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Patriot Missile Defense Turret [RA2]
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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Oct 27, 2003 1:48 pm    Post subject:  Patriot Missile Defense Turret [RA2] Reply with quote  Mark this post and the followings unread




patriot.zip
 Description:
.shp files converted with unittem.pal (Ra2, jasc)

Updated on November 9th, 2003.

Download
 Filename:  patriot.zip
 Filesize:  102.5 KB
 Downloaded:  1967 Time(s)


Last edited by Banshee on Thu Jun 24, 2004 3:43 pm; edited 3 times in total

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the_kid
Cyborg Informer


Joined: 14 Sep 2002
Location: Las Vegas, Nevada, United States of America

PostPosted: Mon Oct 27, 2003 8:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

oy... Joe would you like for me to upload this at CnC Central (should launch on the 1st of November)

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Joe
Shrapnel Sniper


Joined: 08 Mar 2003
Location: California

PostPosted: Tue Oct 28, 2003 2:21 am    Post subject: Reply with quote  Mark this post and the followings unread

i think i need finish snow and damage first... but i might not finish before nov 1 i have quarter finals in school this week

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the_kid
Cyborg Informer


Joined: 14 Sep 2002
Location: Las Vegas, Nevada, United States of America

PostPosted: Tue Oct 28, 2003 5:39 am    Post subject: Reply with quote  Mark this post and the followings unread

alright no rush... but it looks great for now Smile

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iceman559
Stealth Laser Trooper


Joined: 26 Jul 2003
Location: AZ, US

PostPosted: Wed Oct 29, 2003 3:54 am    Post subject: Reply with quote  Mark this post and the followings unread

looks sweet, but i think itd be cooler if the turret was facing straight down or straight up on build-up anim and then lowered to where it is

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Weeble
Vehicle Driver


Joined: 13 Oct 2003

PostPosted: Wed Oct 29, 2003 8:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

iceman559 wrote:
looks sweet, but i think itd be cooler if the turret was facing straight down or straight up on build-up anim and then lowered to where it is

yeah, that would be better, like it somes out pointing str8 up then moves down to point at 45degrees or whatever it is

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zdflamer2
Shrapnel Sniper


Joined: 04 Oct 2003
Location: Oxford, North Korea

PostPosted: Thu Oct 30, 2003 5:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

nice, that looks really good better than some official shps, the turret should be point at 90 when it builds up and when finished it moves down to the normal angle.

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shadowfx78
Cyborg Firebomber


Joined: 01 Jul 2003

PostPosted: Thu Oct 30, 2003 7:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

i said it before n i definitely say it again. AWESOME piece of work Joe.

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- geno -
Energy Commando


Joined: 29 May 2003
Location: Manila

PostPosted: Fri Oct 31, 2003 11:08 am    Post subject: Reply with quote  Mark this post and the followings unread

whoa cool

i should use one those in my mod

Quote:
Joe,Banshee


i should give Credit to these 2

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Remus
Rocket Cyborg


Joined: 14 Apr 2003
Location: North America

PostPosted: Sun Nov 09, 2003 1:54 am    Post subject: Reply with quote  Mark this post and the followings unread

I think the 10th image in the buildup is palleted incorrectly. At least it looks that way when I view it in XCC Mixer.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Nov 09, 2003 2:02 am    Post subject: Reply with quote  Mark this post and the followings unread

True, I didnt noticed that... I've fixed in my comp, I will re-upload it... thanks for telling it.

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Sun Nov 09, 2003 2:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Note: New Version Uploaded. If you downloaded it before, please re-download. Bug mentioned by ragnarok is now fixed.

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Joe
Shrapnel Sniper


Joined: 08 Mar 2003
Location: California

PostPosted: Sun Nov 09, 2003 4:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

there will never be a damage and snow... i lost all my files when my comp hardrive died

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Thu Jun 24, 2004 2:39 pm    Post subject: Re: Patriot Missile Defense Turret [RA2] Reply with quote  Mark this post and the followings unread

Banshee wrote:
Author: Joe
Conversion: Banshee
Includes: BuildUp animation, TurretRotation frames. Does NOT include damaged frames.

This file is recommended to RA2 due to its size, but if you resize it, you can make a good use of it in TS since you dont even need to change the pallete.

[img]http://ppm.cncguild.net/forum/download.php?id=1565[/img]

[img]http://ppm.cncguild.net/forum/download.php?id=1566[/img]

big thanks bro

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Thu Jun 24, 2004 3:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've updated the first post, so it has a working link to the preview now.

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christophski the great
Energy Commando


Joined: 21 May 2004
Location: England

PostPosted: Thu Jun 24, 2004 7:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

when it comes up the flaps shud be closed then open wen the anim finishs

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eazy e
Vehicle Driver


Joined: 21 Jun 2004

PostPosted: Fri Jun 25, 2004 6:14 am    Post subject: Reply with quote  Mark this post and the followings unread

can someone tell me how to put ths in the game, b4 it had the thing in, but also the normal turret. coud sum1 add a art ini file to help ppl? either that, or some instructions.

ps. sorry bout my bad typibg in little spots; my hand got crushed and it hurts 2 tye, and i cant type well...

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Mechwarrior94
Medic


Joined: 22 Jun 2004
Location: The Netherlands

PostPosted: Mon Jul 05, 2004 2:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

this patriot looks very good!

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Sep 24, 2004 10:01 am    Post subject: Reply with quote  Mark this post and the followings unread

do it yourself, its quite easy u know.

I'll give you some tips

Its probably a 1x1 foundation structure.

TurretAnim= the shp name
IsVoxel or whatever should be false.


U also need to include the turret under animslist. Refer to TS component tower add ons.

The only tricky part is aligning the turret to the center correctly, you will also have to tell the structure to force fire on ground to see how it looks from different angles.

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Dethro
Vehicle Drone


Joined: 01 Dec 2002
Location: Western Australia

PostPosted: Fri Oct 08, 2004 4:43 am    Post subject: Reply with quote  Mark this post and the followings unread

AAWWOOOOO!

That is excellent, I have been searching for something like this for a long long time, for a private mod for a friend. He wanted more "Grand" stuff for the French, the Grand Patriot being one of them. Now I can insert this and show him the power of the Patriot. Exclamation Twisted Evil

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Joe
Shrapnel Sniper


Joined: 08 Mar 2003
Location: California

PostPosted: Fri Oct 08, 2004 7:11 am    Post subject: Reply with quote  Mark this post and the followings unread

wow... look at the date of this topic... i never got to actually doing damaged for this and im not sure i ever will...

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Dethro
Vehicle Drone


Joined: 01 Dec 2002
Location: Western Australia

PostPosted: Fri Oct 08, 2004 7:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Meh, that's what I do when I visit forums which I have been away from, I go to the old topics first.

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Tärkalert
Civilian


Joined: 23 Apr 2007

PostPosted: Thu May 17, 2007 4:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

I love this kind of stuff! Really good!

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Thu May 17, 2007 5:02 pm    Post subject: Reply with quote  Mark this post and the followings unread


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IVI
Commander


Joined: 25 Jun 2006
Location: Feilubin

PostPosted: Thu May 17, 2007 6:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

judging from your join date I assume that you're new to the forums Tärkalert, and if that's the case let me give you a tip:

don't bump old topics if you won't be adding anything new to the original subject. Especially 2 and half YEAR old topics Idea .

Since you're new, that's ok because people make mistakes... but a lot of people here get pissed easily when bumping happens a lot.... and especially if the bumping is done by the same person.

other than that, have a nice stay.

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Fri May 18, 2007 1:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Gufu that was really uncalled for.

Welcome, Tarkalert, to the forums. As IVI said, it's probably better if you dont bump old topics... you can find their post date on the bottom right side of the last post.

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Team Black
Defense Minister


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

PostPosted: Fri May 18, 2007 3:31 am    Post subject: Reply with quote  Mark this post and the followings unread

BTW what's with that 'supawahfy' anyways?

where did it come from?

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Elerium-155
Commander


Joined: 07 Mar 2005

PostPosted: Fri May 18, 2007 2:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Icyson made/found (I'm guessing made) that. Only me and him have the authority to use it.

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Mr. Pokey
Energy Commando


Joined: 29 May 2005
Location: England

PostPosted: Fri May 18, 2007 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

But...
Sad

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri May 18, 2007 5:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

ztype this shit, Gufu used it twice, I used it once, Gufu didn't get anything, I got my post deleted. Hooray for Democracy! Hooray for equality!

ztyping jerks...

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devil614
Medic


Joined: 06 Sep 2012

PostPosted: Thu Sep 13, 2012 6:54 pm    Post subject:  Updated *Grand Rapier* (My nickname for it!) Reply with quote  Mark this post and the followings unread

I've included damaged frames, buildup, sound files, and a cameo! But no snow versions! Sad I HATE SNOW :@




RULESMD

Code:
[RapierHeatSeeker]
AA=yes
AG=yes
Shadow=yes
Image=MISLSAM
SubjectToCliffs=no
SubjectToElevation=yes
SubjectToWalls=no
ROT=16
Acceleration=20

[RapierHeatSeekerEMP]
AA=yes
AG=yes
Shadow=yes
Image=MISLORCA
SubjectToCliffs=no
SubjectToElevation=yes
SubjectToWalls=no
ROT=16
Acceleration=20

[GRAPWH]
CellSpread=.83
PercentAtMax=1
;Verses=100%,100%,100%,0%,0%,0%,25%,20%,15%,100%,100%;use when making EMP Grand Rapiers
Verses=100%,100%,100%,50%,20%,35%,15%,25%,10%,100%,100%;otherwise use this
InfDeath=2
AnimList=XGRYMED1,XGRYMED2
ProneDamage=100%
Wood=yes
Wall=yes
Tiberium=yes
Conventional=yes

[GRAPWHEMP]
CellSpread=.83
PercentAtMax=1
Verses=100%,100%,100%,50%,20%,35%,25%,20%,15%,100%,100%
InfDeath=5
AnimList=TINYZAP;XGRYMED1,XGRYMED2
ProneDamage=100%
Wood=yes
Wall=yes
Tiberium=yes
Conventional=yes
EMP.Duration=150
EMP.Cap=450

;Grand Rapier
[GRAP]
UIName=Name:RSAM
Name=Grand Rapier
BuildCat=Combat
Strength=1200
Armor=steel
TechLevel=1;7
Prerequisite=GACNST,RADAR
Adjacent=4
Sight=12
ROT=3
TurretRotateSound=RapierRotate
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=2000
Soylent=2000
Points=2000
BaseNormal=no
Power=-100
Crewed=no
Primary=RedEye3
;Secondary=RedEye3EMP
AirRangeBonus=4
;VHPScan=Strong
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=15;1
MinDebris=5;1
ThreatPosed=60 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
AIBuildThis=yes
Powered=yes
Turret=yes
DeployFacing=0
TurretAnim=GRAPTUR
TurretAnimIsVoxel=false
TurretAnimX=0
TurretAnimY=0
TurretAnimZAdjust=50
HasStupidGuardMode=false
WorkingSound=PowerOn
NotWorkingSound=PowerOff
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
AntiInfantryValue=25
AntiArmorValue=25
AntiAirValue=25
VHPScan=Strong
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)
BuildTimeMultiplier=0.75
HasRadialIndicator=true
ConcentricRadialIndicator=false ; SJM: If HasRadialIndicator, use a concentric-ring effect rather than radar sweep.
NavalTargeting=5

;use these for EMP version
;TypeImmune=yes
;ImmuneToEMP=yes






ARTMD


Code:
[GRAP]
Cameo=GRAPICON
Remapable=yes
Foundation=2x2
Buildup=GRAPMK
Height=5
DemandLoadBuildup=true
FreeBuildup=true
;PrimaryFireFLH=160,100,150
;SecondaryFireFLH=160,-100,150
NewTheater=yes
CanHideThings=true
CanBeHidden=true
OccupyHeight=3
AddOccupy1=-2,-1
AddOccupy2=-2,-2
AddOccupy3=-1,-2
DamageFireOffset0=-1,16
Facings=32
;FiringFrames=0
PrimaryFireFLH=170,40,200
SecondaryFireFLH=170,-10,200

[GRAPTUR]
Image=GRAPTUR
ZAdjust=100






SOUNDMD

Code:
[RapierAttack]
Sounds=irpgweaa irpgweab irpgweac irpgwead irpgweae
FShift= -5 5
VShift=10

[RapierRotate]
Sounds= vovelo1a vovelo2a vovelo2b vovelo3a
Control= loop random all decay attack
Range=20
Volume=30



grap.rar
 Description:

Download
 Filename:  grap.rar
 Filesize:  329.84 KB
 Downloaded:  429 Time(s)


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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Sun Nov 11, 2012 2:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ztype yeah!

A come back from 2003, this is almost as old as the game itself #Tongue

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Mon Nov 12, 2012 12:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Really? How did you notice that? Some people are here for years and nobody noticed that.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Nov 12, 2012 12:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Posted: Mon Oct 27, 2003 9:48 pm


Either way... its a good post I guess. Especially more now that it has a build-up.

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Ashflate
Guest




PostPosted: Mon Jan 04, 2021 10:33 pm    Post subject: Re: Updated *Grand Rapier* (My nickname for it!) Reply with quote  Mark this post and the followings unread

devil614 wrote:
I've included damaged frames, buildup, sound files, and a cameo! But no snow versions! Sad I HATE SNOW :@


Good work over here!
One thing, you just forget to include the rules for 'RedEye3' and 'RedEye3EMP' but it can be done with some imagination.

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TwinkyBong
Vehicle Driver


Joined: 01 Jan 2021

PostPosted: Mon Jan 04, 2021 11:06 pm    Post subject: Re: Updated *Grand Rapier* (My nickname for it!) Reply with quote  Mark this post and the followings unread

Ashflate wrote:
One thing, you just forget to include the rules for 'RedEye3' and 'RedEye3EMP' but it can be done with some imagination.


There, use this.

Code:
Damage=80
ROF=55
Range=15
Projectile=RapierHeatSeeker
Speed=100
Warhead=GRAPWH
Report=RapierAttack
TurboBoost=yes

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue Jan 05, 2021 2:32 am    Post subject: Reply with quote  Mark this post and the followings unread

2003->2012->2020

Some things never die

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