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The w00t problematic
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w00t
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Joined: 29 Jan 2006
Location: Canada~

PostPosted: Sun Jan 29, 2006 2:01 pm    Post subject:  The w00t problematic Reply with quote  Mark this post and the followings unread

First, hello  Smile


I've been modding TS for some time now and a new unit idea came into my head but I have some technical problems with it.

The unit is an infantry and would fire a highly focused ray to ignite other infantries (not so original but whatever). Basically, a nicer sniper

Now, for the weapon. I'd need it to look like a railgun but behave like a laser, because the laser itself is too large, while the railgun doesn't hit if there is a little terrain imperfection.
I want it to always hit, and as I said before, it is a focused ray


Is there a way to do that?




Btw, I saw something in a post about a "railgun tutorial" but I couldn't find it >_<

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Last edited by w00t on Tue Jan 31, 2006 12:18 am; edited 1 time in total

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Clazzy
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PostPosted: Sun Jan 29, 2006 3:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Copy the railgun code, in the Damage= line put the number from the AmbientDamage=line and remove AmbientDamage=
That should fix it for you.

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w00t
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PostPosted: Sun Jan 29, 2006 3:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks a lot ^^

Im testing it right now Very Happy



Edit : YAY! It works! Thank you so much Clazzy Very Happy


And if I have another question, but totally off-topic (its about vehicles and deployment) should I make another topic or post it here?

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Clazzy
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PostPosted: Sun Jan 29, 2006 4:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm glad I can help.

Just post your other question here, much easier than making a new topic Wink.

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w00t
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PostPosted: Sun Jan 29, 2006 4:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awright!

Let's say I make a custom harvester, that can deploy. Then, when its deployed, I can plug an upgrade to it. But when I'd undeploy that upgraded building, could it become another type of harvester?

Example : Undeploy Harvester, plug in another building called "speed upgrade", then undeploy. Would it become the same harvester, or could I make it become a faster harvester (with the correct ini editing)?

And if it becomes the same harvester again, when I re-deploy it, will it still have the upgrade on it? In which case a defensive add-on could be made Smile

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Sir Modsalot
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PostPosted: Sun Jan 29, 2006 5:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

You're pretty creative! I'm pretty sure most of this will work, except when you re-deploy, you'll have to re-upgrade, and, no, it would be the same harvester, I think. I'll look into this more myself. Great idea! Very Happy

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w00t
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PostPosted: Sun Jan 29, 2006 5:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Now I'm asking myself serious questions.

Medics can't heal vehicles.
Using the same warhead as theirs, a sniper (my Immolator unit, in fact Smile ) will still try to attack vehicles... Everyone knows that, but why don't medics try to heal vehicles?

Hmmmm!

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Elerium-155
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PostPosted: Sun Jan 29, 2006 5:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

They're not infantry and also SHPs can't fix voxels. Use Mobile-Repair logic on voxels.

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w00t
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PostPosted: Sun Jan 29, 2006 5:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Elerium-155 wrote:
They're not infantry and also SHPs can't fix voxels. Use Mobile-Repair logic on voxels.
Medics are not infantry?




Also, I thought I might elaborate on the "proper ini editing" i talked about in the harvester deploying thing.

So we have the "Harvester MK II", which can deploy.
Ini name : HARV2

It deploys into the "Deployed Harvester" structure.
Ini name : DEPHARV

Then we add "Speed Upgrade", a building that powers up "Deployed Harvester"
Speed Upgrade's Ini name : SPEDUP


Now, the building "Deployed Harvester" can undeploy into "Harvester MK II"
"Speed Upgrade" can undeploy into "Speed Harvester"
Speed Harvester's Ini name : SPEDHARV


Will the "Deployed Harvester" with "Speed Upgrade" undeploy into "Harvester MK II" or "Speed Harvester"?

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Sir Modsalot
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PostPosted: Sun Jan 29, 2006 5:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

OH! I see what you're saying. Yeah, it can undeploy into a new harvester that has a higher Speed setting in rules.ini. Sorry that I said it wouldn't work; I though you were talking about something else. And medics ARE infantry, it's just that they can't heal vehicles (although I always thought that a simple warhead change would allow this, but it looks like you guys have already tried that).

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w00t
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PostPosted: Sun Jan 29, 2006 6:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

I wish I'd still be able to use SunEdit2k without going back into my mod's prehistoric age, since that program is so good for adding new units >_<

Anyways, if you say it'll be ok, then I have a lot of work ahead of me  Shocked

Since only one upgrade wouldn't be enough... I think nice ones would be : Speed, Storage, Weapon, and Repair in Tiberium (mwahaha)
So that makes 5 harvesters, 5 deployed ones, and 4 upgrades -_-"





Anyways, yet another question! Its about another unit. But I'll explain the unit's concept so you can understand better and see how brilliant my ideas are (XD)

The unit is a normal civilian that has turned into a visceroid due to excessive exposure to tiberium. But recent technological advances has made GDI able to create a cure for visceroid. Therefore, the civilian came back to its human form, with not apparent damage.

However, psychological and physical problems occured : the civilian is mad, and seems to have kept the visceroid's unbelivable strength. Its cell's door has been blasted by an unbelievably powerful strike coming from inside, and the two guard nearby have been found drained of all their blood, and with no more internal organs. The visceroid/civilian litterally ate them.

But there wasn't just one and soon, entire cities were levelled by those things.


Now, the problem. It has the normal civilian image (I haven't started SHP editing, as I don't know how yet) and, when fired upon, it takes the "chicken" stance. That visceroid/civilian is just supposed to rush at its target and to bust it, without the afraid look.
Will "fearless=yes" resolve the problem?

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Sir Modsalot
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PostPosted: Sun Jan 29, 2006 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Most likely, yes. Smile Interesting story, BTW. #Fade in

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w00t
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PostPosted: Sun Jan 29, 2006 6:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks ^^

But it wasn't my last question >_<

I have made a "Mammoth Mk III" and I gave it the "IsTrain=yes" line. So instead of walking around the buildings (tested on civvies') it shoots at them. Is there a way to make it crush the structures?


(Don't worry, soon I won't be as noob as now, and I'll ask less questions ^_^)

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Sir Modsalot
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PostPosted: Sun Jan 29, 2006 6:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think the IsTrain tag only works if it's coupled with IsRestrictedTo=Railroad. But, then, again, I haven't worked with that tag very often, so I don't think it would hurt to try. I think... Confused (Sorry it's taking so long to reply; this damn DSL keeps getting put on downtime, which further explains why people like cable internet so much.)

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w00t
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PostPosted: Sun Jan 29, 2006 6:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have exactly the same problem with my DSL XD
And anyways, it often is really long to get answers on a forum. Now I get one each 10 minutes or so Smile

Thanks for the answer. New question! Very Happy

About the "RetargetAccuracy" thing, for the Cyborg Reaper's rocket. If I make it 100% it seems like the  rockets fly everywhere. If I make it 1%, will all the rockets go on a single target most of the time?

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Sir Modsalot
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PostPosted: Sun Jan 29, 2006 6:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

The percentage, I believe, is the retarget accuracy margin of error - smaller numbers mean higher accuracy. So yes.

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w00t
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PostPosted: Sun Jan 29, 2006 6:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think that's all for my questions Smile

Really, thanks a lot for all your answers ^_^

And do not despair! I will be back, and with even more questions than before!!!

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Sir Modsalot
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PostPosted: Sun Jan 29, 2006 7:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

No problem. Very Happy

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w00t
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PostPosted: Sun Jan 29, 2006 8:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think that, since I won't ever go into SHP editing, I might just throw my ideas here Smile Feel free to use them or inspire yourself!
There already are the visceroid/civilian and the Harvester MK II ideas above, so I'll post my other ideas (my brain is an idea central).



GDI Report - Tiberium Lifeform Alert

Report from a GDI Patrol Soldier :
"We were in the middle of a blue tiberium field when a huge gust of wind came. We said we'd get away from that field, anyways the radiation was starting to be unsupportable. But the wind continued, and we had to stop or we'd have been blown in the air! Then the tiberium started flying -- it was no longer on the ground!! --

I started running, as well as the four others. At some poitn I managed to get out of the field. I looked back and they were in the middle of that tiberium crystal cloud! Only one soldier got out -- his armor was shredded and he was bleeding a lot -- he died because of the pain and loss of blood. The three others, I can't imagine what happened to them"



GDI Report - Base Attack by Tiberium Lifeforms
  -Engineer reports sightings-

"I was at the west gate, talking with the guy at the top of the Light Tower. Each 15 seconds he'd look if Nod forces were approaching. The night had just started. When he stopped answering me, I looked up there in the tower : he was held on the wall by tiberium crystal that had gone through him!

So I sounded the alarm. A few seconds later, the gate was annihilated and I saw them! They looked humanoid, but they were just bunches of tiberium! Three tiberium things lookig like humans, that was a real nightmare! I hid in the barracks, as the Infantries and Disc Throwers were coming out. About twenty Discos - I mean, the Disc Throwers - and forty Infantries to bring all of the three down, not to mention the two Titans that were destroyed!"



GDI Report - Dissection of the Tiberium Lifeforms

It appeared that under a thick tiberium cover, there were humans. Digital prints match those of the lost patrol.

Conclusion : Patrols must never wander in tiberium fields. If a patrol is missing, Philadelphia must be noticed immediatly to clean the area with Disruptors.



Basically, this unit is a normal infantry that has become covered with blue tiberium. It is like a tiberium fiend for the attack (three crystal shards) and about its strenght. However, it will explode upon death.



GDI Report - Tiberium Lifeform Alert
- Alpha Tiberium Floater -

"It looked like a normal floater, so we didn't bother that much. But when it lowered until it nearly touched the ground and then planted its tentacles into the ground, we knew something was wrong. An electric discharge went through its body, into the ground. Seconds later, our Wolverine unit was electrocuted, as well as most of the other infantries. I ran away and managed to escape but I think it's still roaming."


A really resistant Floater, with a stronger attack. It would also be able to deploy and attack from a longer distance.




GDI Report - "Gravedigger" Exploration Squad

The Gravediggers are the squads in charge of the exploration of the Nod Montauk tunnels. Recently they found out an imperfection in a wall in those tunnels. C4 revealed it was a secret hideout.

The only Gravedigger to come out of the tunnel alive reported that CABAL was not eradicated yet. According to him, Kane is still alive and the CABAL Core destruction was only a diversion -how stupid-



CABAL Report - Intrusion

GDI troopers entered the very core of CABAL today. One of them managed to get away. All units must converge on the nearby GDI base before the soldier can get away in a troop transport.

Orders :
Cyborg Commando 357 : Sneak in during the night and destroy all GDI communication centers. Next, blast their helipad. Finally, eradicate the witness in the nearby barracks

Cyborgs 3970 to 4030
Cyborg Reapers 1348 to 1389
Core Defender 2
Frontal assault of the GDI base. Nothing must be left when we leave the area



NB : So close to the CABAL core, no chemical weapons must be used. The CABAL critical components, which make it the most powerful AI in the world, are humans conservated and conscious. Their death would result in the destruction of critical CABAL functions.


Basically, this idea would be for a singleplayer campaign


Edit : Know what? I lied. And I believed myself when I did. But now I started editing SHPs and its fun fun fun Very Happy Working on immolator; basically a ghost stalker with red on the back instead of green and a more compact firing animation (the fire coming out from his gun won't be so spread out)

I'll post here for all of you to look at the SHP section when I finish him  #Fade in




Edit again : Okay now, new problems, new questions!

First, is it possible to add a new armor type?

Second : is it possible to compress a whole shp into a single GIF file with OS Shp Editor? I wanna show it to have people's opinion  Razz

Third! Is it possible to reduce the delay between railgun shots? Or to make it fire a burst of two? The Burst= and ROF= don't seem to affect anything >_<

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Allied General
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PostPosted: Sun Feb 12, 2006 11:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. no

2. hmm using something else not sure how

3. yeah reduce the spawn time of the particles

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Leekinator
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PostPosted: Mon Feb 13, 2006 12:41 am    Post subject: Reply with quote  Mark this post and the followings unread

wow dude... youve got some cool imagination! you should write a story or at least give ideas to modders about all these great ideas and thoughts you have!

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w00t
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PostPosted: Tue Feb 14, 2006 9:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Leekinator wrote:
wow dude... youve got some cool imagination! you should write a story or at least give ideas to modders about all these great ideas and thoughts you have!
Maybe I should but I'd never finish the mod... I just discovered RA2 and while I don't like it a lot, I just love Yuri <3




New questions now! They keep popping into my head...

Is it possible to make a weapon or particle system that would convert a unit into another upon their death? Just like the poison gas clouds that turn infantries into civilian.

If it was possible, turning infantries into Cyborgs would be really nice Very Happy



Also, the cyborg and cyborg commando animations, seen in their SHP, are really REALLY really nice. Is it possible to enable them?



I have another question but I can't remember it >_<

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Sir Modsalot
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PostPosted: Tue Feb 14, 2006 9:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

As for the first question: very, very doubtful. As for the second question: what anims are you talking about? Just tell me where they are, and I'll look at them and answer. There might be hidden code that no one has found (or at least, worked with) in rules.ini or art.ini, but, again, I need to know which ones so I can answer.

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Leekinator
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PostPosted: Tue Feb 14, 2006 11:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

w00t wrote:

New questions now! They keep popping into my head...

Is it possible to make a weapon or particle system that would convert a unit into another upon their death? Just like the poison gas clouds that turn infantries into civilian.

If it was possible, turning infantries into Cyborgs would be really nice Very Happy



Also, the cyborg and cyborg commando animations, seen in their SHP, are really REALLY really nice. Is it possible to enable them?



I have another question but I can't remember it >_<


wait a minute... wasnt the changing civies to cyborgs used in those FS missions for GDI when they would go to CABAL's cyborg factory and be conscripted to CABAL's cyborg army? or was that just a map trigger of some sort...?

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geekspeek
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PostPosted: Wed Feb 15, 2006 2:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

map trigger, I believe

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w00t
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PostPosted: Wed Feb 15, 2006 8:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

The cyborg and cyborg commando SHPs have death animations like the cyborg running around in fire, exploding with blood, and the cyborg commando with electricity all around him.

And yes, it was a trigger in the map Sad

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Sir Modsalot
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PostPosted: Wed Feb 15, 2006 8:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

OK, they sound like they can be enabled. Where are they (I'd look for them myself, but I'm just so damn tired lately)?

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w00t
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PostPosted: Fri Feb 17, 2006 2:14 am    Post subject: Reply with quote  Mark this post and the followings unread

I guess you mean with with XCC mixer...


Cyborg :
tibsun.mix
=>conquer.mix
=>cyborg.shp


Frames 135 to 164 and 308 to 322 for dying anim
Frames 293 to 307 and 323 to 370 for flaming anim

Cyborg Commando :
tibsun.mix
=>conquer.mix
=>cyc2.shp

Frames 183 to 212 for "damaged" anim

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Sir Modsalot
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PostPosted: Fri Feb 17, 2006 3:23 am    Post subject: Reply with quote  Mark this post and the followings unread

OK, simply extract them as seperate image frames (clicking "Copy As PCX/JPG/PNG does this automatically in their respective formats), then take the frames you want, move them to a different folder, and import them into the SHP Editor or similar. If any of this is wrong, someone correct me, but I'm pretty sure this is right. If I am right, then it'll take a while to do properly.

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w00t
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PostPosted: Tue Feb 28, 2006 11:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry for the LONG answer delay, my computer was obliterated by a virus and I had to get it repaired...


Isn`t there a simple way like changing the sequence or setting IsCyborg=no?

And the method you proposed could be shortened by just copying-pasting :p

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PostPosted: Wed Mar 01, 2006 2:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, of course, setting it as Cyborg=no means that when it 'dies', instead of going into the 'no legs' thing like normal, it dies normally. I'm not sure if it would in this case, apply those dying frames, but it's worth a shot.

Well, not really. What you're saying is copy every frame, not just the dying frames which isn't really simpler.

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w00t
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PostPosted: Wed Mar 01, 2006 8:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh anyways it's a bit too long... Maybe I'll do it later ^_^

And there's been some misunderstanding here but anyways...

...

Onoes~! I can't think of any other questions! That's horrible! I'll rectify that quickly
*switches brain to ON*

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w00t
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PostPosted: Tue Mar 14, 2006 9:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

New questions, as always #Tongue

I recently went into voxel editing and discovered the Banshee has reactors.
Now, would it be possible to add a little green trail (another voxel) behind it? Like a turret but coming out of the engines, I mean.

And if it is possible, could the trail appear only when it is not on the ground?

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PostPosted: Tue Mar 14, 2006 9:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

No.

Aircraft can't have turrets, and the trailers idea won't work I'm afraid.

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PostPosted: Tue Mar 14, 2006 9:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

maybe a SHP, like the smoke one when its damaged?

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Tyler Adams
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PostPosted: Tue Mar 14, 2006 9:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

I thought EVERYONE knew this.. but..

SHP AIRCRAFT ARE INVISIBLE INGAME.

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w00t
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PostPosted: Thu Mar 16, 2006 8:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

And what if I would make the engine trail like a walking animation?

I tried that in HVA editor :

1st frame without the trail (hidden in the model), as I thought it'd be the "standby" frame
2nd frame has the fire sticking out of the engine
3rd frame has the fire sticking out of the engine a bit diffrently


Would it work? #Tongue



scrinhunter_000.gif
 Description:
The anim for the modded banshee...
 Filesize:  22.06 KB
 Viewed:  12262 Time(s)

scrinhunter_000.gif



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PostPosted: Fri Mar 17, 2006 1:36 am    Post subject: Reply with quote  Mark this post and the followings unread

I know this is possible in RA2, but I haven't tried it in TS. It might work, it might not. I don't know.

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w00t
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PostPosted: Sat Mar 18, 2006 12:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Didn't work for me, however I'm a novice with HVA editor #Tongue

New questions, yet again!

1- Can aircraft deploy into a building if they are landed?

2- How do you add more colors to play in multiplayer? I'm sure it is possible, but I can't find!

3- Is it possible to have a weapon which spawns vehicles like the carrier in Starcraft?

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COSTAR~
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PostPosted: Sat Mar 18, 2006 11:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hi w00t,

This is pretty interesting stuff you're doing..
I am pretty new to all this myself.. I see the multiplay colors in the "color scheme" section of the rules.ini file. It gives a brief descript of that section. The colors listed 0-49 each w\ entries of hue,saturation and value ..

I suppose you could use a color pallette, for example, the one in the "display properties" of your desktop to find the colors you want and have their values displayed according to your preference, you could then make entries into the color schemes section w\ those values, using the same format as the others, then you'd have your new colors, I'm presuming ?

That might even be something for me to try ^_^

UPDATE:

I've tried, to no avail w00t : \
I added my own entries and no effect, so, I lookt throughout the rules file and nothing else concerning the multiplay coloring was found, so, it seems it must be in another file(s)...

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w00t
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PostPosted: Sun Mar 19, 2006 8:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually, the section you're talking about has the color I want Wink I just don't know how to make it available for multiplayer, and I think I saw a mod with the black and white colors (I want those!!!!!)

Anyways, thanks for trying to help, and let's wait for an experienced modder Very Happy

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w00t
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PostPosted: Sun Mar 26, 2006 3:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry for double-posting, but the questions above still are in my head Very Happy

1-Is is possible for a landed aircraft to deploy in a building?
2-How could I add a new colour for multiplayer?

And I'd like some comments on those SHPs I modified (these are my first ones so don't flame me Smile )

BTW, I still don't know how to put .shp files in one .gif, .png or .jpg file... So those are the shps Sad



immolator.shp
 Description:
The little red thing is a canister used for the gun to fire its burning beam

Download
 Filename:  immolator.shp
 Filesize:  131.69 KB
 Downloaded:  197 Time(s)


electronator.shp
 Description:
The almighty electronator! In fact the name is taser infantry :D

Download
 Filename:  electronator.shp
 Filesize:  118.9 KB
 Downloaded:  186 Time(s)


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Sir Modsalot
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PostPosted: Mon Mar 27, 2006 4:58 am    Post subject: Reply with quote  Mark this post and the followings unread

If you're still wondering, no, vehicle spawning with anims isn't possible in TS/FS, and I'm not sure if landed aircraft can deploy.

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Allied General
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PostPosted: Tue Mar 28, 2006 11:19 am    Post subject: Reply with quote  Mark this post and the followings unread

can't add new colors to multiplayer but u can replay find the [Colors] section

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COSTAR~
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PostPosted: Sat Apr 01, 2006 7:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey, w00t, I may not be an experienced modder or even know half what you may, but dont discount the persistent ^_~

I found it, I found it, a link to a topic on this very subject, it's by TShyper ? and Judeau ?

Here
http://www.ppmsite.com/forum/viewtopic.php?highlight=test&t=8838

It was posted last year infact ...

I have tested and it works perfectimondo .^_^.
Heres a snap of my multiplay, the units themselves other than the amphib apc, they remained ofcourse yellow w\ turq ..



I used a turquoise color, I used it inplace of the "pink" (magenta), something to keep in mind, remember what color it is that you are replacing, so ofcourse, ingame you can remember which one it is, otherwise, you'd keep restarting trying to find the color you replaced...

That is, the color you replace does not show up by name in the game list, in my case, I replaced "pink" as it shows up in the game list, so when ingame, I select "pink" my units will be turquoise.. The guys said something about trying to find a way to get the names to change or show up in your game list but nothin so far ..

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w00t
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PostPosted: Sun Apr 02, 2006 2:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh thanks!
That topic is a jewel!


In TS : Odyssey, they managed to make a new armor type for the chopper. Anyone knows how? Smile


I recently tried to create a new weapon. I called the EM Pulse cannon the "Seismic Disruption Cannon" and the EM Pulse "Seismic Disruptor"

Try it, it looks really nice!
Quote:


[EMPulseWeapon]
Damage=120 ;should be reduced to 60
ROF=1
Projectile=InvisiblePulse
Speed=25
Warhead=EMPuls
Range=1000.00
Report=ICBM1 ;could have put anything here
Lobber=yes

[InvisiblePulse]
Image=None
Inviso=yes
Cluster=10 ;this way, the smaller the building is, the least damage it takes, also it makes a really nice graphical effect

[EMPuls]
Wall=yes
Wood=yes
Fire=yes
Tiberium=yes
Sparky=yes
Rocker=yes
Bright=yes
Spread=512
AnimList=dig
ProneDamage=100%
Verses=100%,100%,100%,100%,100%



Seismic.JPG
 Description:
 Filesize:  242.14 KB
 Viewed:  12014 Time(s)

Seismic.JPG



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j4m3sb0nd
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PostPosted: Mon Apr 03, 2006 4:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

w00t wrote:
Awright!

Let's say I make a custom harvester, that can deploy. Then, when its deployed, I can plug an upgrade to it. But when I'd undeploy that upgraded building, could it become another type of harvester?

Example : Undeploy Harvester, plug in another building called "speed upgrade", then undeploy. Would it become the same harvester, or could I make it become a faster harvester (with the correct ini editing)?

And if it becomes the same harvester again, when I re-deploy it, will it still have the upgrade on it? In which case a defensive add-on could be made Smile


Well, you couldnt make it still have the upgrade, you could try it like, once upgrade is built, it gives free unit which is the new improved harvester, but when plugged in the actual deployed harvester blows up, but you are given the free harv with speed. That can then deploy into a defence one, using same logic, to give a stronger/armed free harv. etc. etc.

You just need to read up on using art file anims to destroy buildings if you are unsure how to make it blow up. But in essence my concept to make it work, should work.

Hope that helped.

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w00t
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PostPosted: Mon Apr 03, 2006 9:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ooh interesting! I didn't think of it that way Smile In fact, it would even be easier!


Hehehe easy harvester healing!

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PostPosted: Mon Apr 03, 2006 10:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey w00t I LOVE your EMP, its great, you can target it anywhere and its like a self-implosion, just swallows up infantry and everything, its coooel :p

Say, I didn't know where exactly to put the new values you gave, I mean, I know the one, but the others did not appear in the rules file w\ the names you gave them in [ ]

I am also wondering, IF you play a side, say GDI, and its just you and the AI, is it also supposed to play GDI too ?

That is, I had several instances where upon starting a skirmish w\ just me and the AI, it chose GDI but I was already GDI, so it ended up w\ all my weapons and stuff ....

I have tweaked all my weapons and units for the campaigns and those tweaks, immunity, etc are also active in skirmish, so I had to abort skirmishes cause theres no way either could win ...

Is it normal to have the AI play the same side you are playing in skirmish ?

I can't figure it out, I had to replace the rules file w\ a backup cause it just kept playing GDI and I could never win, infact, it even beat me, cause it cheated, it built the super weapns ion cannon etc, faster than me and destroyed my Conyrds and everything b4 I even had a chance to build it all ...

I was wondering if this was any side effect of inputting your EMP or ??

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Nob393
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Joined: 03 Apr 2006

PostPosted: Tue Apr 04, 2006 3:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

why did u change the EM pulse weapon? create a nwe one and give it to the EM cannon. this way, you can make multiple superweapons. just give the building "IsEMPulseCannon=yes" and "Superweapon=EMSpecial"

(im not sure bout the tags, just look at the EMcannon)

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