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A call for help
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RedScare
Combat Engineer


Joined: 29 Jun 2007
Location: The US of A

PostPosted: Fri Jun 29, 2007 9:25 am    Post subject:  A call for help Reply with quote  Mark this post and the followings unread

Yeah im a noob...blah blah..yadda yadda...whatever. I've been experimenting with the INI files but there is a few things that I cannot figure out.

1 Im trying to make the drop pod ability where it spawns GDI Marines which are modified infantry with a lot of health and firepower.

2 Im making a Nod counter part called the Blackhand and im trying to make it where its trainable only from the Temple of Nod (if possible) and I want to make it where they are already at veteran level.

3 I've cloned the Disruptor to be a Ion cannon tank and im trying to figure out how to make it look like its firing Ion beams vertically.

4 I've tried using the dropship and orca transports but everytime they take off and land they act all weird like spinning in cirlces and stuff and this problem is driving me nuts.

5 This is the tricky one. Im trying to make the Tiberium waste facility to launch a tiberium super weapon missile where it explodes and it makes a large tiberium field. A GDI counterpart is calling in reinforcements by having a fleet of dropships come in to drop off elite titans, wolverines, troops and MLRS.

Sounds very ambitious and i've already tested some proxies and so all im getting is errors. So if any of these are possible I will appreciate feedback.

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migel8520
Medic


Joined: 27 Jun 2007

PostPosted: Fri Jun 29, 2007 9:42 am    Post subject: Reply with quote  Mark this post and the followings unread

for 4 that cant be solved for so far i know

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Tore
Plasma Trooper


Joined: 15 Jun 2006
Location: The way north

PostPosted: Fri Jun 29, 2007 9:47 am    Post subject: Reply with quote  Mark this post and the followings unread

I can answer 2 things.


Quote:
3 I've cloned the Disruptor to be a Ion cannon tank and im trying to figure out how to make it look like its firing Ion beams vertically.


You need to make a vertical Ion Cannon animation.

Quote:
4 I've tried using the dropship and orca transports but everytime they take off and land they act all weird like spinning in cirlces and stuff and this problem is driving me nuts.


We all do, the Dropships and Orca Transports does not work as they should the logic is damaged. But You can add the tag carryall=yes to them. The will land and carry soldiers but you will see the soldier shadows while they are inside the transport. Also when the transport lands it will drop 1 soldier then lift off again etc.

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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Fri Jun 29, 2007 10:04 am    Post subject: Reply with quote  Mark this post and the followings unread

1) The two units which are used in droppods are hardcoded to be E1 and E2. As a result, you would need to modify these units to be your GDI Marines.

However, E1 is used in a lot of other things, so you would need to create a duplicate of this unit, to replace its other uses.

2) You would need to add the code of having the Temple of Nod being a barracks, as in including the lines; Factory=InfantryType, NodBarracks=yes.

With regard to having the units produced being Veteran. I don't know if thats possible.

3) Give the weapon's firing/muzzle animation as the same animation for the Ion Cannon Beam. I believe its IONBEAM.

4) This is the Flying Transport bug. It's been known about, all too much, unfortunately. There is currently no way around this.
The bug didn't exist in a pre-patched version of TS, however, you can't have any of the Firestorm features without this, as well as various other issues fixed in the patches.

If you are insistant on a flying transport, the only way to get it to work, I believe, is to use the JumpJet locomotor. However, this causes that vehicle to become invincible when it is in the air.

5) You cannot create new superweapons in TS. You can only clone existing ones, or modify existing ones.

With regard to the Tiberium Missile. I believe that would be possible, by having the weapon animations spawning debris which leaves Tiberium. I believe there is another thread in the TS Editing Forums which discusses how to produce Tiberium from debris.

With regard to the GDI counterpart. This isn't possible in a weapon/superweapon form.
The only way I know this could be kind of recreated, is with the use of triggers in the actual mapping code.

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RedScare
Combat Engineer


Joined: 29 Jun 2007
Location: The US of A

PostPosted: Fri Jun 29, 2007 10:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Double damn. Well I'll just scrap the dropship and transport idea. As for the drop pod mod I've seen this done before but I'll figure it out. As for the GDI Marines well I guess I have to make them trainable at the barracks. Which also bring up another Question. I had the idea of giving GDI and NOD two slightly different infantry. GDI will have Marines while NOD has Militants as their standard E1 type units. I know the cloning routine but when im playing Nod and training militants they dont spawn out of the barracks. I've ran into this problem too many times! Any takers?

Also has anyone figure out how to get the Cameleon Spy to steal money? I've made it into a thief but it still steals no money.

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