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Weedguy Question
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/\/\77
Combat Engineer


Joined: 03 Jan 2007
Location: Behind you...

PostPosted: Sun Jan 21, 2007 11:37 pm    Post subject:  Weedguy Question
Subject description: I have a question about...
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I was scrolling down the art.ini and saw something named "WeedGuy." I looked in the se2k unit preveiw thing and saw it. I tried to put the voxle in tibsun but I cant get it to show up. What do I do???

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bonzy_buddy
Shrapnel Sniper


Joined: 31 Oct 2006

PostPosted: Mon Jan 22, 2007 1:11 am    Post subject: Reply with quote  Mark this post and the followings unread

there have been already a few topic about it, look at them, it'll certainly answer your questions.
(I don't flame you, one of these topic is mine)

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Mon Jan 22, 2007 1:44 am    Post subject: Reply with quote  Mark this post and the followings unread

Weedguy is important - otherwise when nod uses cluster(or tiberium) missle - the game would crash!

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Jan 22, 2007 1:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

First, the Weedguy is a shp, not a vxl.
Second, the shp looks rather bad, and the animation sequence is wrong.
Third, as gufu said, the Weedguy metioned in the rules.ini file is for the Multi-Missile, so it won't crash the game. If you want to use the Weedguy, copy the original Weedguy.
Fourth, don't use se2k Wink

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bonzy_buddy
Shrapnel Sniper


Joined: 31 Oct 2006

PostPosted: Mon Jan 22, 2007 3:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

the animation can be corrected just by ajusting the tags. Some good values are in topics I mentioned.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Jan 22, 2007 3:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'll sum up what the previous people said:

Weedguy is the unused "chemical warrior" unit for Nod. It was supposed to be a trainable unit, but Westwood changed this. Now it's a placeholder for the Nod chemical missile.

Do not use SE2K. I have personal experience with that program, and all it does is to crash your game. I found editing the INI's (hidden inside the SUN.mix, use XCC Mixer (Google it) to open mix files.) much easier, and I'm still learning some things about it. The interface may not be as simple as what SE2K has, but you are much more free to modificate the game; you don't need to make a clone of Titan every time you make a new unit.

Find out more by exploring this site Wink

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Mon Jan 22, 2007 5:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually the WEEDGUY is aplace holder for cluster weapons, such as the multi missile ( not chemical ). Weapons such as the MultiMissile and DualRockets are made via other weapons, however the game will crash usually if there are weapons which are not used by any units etc, becuase MultiCluster and Dual Rockets are spawned by other weapons they need a dummy unit to have Primary=,Secondary= the cluster weapons.

Also yes, the weedguy was meant to be ingame originally thus the actual weedguy shp.

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Creagor
Cyborg Soldier


Joined: 05 Nov 2005
Location: Wales, UK

PostPosted: Mon Jan 22, 2007 5:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

[WEEDGUY] is also used in FS to make the mobile EMP's weapon (MobileEMPulseWeapon in the ini's) work.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Mon Jan 22, 2007 6:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Morpher wrote:
Actually the WEEDGUY is aplace holder for cluster weapons, such as the multi missile ( not chemical ). Weapons such as the MultiMissile and DualRockets are made via other weapons, however the game will crash usually if there are weapons which are not used by any units etc, becuase MultiCluster and Dual Rockets are spawned by other weapons they need a dummy unit to have Primary=,Secondary= the cluster weapons.

Also yes, the weedguy was meant to be ingame originally thus the actual weedguy shp.


I didn't know that...so basicaly, if I make a unit with cluster missiles, that splits into smaller missiles (basicaly a reaper clone), I need to make a dummy placeholder unit to have those smaller missiles as it's primary?

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Mon Jan 22, 2007 6:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not necessarily as Primary, but basically correct.

The game loads units listed in [Infantry/Vehicle/etc/Types]. The game then reads all of their ini sections and loads all weapons listed as their Primary/Secondary/Elite. When a weapon is created in any way (fired normally, as a superweapon, as a cluster, etc), it has to be preloaded (listed as something's P/S/E) or the game won't be able to find it and crash. Therefore, weapons that are created indirectly (multimissile clusters, reaper splits, Prism tank reflections in RA2) have to be listed as some dummy unit's weaponry to work. RA2/YR has nicer mechanisms where you can hook up to 15/18 weapons to one dummy unit (dummy IFV), in TS you're stuck with three weapons per dummy.

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Mon Jan 22, 2007 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hm... so what you say - is what it's possible to create a weapon which creates another unit/voxel?

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Ickus
General


Joined: 25 Nov 2002
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PostPosted: Mon Jan 22, 2007 7:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

o.o where did you get that from?

only spawning allows for infantry. expect for aircraft spawn/MiG strike, can generate voxel units.

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Mon Jan 22, 2007 8:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Only SHP's can be created?

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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Mon Jan 22, 2007 10:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, only infantry SHP and only in YR.

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Tue Jan 23, 2007 12:18 am    Post subject: Reply with quote  Mark this post and the followings unread

But aren't rockets in TS are vxl's?

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Tue Jan 23, 2007 2:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Gufu you can't spwn units in TS shut up, we are on about spawning WEAPONS/PROJECTILES, not UNITS.

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Tue Jan 23, 2007 6:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

So projectiles don't count as units? Ok then... that helps...

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ColdSorrow
Vehicle Drone


Joined: 29 Jan 2007

PostPosted: Sat Feb 03, 2007 9:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

umm actually you can make units have the image of missiles. Like take any unit and change its immage to MISLCHEM.

And weapon projectiles can be infantry. I've done it before and the infantry that spawn look really wierd.

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