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fire anim
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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Tue May 23, 2006 8:14 pm    Post subject:  fire anim Reply with quote  Mark this post and the followings unread

hi,I have this little question

i want to change the ingame image of a weapon projectile,
for example, the weapon a banshee, so I checked primary in rules.ini
it reads : Proton, so I went to the weapon section and there under Proton, you have a little description and then something like : proyectile= ProtonTorpedo, and then I searched tibsun.mix but I couldn't find it ,so I can't edit it.

anyone knows where I can find it??

thx in advance

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THE Protagonist
Commander


Joined: 19 Apr 2006
Location: The Etto

PostPosted: Tue May 23, 2006 9:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

go farther in the rules into the projectiles list and in that i s where you will find the
Image=blahblah
tag to edit the projectile,
if you want to edit the explosion go back to the main weapon and look for what it has in the spot of warhead= then go to that and change the anime= thing
HINT the find tool on the tool bar helps alot in ini editing

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UltimoWOL
Cyborg Engineer


Joined: 03 Aug 2005
Location: The Netherlands

PostPosted: Tue May 23, 2006 11:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here is my little tutorial to find the Projectile.
(This example is based of the SCRIN (Banshee) and also leeds to Cyborg Commando's Projectile (Proton) So look close.)

Need:
XCC Mixer.
SHP Builder.

Usefull Tool:
Ini Editor

Stap 1:
Open rules.ini an track down the unit its weapon (Primary= or Secondary= , don't know witch weapon you need? just put the word Weapon behind primary or secondary in your mind then find it out).

; Banshee Fighter
[SCRIN]
Name=Banshee
Prerequisite=NAHPAD,NATECH
Primary=Proton
Strength=280
Category=AirPower

Stap 2:
Look down for the weapon name inside the list of Weapon Statatics.
And look for the Projectile= .

[Proton]
Damage=20
ROF=3
Range=5
Projectile=ProtonTorpedo
Speed=30
Warhead=AP
Report=scrin5b

Stap 3:
The look for the Projectile inside the Projetiles Statatics list.
And check down for the Image= of the Projectile.

[ProtonTorpedo]
Arm=2
High=yes
Shadow=no
Proximity=yes
Ranged=yes
Image=TORPEDO
ROT=1
IgnoresFirestorm=yes

Stap 4:
You can skip this if you want, just remember the Image= and go to step 5.
Now open the art.ini and search down for the Projectile inside the Projectile Objects.
Look close to the [NAME].
(Now you're at the same projectile as the Cyborg Command's weapon CyCannon)

[TORPEDO]
AnimPalette=yes

Stap 5:
Then open the conquer.mix inside TIBSUN.mix with the XCC Mixer and look down the (Stap 4 Skip) Image= or the [NAME].
And Extract it somewhere, don't foreget where. Wink

Unneeded but:
Stap 6:
Open the .shp file with the SHP Editor.
If it open it, then use for the Animation ofcourse the Palet anim.pal.
Here ya go.

And for k212 her is youre TORPEDO:



torpedo.shp
 Description:

Download
 Filename:  torpedo.shp
 Filesize:  184 Bytes
 Downloaded:  150 Time(s)


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What about all the things.
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Last edited by UltimoWOL on Tue May 23, 2006 11:31 pm; edited 3 times in total

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UltimoWOL
Cyborg Engineer


Joined: 03 Aug 2005
Location: The Netherlands

PostPosted: Tue May 23, 2006 11:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh yeah. almost forgot.
k212 a Projectile isn't the fire animation.
Thats a part of the .shp of a unit like aim with its gun and shoot and see smoke or fire out the weapon.
These things are 2 differend things:
1: There is a Coding (inside the .ini)
2: There is an Image for it puttet inside the art.ini saved inside a .mix.

Don't ask why I didn't edit the last post for this, couse here is the answer.
I just wanna keep this post outside my tutorial.

_________________
You can be a winner,
but you got to KEEP THE FAITH.
What about all the things.
Did you ever stop to notice?
The crying Earth the weeping shores.
What have we done to the world?
Look what we've done!
What about all the PEACE?

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Wed May 24, 2006 7:06 am    Post subject: Reply with quote  Mark this post and the followings unread

alright thx,I'll check it out this evening and tell you how it went

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ihateharriers
Rocket Infantry


Joined: 20 Sep 2005

PostPosted: Wed May 24, 2006 1:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

i wouldn't go as as far as saying that the ini editor is a useful tool - it has an awful lot of bugs and it really doesn't help people learn how to poperly code in an ini file. just use notepad - it works great and helps you learn the format of the ini files so that you may mod them more efficiently.

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Sat May 27, 2006 12:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

if i create a new shp animation, how do you add it to the game??
I put it in EXPAND02 (is this right???)
then,added it in rules.ini in the projectile stats ,
giving it a new name and adding the Image=xxx.shp tag
also added a weapon that uses that projectile
what else do I have to do??
something in art.ini? searched ther,found nothing though :S

this is what happens : the weapon is used ingame but not displayed

(and this little question ,I'll post here as well ; what does I.C.B.M. mean??)

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Sat May 27, 2006 6:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

I found it out myself , I didn't put the shp in ecachexx.mix , now everything works just fine

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Clarkson
General


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

PostPosted: Sat May 27, 2006 7:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

InterContinental Ballistic Missile. ICBM

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Sat May 27, 2006 8:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

cool,thx

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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Sun May 28, 2006 12:12 am    Post subject: Reply with quote  Mark this post and the followings unread

UltimoLoD, a stAp? isn't that like, those floating bike-like vehicles that battle droids mount in Star Wars episode 1?

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