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ICBM
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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Fri Jul 17, 2009 6:41 pm    Post subject:  ICBM Reply with quote  Mark this post and the followings unread

Is there any way to greate working ICBM launcher in TS. Thanks!

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jul 17, 2009 6:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

what exactly do you want?
-a new superweapon?
-a new unit?
-a certain code for a weapon?
-activate (make buildable) the campaign only icbm unit?

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crevio
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Joined: 19 Apr 2009

PostPosted: Fri Jul 17, 2009 6:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ummm........huh? its already a fully working unit in TS.

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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Fri Jul 17, 2009 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

a new unit sounds good, is it possible that ICBM launcher can launch a missile like V3 launcher in RA2.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Fri Jul 17, 2009 7:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Spawn logic does not work in TS. You can have the unit fire a voxel image of a missile, but it will not disappear off the back of the voxel.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Jul 18, 2009 12:04 am    Post subject: Reply with quote  Mark this post and the followings unread

I remember LKO proposing a quite complex system for switching between various animations for the loaded/unloaded stages (Tibweb), but afaik the missile would still be invincible in the air.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Sat Jul 18, 2009 4:58 am    Post subject: Reply with quote  Mark this post and the followings unread

I'll just stick to RA2 and YR. I've tried TS, and the only worthwhile mod is forgotten because it's not brimming full of ZOMG GRAPHIC UPDATE VER 1200!!!

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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Sat Jul 18, 2009 7:10 am    Post subject: Reply with quote  Mark this post and the followings unread

ok thanks

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jul 18, 2009 5:12 pm    Post subject: Reply with quote  Mark this post and the followings unread


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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Sat Jul 18, 2009 5:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

the ICBM is actually a pretty good asset to RA2, deploy it and have it fire out a chemmissile or multimissile using the MultiSpecial. and I would imagine you could do the same in TS, but not sure.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Jul 18, 2009 10:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
here's the tibweb topic Orac mentioned.

Yeah, the stuff I mentioned was this, and it is actually quite interesting, imo, here:
LKO on tiberiumweb.com wrote:
However you can give the unit a special firing anim to simulate the loaded and empty stage visually. A good way for this is a deployed launcher which uses the obelisk charging logic to make an anim which creates the missile and let it raise vertically until it is fired.

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Sun Jul 19, 2009 5:05 am    Post subject: Reply with quote  Mark this post and the followings unread

You could also do it using shp units, specifically turretless units. The normal state would be the unit loaded with the missile(s), this would apply to the walking animation too, and give it a firing animation (which is why it has to be turretless), where it's lacking the missile(s).

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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Mon Jul 20, 2009 8:48 am    Post subject: Reply with quote  Mark this post and the followings unread

here s my problem, I made a new ICBM launcher and when it deployes to a Deployed ICBM, it cant undeploy to a normal ICBM. And there is UndeploysInto=ICBM.

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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Mon Jul 20, 2009 9:02 am    Post subject: Reply with quote  Mark this post and the followings unread

heres rules.ini

[ICBM]
Name=Missile Launcher
Category=Support
Prerequisite=GAWEAP,GARADR
Strength=500
Armor=light
TechLevel=-1
Sight=7
Speed=5
Owner=Nod
Nominal=yes
AllowedToStartInMultiplayer=no
Turret=no
Cost=1400
Points=30
ROT=3
DeploysInto=DEPICBM
Crusher=yes
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=5.5
MovementZone=Crusher
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DebrisTypes=TIRE
DebrisMaximums=4
ZFudgeColumn=18
ZFudgeTunnel=18

And Deployed one
[DEPICBM]
Name=Deployed ICBM
TechLevel=-1
Strength=400
Points=50
Power=0
Armor=wood
Nominal=yes
ICBMLauncher=yes
;SuperWeapon=MultiSpecial
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=8
UndeploysInto=ICBM
BaseNormal=no
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=500, 500, 400
TogglePower=no

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jul 20, 2009 9:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Navy SEAL wrote:
here s my problem, I made a new ICBM launcher and when it deployes to a Deployed ICBM, it cant undeploy to a normal ICBM. And there is UndeploysInto=ICBM.

[ICBM] is the original and not new. you shouldn't touch this as it is a campaign unit.
make a clone of this one and give the clone Image=ICBM

DEPICBM has no Image key. Do you made a copy of GAICBM.SHP and also added the correct art.ini entry for DEPICBM?
If not give DEPICBM Image=GAICBM and try it again.

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Mon Jul 20, 2009 1:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you look at the GAICBM shp, there is already an anim for loaded and empty. I think I tested this a while ago, and if you set up Ammo=1 the deployed launcher's 'missile' will disappear after the shot is fired..
Of course when it undeploys it'll still show a vehicle with a missile.

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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Mon Jul 20, 2009 3:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:

[ICBM] is the original and not new. you shouldn't touch this as it is a campaign unit.
make a clone of this one and give the clone Image=ICBM


What I mean is that I made a new ICBM voxel and replaced old one. And DEPICBM is a new deployed ICBM shp, I changed GAICBM to DEPICBM to ignore these snow and temperate terrain settings.

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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Wed Jul 22, 2009 9:10 am    Post subject: Reply with quote  Mark this post and the followings unread

If my unit cant undeploy, how can I make it sellable then?

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Wed Jul 22, 2009 10:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Hm.... Im not sure, but try the MCV/Conyard Stat, since MCVs are the only vehicle which can be selled even if it can undploy/deploy...
Thought it could cause some wierd errors in the AI (maybe he attacks it then, because it thinks, it would be a conyard :S)

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Wed Jul 22, 2009 3:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, does your vehicle have a deploying (buildup) animation?, since you can only sell structures/undeploy units with buildup animation, if it doesn't the game won't let you sell/undeploy them, even if it should be able to according to rules.ini.

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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Wed Jul 22, 2009 3:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

thats it, thanks

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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Fri Jul 24, 2009 8:08 am    Post subject: Reply with quote  Mark this post and the followings unread

I didnt want to make a new forum so heres another questions, Is it possible to make a helipad to repair aircrafts and where can I find aircraft ammo shp.

Edit: 1 question more: how can I repair civilian buildings with engineer. Thanks !

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jul 24, 2009 9:28 am    Post subject: Reply with quote  Mark this post and the followings unread

1. Try adding the repairbay key UnitRepair=yes to the helipad. But iirc it doesn't work on helipads. So i think you can only try to add the mobile repair units weapon.
2. Tibsun.mix/conquer.mix pips2.shp
3. add the key Capturable=yes

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Jul 24, 2009 12:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Don't ever use UnitRepair=yes on Helipads. It crashes the game as I've seen when I did it.

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Fri Jul 24, 2009 8:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

IIRC it isn't possible to have a the mobiel repair Weap added to a helipad. I tried this out, too and failed :S

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Navy SEAL
Energy Commando


Joined: 01 Dec 2005
Location: Estland

PostPosted: Sat Jul 25, 2009 7:25 am    Post subject: Reply with quote  Mark this post and the followings unread

what is "IIRC"?

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Sat Jul 25, 2009 9:55 am    Post subject: Reply with quote  Mark this post and the followings unread

"If I Remember Correctly"
Except on the subject of repair-helipads I don't, so that's all I can say.

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