Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Oct 27, 2003 1:48 pm Post subject:
Patriot Missile Defense Turret [RA2]
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.
Joined: 14 Sep 2002 Location: Las Vegas, Nevada, United States of America
Posted: Mon Oct 27, 2003 8:06 pm Post subject:
oy... Joe would you like for me to upload this at CnC Central (should launch on the 1st of November) _________________ Formerly active PPM modder (maps, voxels, sprites) and Webmaster of C&C Central in the early 2000's on the Origin/Revora network. QUICK_EDIT
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 _________________ Alway Avoid Alliterations... QUICK_EDIT
Joined: 14 Sep 2002 Location: Las Vegas, Nevada, United States of America
Posted: Tue Oct 28, 2003 5:39 am Post subject:
alright no rush... but it looks great for now _________________ Formerly active PPM modder (maps, voxels, sprites) and Webmaster of C&C Central in the early 2000's on the Origin/Revora network. QUICK_EDIT
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 _________________ Immortal Engines...
The new modification for Yuri's Revenge from Weeble
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. _________________ Tiberian Eclipse for TW
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Posted: Thu Jun 24, 2004 2:39 pm Post subject:
Re: Patriot Missile Defense Turret [RA2]
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.
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... _________________ I'm in the pie box! I'm in the pie box! Where can I be? I am in the pie box!
Stop messing around and help!
I would help, but I'm in the pie box, as you can see!
Oh yes! Silly me! I forgot we just bought a big BOX OF WANKER!!!!! QUICK_EDIT
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. _________________ QUICK_EDIT
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. _________________ Dethro - Time for the Electric Chair! (Damn but it's good to be back!)
QUICK_EDIT
wow... look at the date of this topic... i never got to actually doing damaged for this and im not sure i ever will... _________________ Alway Avoid Alliterations... QUICK_EDIT
Meh, that's what I do when I visit forums which I have been away from, I go to the old topics first. _________________ Dethro - Time for the Electric Chair! (Damn but it's good to be back!)
QUICK_EDIT
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 .
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. _________________ "War.... war never changes....." QUICK_EDIT
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Fri May 18, 2007 1:56 am Post subject:
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. _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
[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
;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
Posted: Mon Jan 04, 2021 10:33 pm Post subject:
Re: Updated *Grand Rapier* (My nickname for it!)
devil614 wrote:
I've included damaged frames, buildup, sound files, and a cameo! But no snow versions! 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. QUICK_EDIT
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