i will post a screeny if it works



probe.jpg
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look it worked
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probe.jpg



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Revolutionary
Commander


Joined: 19 May 2008
Location: Scotland, starting a Revolution Cameo: metricon. Posts:???

PostPosted: Tue May 27, 2008 2:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

it didnt work and i dont need them

thanks for all your help and one day i will edite the humve and artillaary proparly

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