Posted: Sun Jan 21, 2007 11:37 pm Post subject:
Weedguy Question
Subject description: I have a question about...
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??? _________________ YES IM BACK! stop whining. QUICK_EDIT
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) QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Mon Jan 22, 2007 1:58 pm Post subject:
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 QUICK_EDIT
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 _________________
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. _________________ QUICK_EDIT
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? _________________
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. QUICK_EDIT
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