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Tech base Expansion Node
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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Fri Jul 22, 2011 10:42 am    Post subject:  Tech base Expansion Node
Subject description: After Soviet, Allied and Yuri, you can enjoy in Tech version
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Fear me mortals! Now, I just made new Base Expansion Node. After Soviet, Allied and Yuri, I created Tech Base Expansion Node.
As Tech building, it doesn't have buildups, but has animations, yellow flag. Also because it is white colored, you can barely see difference between normal and snow version, but there are still differences. Look carefully!
Also, codes are little different, so copy paste these, and do not forget to put animations in list in RULEDMD.INI
XXX=CANODE_A
XXX=CANODE_AD
Building can be good as Expansion building, some of stealth and disguise sensors, stealth generator, whatever. Thats why I provided icon too.
Now, enjoy!!!

RULESMD.INI


;Tech Base Expansion Node
[CANODE]
UIName=NOSTR:Tech Base Expansion Node
Name=Tech Base Expansion Node
Strength=500
TechLevel=10
Sight=8
Armor=wood
Cost=1500
Points=5
Power=0
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Capturable=true
Crewed=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=5
MinDebris=3
BaseNormal=yes
EligibileForAllyBuilding=yes
Insignificant=yes
Nominal=yes
CaptureEvaEvent= EVA_TechBuildingCaptured ;Eva (and therefore 3way split) voice to use when captured
NeedsEngineer=yes
Unsellable=yes
RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building)




ARTMD.INI

[CANODE]
Cameo=CANODEICON
Remapable=yes
Foundation=1x1
Height=7
NewTheater=yes
DamageFireOffset0=-8,-5
OccupyHeight=4
CanHideThings=true
CanBeHidden=false
ActiveAnim=CANODE_A
ActiveAnimDamaged=CANODE_AD
ActiveAnimPowered=false

; Node flag animations
[CANODE_A]
Image=CANODE_A
Layer=ground
NewTheater=yes
Start=0
LoopStart=0
LoopEnd=15
LoopCount=-1
Rate=300
DemandLoad=true
Shadow=no
Normalized=yes

; Node flag animations
[CANODE_AD]
Image=CANODE_AD
Layer=ground
NewTheater=yes
Start=0
LoopStart=0
LoopEnd=15
LoopCount=-1
Rate=300
DemandLoad=true
Shadow=no
Normalized=yes



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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Jul 22, 2011 10:59 am    Post subject: Reply with quote  Mark this post and the followings unread

The idea is fine although I think the structure stands out too much from the other tech structures its probably to do with the base.

The biggest issue is the damage frame, it just looks like a paint job where you drew some black cracks.

Effects like rubbles/burn/missing portions of structure look a lot more realistic and just visually pleasing.

Also about posting code, you just keep it in a readme file.



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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Fri Jul 22, 2011 11:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:
The idea is fine although I think the structure stands out too much from the other tech structures its probably to do with the base.

Thanks!

Allied General wrote:

The biggest issue is the damage frame, it just looks like a paint job where you drew some black cracks.

Ah, that. Damaged frame from normal one has few differences.



As you can see, when it is zoomed, you can see differences very well, because it is white colored, and makes problem with noticing.
Also snow version is different from original but you can barely see on first look.

Allied General wrote:

Effects like rubbles/burn/missing portions of structure look a lot more realistic and just visually pleasing.

Thanks for reminding me.

Allied General wrote:

Also about posting code, you just keep it in a readme file.

Well, I always post code because people are often lazy to download and unpack files. They judge mostly on what they can see from screenshots. Rare people download and check what they are interested in. So, if someone wants to see how did I code something, I put it often in topic.

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Hogo
Cyborg Firebomber


Joined: 12 Jul 2009
Location: London, England

PostPosted: Fri Jul 22, 2011 11:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Your getting much better at Cut & Paste Shp, Keep it up Smile

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Fri Jul 22, 2011 12:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hogo, Smile
When I see you, I feel much better! Very Happy

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Fri Jul 22, 2011 4:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Needs work. Shading is all wrong, colors are poorly chosen and even more poorly implemented, and this structure has no logical use.

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Fri Jul 22, 2011 5:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why doesnot it have logical use?
Someone may find it of use. Actually I received PMs to make civilian one too, which means that it may be useful.
I suggest you to keep posting about what is wrong with shp like this: ,,Needs work. Shading is all wrong, colors are poorly chosen and even more poorly implemented", thank you for that.

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daTS
Mr. Moosey


Joined: 18 Feb 2005
Location: Star Kingdom of Manticore

PostPosted: Fri Jul 22, 2011 6:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Take a look at other round designs. And pay attention to shading.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Fri Jul 22, 2011 6:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks! I will have that in mind. If I plan to update it, cause I am busy now.

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Volgin
Commander


Joined: 07 Mar 2009

PostPosted: Fri Jul 22, 2011 8:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like the idea, but colorwise it's just not fitting in with the other tech buildings. Make it look more like the Oil Derrek's darker gray tones rather than the bright white it has on the base, use the burn tool in SHP builder, and also add in rubble. Blow a hunk off and burn it out with the burner, then add rubble in a logical area below.

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Fri Jul 22, 2011 10:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

I like this one. The bottom part looks odd though. Thats the only complaint of mine.

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Hogo
Cyborg Firebomber


Joined: 12 Jul 2009
Location: London, England

PostPosted: Sat Jul 23, 2011 1:27 am    Post subject: Reply with quote  Mark this post and the followings unread

MasterHaosis wrote:
Hogo, Smile
When I see you, I feel much better! Very Happy

aha, Good to hear that Wink

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Overmind
Rocket Infantry


Joined: 05 May 2022

PostPosted: Sun Jun 19, 2022 4:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

This could really use a build-up, even if it's designed as "tech".

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Mon Jun 20, 2022 11:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok



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Overmind
Rocket Infantry


Joined: 05 May 2022

PostPosted: Tue Jun 21, 2022 4:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank you very much !

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MasterHaosis
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Joined: 01 Nov 2010
Location: Serbia

PostPosted: Wed Jun 22, 2022 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you very much !

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