Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Sat Apr 20, 2024 1:20 pm
All times are UTC + 0
mammoth tank tweaking
Moderators: Global Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [14 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Tiberian Enigma
Vehicle Driver


Joined: 23 Jan 2009

PostPosted: Fri Jan 23, 2009 3:22 am    Post subject:  mammoth tank tweaking Reply with quote  Mark this post and the followings unread

i am using one i downloaded, yet i just cloned it off the old TD mammoth tank info in the INI files. The thing is, this tank is programmed only to use its rockets against airborne targets, and cannons for everything landlocked. I was wondering if i could change it so it would fire rockets at everything as well as turrets, and was also wondering if i could make it fire railguns, twin railguns preferably, since there are two turrets, rather than shells.

Back to top
View user's profile Send private message
Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Fri Jan 23, 2009 6:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Hello and Welcome to Command and Conquer modding, as well as PPM. I will try to answer your questions.

First, and I may be wrong, but you cannot have a vehicle fire two weapons at the same target simultaneously. I could be wrong, as I have not actually done any INI editing for some time.

Second, if you would like to give the Mammoth Tank new weapons, you will have to clone the Rail Gun weapon that the Mammoth Mark II uses, and replace the mammoth tanks 120mmx weapon with the railgun weapon. The rate of fire (ROF) is slow with the Mammoth Mark II, and the number next to it will have to be adjusted to your taste.

Again, I hope this helps with a short answer. I recommend that you google Tiberian Sun INI editing tutorials and things of this nature to get familiar with them.

Hello again,

Regulus.

_________________
You come for the modding but you stay for the Crap Forum.

Back to top
View user's profile Send private message Skype Account
Tiberian Enigma
Vehicle Driver


Joined: 23 Jan 2009

PostPosted: Fri Jan 23, 2009 6:56 am    Post subject: Reply with quote  Mark this post and the followings unread

ah, thx for te update regulus. for starters i decided to just give my tank a railgun, to see if it would work. all i had to do was change the name of the primary weapon to railgunmech, the same name that the mkii uses. it worked fine, but on a tank it seemed overkill. so i changed it to an elite Ability, now the tank acquires a railgun when it reaches star rank, which seems to balance out the game more than just 100 railtanks driving around, still havent thought about what to give my nod tank, maybe it should fire off 5 missiles or something for its power attack Smile

Back to top
View user's profile Send private message
Cabals Wrath
Medic


Joined: 06 Nov 2008

PostPosted: Fri Jan 23, 2009 9:45 am    Post subject: Reply with quote  Mark this post and the followings unread

You can do it like this, first of all, make sure the rockets that uses the mammoth are AA and AT, so he can attack ground and air units with it.
After that just give the rockets a higher range than his primary weapon, he will first fire the rockets, after he is in range he will fire the primary weapon.

_________________


Back to top
View user's profile Send private message
Chrono Crusade
Cyborg Engineer


Joined: 12 Dec 2007
Location: Gensokyo

PostPosted: Fri Jan 23, 2009 3:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

For twin turrets, I think you can try copying and pasting the MechRailGun (Weapon) Rename it and set Burst=2 to get a twin rail effect...

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message Send e-mail Skype Account Yahoo Messenger Account AIM Address
Lt Albrecht
Defense Minister


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

PostPosted: Fri Jan 23, 2009 8:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope, burst doesn't worlk with Particlefx weapons IIRC and the ROF is set by the MaxEC of the particle...

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Jan 23, 2009 8:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lt Albrecht wrote:
Nope, burst doesn't worlk with Particlefx weapons IIRC


It does, but the burst wont trigger before the particles of the previous shot have expired.

_________________


Back to top
View user's profile Send private message
Lt Albrecht
Defense Minister


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

PostPosted: Fri Jan 23, 2009 8:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Didn't know that, thanks.

_________________
Yes, work on MV continues. It is not forgotten.

Back to top
View user's profile Send private message Skype Account
Tiberian Enigma
Vehicle Driver


Joined: 23 Jan 2009

PostPosted: Tue Jan 27, 2009 7:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

hey, i just had a thought. the mammoth mkii and ghoststalker both have railguns, right? and THEY can both fire at the same time, so what if i just gave my tank both of their weapons, and just upped ghoststalkers railgun to match the damage of the other one? wouldnt that allow both to fire without the particles disappearing?

Back to top
View user's profile Send private message
nikoleah
Rocket Infantry


Joined: 30 Mar 2007

PostPosted: Tue Jan 27, 2009 7:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

But then we'll encouter another problem...
You can't give missiles for it then.

Back to top
View user's profile Send private message Skype Account
Tiberian Enigma
Vehicle Driver


Joined: 23 Jan 2009

PostPosted: Tue Jan 27, 2009 8:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

let me guess? cuz in TS each unit was hardcoded to only have two max weapons?

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jan 27, 2009 9:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

yep, but it's not only that.

your first suggestion was already wrong.
2 MMKII can fire at the same time too.
To give a unit 2 railguns won't help in any way, because the particlesystem is bound to the unit and the unit won't fire again as long as the particlesystem isn't finish and it's irrelevant which type of particlesystem is attached to the weapon. So it's also irrelevant how much or different railguns you add to a unit.
The only way to fire railguns in a faster burst, is to reduce the MaxEC duration of the particlesystem.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Tiberian Enigma
Vehicle Driver


Joined: 23 Jan 2009

PostPosted: Thu Apr 09, 2009 1:02 am    Post subject: Reply with quote  Mark this post and the followings unread

ugh, that blows, but its all good, these tanks dominate just about anything on the field. now i have another question, how do i get the AI to build these custom units? must i put an Aibuildthis code in the rules.ini like the buildings? no other units have this, and the ai builds them just fine.

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Apr 09, 2009 9:42 am    Post subject: Reply with quote  Mark this post and the followings unread

AIBuildThis is a BuildingType specific key which doesn't works on VehicleTypes.

You have to edit the ai.ini / aifs.ini to make the AI build new units. For that open the file and search for an existing TaskForce, e.g. one with already some SONIC tanks (just search for SONIC or MMCH). Then add to this Taskforce your new unit.

e.g.
[07ECFB60-G]
Name=3 titans
0=3,MMCH
1=5,4TNK
Group=-1
would build a group of 2 Titans and 5 Mammoths

X=Y,4TNK
X: is the first unused number in the list
Y: is the amount of units this group should have

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [14 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1875s ][ Queries: 11 (0.0082s) ][ Debug on ]