Posted: Fri Jul 17, 2009 6:41 pm Post subject:
ICBM
Is there any way to greate working ICBM launcher in TS. Thanks! _________________ Welcome to the unit, I´ll see you around.
Tiberian Sun 2.05:
https://www.moddb.com/mods/tiberian-sun-205 QUICK_EDIT
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? _________________ SHP Artist of Twisted Insurrection: Nod buildings
a new unit sounds good, is it possible that ICBM launcher can launch a missile like V3 launcher in RA2. _________________ Welcome to the unit, I´ll see you around.
Tiberian Sun 2.05:
https://www.moddb.com/mods/tiberian-sun-205 QUICK_EDIT
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. QUICK_EDIT
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. QUICK_EDIT
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!!! QUICK_EDIT
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. QUICK_EDIT
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.
Joined: 01 Feb 2007 Location: National Reference Laboratory for IPNV
Posted: Sun Jul 19, 2009 5:05 am Post subject:
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). QUICK_EDIT
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. _________________ Welcome to the unit, I´ll see you around.
Tiberian Sun 2.05:
https://www.moddb.com/mods/tiberian-sun-205 QUICK_EDIT
[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 _________________ Welcome to the unit, I´ll see you around.
Tiberian Sun 2.05:
https://www.moddb.com/mods/tiberian-sun-205 QUICK_EDIT
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Mon Jul 20, 2009 1:41 pm Post subject:
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. _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
[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. _________________ Welcome to the unit, I´ll see you around.
Tiberian Sun 2.05:
https://www.moddb.com/mods/tiberian-sun-205 QUICK_EDIT
If my unit cant undeploy, how can I make it sellable then? _________________ Welcome to the unit, I´ll see you around.
Tiberian Sun 2.05:
https://www.moddb.com/mods/tiberian-sun-205 QUICK_EDIT
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) _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
Joined: 01 Feb 2007 Location: National Reference Laboratory for IPNV
Posted: Wed Jul 22, 2009 3:02 pm Post subject:
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. QUICK_EDIT
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 ! _________________ Welcome to the unit, I´ll see you around.
Tiberian Sun 2.05:
https://www.moddb.com/mods/tiberian-sun-205 QUICK_EDIT
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 _________________ SHP Artist of Twisted Insurrection: Nod buildings
IIRC it isn't possible to have a the mobiel repair Weap added to a helipad. I tried this out, too and failed :S _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
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