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Un-Supering a superweapon?
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DarkShadow7827
Vehicle Driver


Joined: 29 Aug 2006

PostPosted: Sun Oct 01, 2006 1:16 am    Post subject:  Un-Supering a superweapon?
Subject description: Can you make a building use a superweapon without it being one?
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Yea, I was wondering if you can make a simple building use a superweapon, sometimes it's fun to be a lil cheap (^ ^) BuildCat=combat I already know how you can set infantry to using nukebomb and such, but I don't think you can make a building use a two part animation thing... Like the chrono special. (Rules.ini)

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Apex
General


Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Mon Oct 02, 2006 12:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

add superweapon= to any building. I tried this with TS and it'll probibly work for RA2/YR.

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Oshog
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Joined: 02 Sep 2005
Location: Sofia, Bulgaria

PostPosted: Mon Oct 02, 2006 5:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do you know what SuperWeapons are? A paradrop and reinforcements are SW btw (incease you didn't know). They are more of a specific action than a weapon (although most of them do damage).

AW, you can add a superweapon to any building you like.

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Team SomeGuy
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Joined: 18 Aug 2006

PostPosted: Mon Oct 02, 2006 6:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think hes referring to making something like a Nuke Cannon where SuperWeaponX is the building/units Primary=

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Mon Oct 02, 2006 7:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

like a grand cannon that shots nukes???
If thats the case, good luck. Of course, you can make a weapon "act" almoast like a nuke, with moast anims and warheads and stuf like that:D

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Rattuskid
Sergeant


Joined: 01 Sep 2003
Location: Jersey,new

PostPosted: Tue Oct 03, 2006 3:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Nukes are actually the easiest weapon to duplicate in tactical form since the nukemaker code will do all the hard work for you, even the flash!

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Allied General
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Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Oct 03, 2006 2:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

u can make it so u can build superweapons even wiv superweapon tag off

all buildings can use superweapon coding except for nuke missile which needs a clone cos of missile silo coding

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DarkShadow7827
Vehicle Driver


Joined: 29 Aug 2006

PostPosted: Sun Oct 15, 2006 4:20 am    Post subject: Reply with quote  Mark this post and the followings unread

That is the case, tryin to make a building use a superweapon with the tag off. I added SuperWeapon=ChronoSphereSpecial to a GATECH but I wasn't able to build it with the tag off. What to do? I think I'll try Lowering the tech level or something, though i doubt that'll work.

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John Galt
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Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sun Oct 15, 2006 5:42 am    Post subject: Reply with quote  Mark this post and the followings unread


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DarkShadow7827
Vehicle Driver


Joined: 29 Aug 2006

PostPosted: Fri Nov 03, 2006 4:14 am    Post subject: Reply with quote  Mark this post and the followings unread

This is the last comment I'm going to put up. I tried the DisableableFromShell and it didn't work. I tried setting it to yes, no, and I just put disableable and it never worked. I read deezire's ini tutorial on Disableable and it said that it was not parsed, or not used in RA2. Am I doing something wrong, or is it just not possible? Either way, I think I'll move on to something more productive, like learning to make SHPs now that I can take premade one's and add them in...Progressive.

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John Galt
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Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Fri Nov 03, 2006 7:36 am    Post subject: Reply with quote  Mark this post and the followings unread

It does work just fine, you're just doing something wrong. But what do I care, if you give up, then it's your loss.

Topic closed.

(And that stuff about dz saying it isn't parsed in RA2 is bullshit, btw.)

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