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Chrono Tank
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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Aug 25, 2005 6:42 pm    Post subject:  Chrono Tank Reply with quote  Mark this post and the followings unread

how can u make a tank move like a chrono legionair?
because mine still moves like a normal tank.

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Fri Aug 26, 2005 1:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Put a K in the locomotor. just 'corrupt' it. Or clone/edit the Chrono Miner.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Fri Aug 26, 2005 6:15 am    Post subject: Reply with quote  Mark this post and the followings unread

If you omit Locomotor= or leave it blank, it uses chronoshifting too.

Chronominer is a special case, it only teleports when told to "dock" with something.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Aug 26, 2005 8:43 am    Post subject: Reply with quote  Mark this post and the followings unread

i've tried everything u guys said, but nothing works. how did westwood make those units (chrono legionaire, etc) teleport?

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Fri Aug 26, 2005 9:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Then you're doing something wrong.

ModEnc - Locomotor. Forgot this link before.

I just retested myself, and both
Code:
[MGTK]
Locomotor=;
and
Code:
[MGTK]
Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1}
give me a teleporting Mirage Tank.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Aug 26, 2005 3:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

it still doesn't work. here's the code, maybe u guys can spot the problem:
Code:
; Chrono Tank
[CHRONOTANK]
UIName=Name:CHRONOTANK
Name=Chrono Tank
Category=AFV
Primary=ChronoGun
Secondary=ChronoMissle
ElitePrimary=ChronogunE
EliteSecondary=ChronoMissleE
Prerequisite=GAWEAP,TECH
PrerequisiteOverride=CAWASH16 ; SJM: Smithsonian Institute
Crushable=no
Strength=750
Armor=heavy
TechLevel=10
Sight=8
ROT=5
Speed=5 ;okay, we don't really need this, but give it a dummy value just to make sure nothing complains
CrateGoodie=yes
Crusher=yes
MoveToShroud=no
Teleporter=yes
Owner=British,French,Germans,Americans,Alliance
Cost=1750
Soylent=750
Points=15
Locomotor=;
IsSelectableCombatant=yes
VoiceSelect=ChronoLegionSelect
VoiceMove=ChronoLegionMove
VoiceAttack=ChronoLegionAttackCommand
VoiceSpecialAttack=ChronoLegionMove
DieSound=GenVehicleDie
VoiceFeedback=
ChronoInSound=ChronoLegionTeleport
ChronoOutSound=ChronoLegionTeleport
MovementZone=Infantry
ThreatPosed=40   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
Trainable=yes
MaxDebris=6

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Havoc
Commander


Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Fri Aug 26, 2005 3:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think the "teleporter=yes" tag is the problem. But I'm not sure.

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Fri Aug 26, 2005 4:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

True.
You shouldn't be copying stuff from one object type to another, some tags work differently in such cases.

Teleporter= defines whether this infantry can be safely moved by the Chronosphere (yes) or will it get killed by it(no).
On vehicles, however, it defines whether the object can chrono only when it's going back to the docking structure (yes) or all the time (no).

Unrelated note, any vehicle with a defined Dock= does not have to "fade in" after chronoshifting. Ever.

Hmm, I guess I should add this info to ModEnc's article as well...

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Aug 26, 2005 5:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

actually just add dcoders locotor, not omit it

also MoveToShroud tag is good to use as to make it not overpowered.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Aug 27, 2005 8:52 am    Post subject: Reply with quote  Mark this post and the followings unread

so.... i must delete the teleporter=yes tag?

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat Aug 27, 2005 9:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Aug 27, 2005 9:35 am    Post subject: Reply with quote  Mark this post and the followings unread

i'll give it a try Smile

Edit: yes it works! but i've got another question: how can u make a weapon that only shoots at infantry and aircraft?

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat Aug 27, 2005 10:22 am    Post subject: Reply with quote  Mark this post and the followings unread

You'll need two weapons for that.
Primary to shoot only infantry, and Secondary to shoot Aircraft.

Read this. It will tell you how weapons determine their efficiency against different target types, how to make weapons hit air/ground separately, etc.

(I am also merging your two last posts together.)

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Aug 27, 2005 12:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok, but there is 1 problem, it already has 2 weapons: a anti-tank weapon and those rockets. so what now?

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat Aug 27, 2005 1:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Set up Primary to have 0% against infantry (Warhead tweak), and the Secondary to target both air and ground targets (Projectile tweak).

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Aug 27, 2005 3:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

i've done that already, but now the anti-infantry/air rockets can still fire on vehicles, and thats not what i want

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sat Aug 27, 2005 3:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Then you're doing something wrong. Please post the code (weapons, projectiles and warheads).

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Aug 27, 2005 5:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

here are they:

weapon
Code:
;chrono missile
[ChronoMissle]
Damage=75
ROF=75
Range=7
Projectile=AAHeatSeeker
Speed=20
Warhead=CHRONO1
Burst=2
Report=ApocalypseAttackAir


projectile
Code:
; aircraft-only heatseeker
[AAHeatSeeker]
Arm=2
Shadow=no
Proximity=yes
Ranged=yes
AA=yes
AG=no
;AN=no
Image=DRAGON
ROT=80 ;10
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no


warhead
Code:
; HE chrono
[CHRONO1]
;Spread=4
CellSpread=.5
PercentAtMax=.5
Wall=yes
Wood=yes
;;DB Changed 7/18/01
;;Verses=100%,90%,80%,70%,35%,35%,75%,40%,20%,80%,100%
;;Verses=100%,100%,100%,70%,35%,35%,75%,40%,20%,80%,100%
Verses=150%,150%,150%,0%,0%,0%,0%,0%,0%,150%,100%
Conventional=yes
Rocker=no
InfDeath=4
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
Deform=10%
DeformThreshhold=300
Tiberium=yes
Sparky=no
;Bright=yes
ProneDamage=250%     ; Presumes air burst

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sun Aug 28, 2005 5:46 am    Post subject: Reply with quote  Mark this post and the followings unread

That weapon shouldn't even be able to hit ground targets...

And post Primary= too. They both need tweaking.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Aug 28, 2005 4:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

here's weapon1:

Code:
; chrono anti-armor weapon
[ChronoGun]
Damage=100
ROF=75
Range=5
Projectile=Cannon
Speed=40
Warhead=CHRONO2
Report=GrizzlyTankAttack
Anim=GUNFIRE
Bright=yes


Code:
; straight high-speed ballistic shot
[Cannon]
Image=120MM
Arcing=true
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes


Code:
; AP chrono
[CHRONO2]
CellSpread=.3
PercentAtMax=.5
Wall=yes
Wood=yes
;DB Changed AP shot on 6/6/01 to make plate armor almost immune to attacks by AP weapons.  
;Verses=25%,25%,25%,75%,100%,100%,65%,45%,60%,60%,100%
Verses=0%,0%,0%,75%,100%,100%,65%,45%,60%,0%,0%
Conventional=yes
InfDeath=3
AnimList=S_CLSN16,S_CLSN22
ProneDamage=50%

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Mon Aug 29, 2005 5:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, i just tested this code with the Apoc, and it works perfectly:

Code:

[APOC]
Primary=120mmx
Secondary=MammothTusk

[120mmx]
Damage=100
ROF=80
Range=5.75
Projectile=Cannon
Speed=40
Warhead=ApocAP
Report=ApocalypseAttackGround
Anim=APMUZZLE
Burst=2
Bright=yes

[Cannon]
Image=120MM
Arcing=true
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes

[ApocAP]
CellSpread=.3
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=0%,0%,0%,75%,100%,100%,100%,100%,70%,60%,100% ; changed anti-infantry verses to 0
Conventional=yes
InfDeath=3
AnimList=APOCEXP
ProneDamage=50%

[MammothTusk]
Damage=50
ROF=80
Range=8
Projectile=AAHeatSeeker2 ; was AAHeatSeeker
Speed=20
Warhead=HE
Burst=2
Report=ApocalypseAttackAir

[AAHeatSeeker2]
Arm=2
Shadow=no
Proximity=no
Ranged=yes
AA=yes
AG=yes
Image=DRAGON
ROT=60
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no

[HE]
CellSpread=.5
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=100%,100%,100%,70%,70%,35%,75%,40%,20%,80%,100%
Conventional=yes
Rocker=no
InfDeath=2
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
Deform=10%
DeformThreshhold=300
Tiberium=yes
Sparky=no
ProneDamage=70%


Customized bits marked with comments. Works just fine as far as I can see.

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