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Flameproof?
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Veneno
Medic


Joined: 25 Oct 2007

PostPosted: Sun Mar 09, 2008 1:40 am    Post subject:  Flameproof?
Subject description: Making flametroopers work well.
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How do I make my flame troopers flame-proof so they can travel in groups without burning each other? Thx

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sun Mar 09, 2008 1:42 am    Post subject: Reply with quote  Mark this post and the followings unread

TypeImmune=true, pit that on your dude.

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Veneno
Medic


Joined: 25 Oct 2007

PostPosted: Sun Mar 09, 2008 1:55 am    Post subject: Reply with quote  Mark this post and the followings unread

TSHyper wrote:
TypeImmune=true, pit that on your dude.


Funny... I already did that (copied it off of Devil's Tongue) because I thought that was the attribute. It was actually TypeImmune=yes... but it didn't work. Now your saying it's TypeImmune=true, but that doesn't work either, and I also notice that the Devil's Tongue isn't even immune to fire... how do I make it work?

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sun Mar 09, 2008 1:59 am    Post subject: Reply with quote  Mark this post and the followings unread

true/false, yes/no, 1/0 all work, there boolean values, does not matter.

And what you mean fire? Do you mean the Objects weapon or fire in general?

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Veneno
Medic


Joined: 25 Oct 2007

PostPosted: Sun Mar 09, 2008 2:02 am    Post subject: Reply with quote  Mark this post and the followings unread

TSHyper wrote:
true/false, yes/no, 1/0 all work, there boolean values, does not matter.

And what you mean fire? Do you mean the Objects weapon or fire in general?


flame. does it matter if im using FS or not?

Last edited by Veneno on Sun Mar 09, 2008 2:06 am; edited 1 time in total

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sun Mar 09, 2008 2:06 am    Post subject: Reply with quote  Mark this post and the followings unread

...? Still, whats flame?

Do you want your object to be immune to the object of the same type or do you want it to be immune to fire in general throughout the game?

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Veneno
Medic


Joined: 25 Oct 2007

PostPosted: Sun Mar 09, 2008 2:07 am    Post subject: Reply with quote  Mark this post and the followings unread

TSHyper wrote:
...? Still, whats flame?

Do you want your object to be immune to the object of the same type or do you want it to be immune to fire in general throughout the game?


No. I want it so that if I send them as an attack squad, they won't kill each OTHER with their burning guns of doom.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sun Mar 09, 2008 2:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, like i said, you want the object to be immune to a object of the same type. So add TypeImmune=true to your object, whatever it may be.

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Veneno
Medic


Joined: 25 Oct 2007

PostPosted: Sun Mar 09, 2008 2:24 am    Post subject: Reply with quote  Mark this post and the followings unread

TSHyper wrote:
Yes, like i said, you want the object to be immune to a object of the same type. So add TypeImmune=true to your object, whatever it may be.


... it still doesn't work. But everything else is in order. What else can I do? Has anyone had a problem like this before? What was the solution? Or can someone send me a copy of a flamer that they made that works in the same way?

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areaSZ
Scorpion Sniper


Joined: 19 Dec 2004
Location: Korea,south

PostPosted: Sun Mar 09, 2008 2:45 am    Post subject: Reply with quote  Mark this post and the followings unread

lol that code able to make the primary arm's damages don't work but

for particle system there is another damages

so that is impossible not to get the damage

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Veneno
Medic


Joined: 25 Oct 2007

PostPosted: Sun Mar 09, 2008 2:55 am    Post subject: Reply with quote  Mark this post and the followings unread

areaSZ wrote:
lol that code able to make the primary arm's damages don't work but

for particle system there is another damages

so that is impossible not to get the damage


ummm.... oh... I know what you mean... is there any way?

Fine... I'll just make sonic soldiers (like a disruptor)

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Mar 09, 2008 8:18 am    Post subject: Reply with quote  Mark this post and the followings unread

TypeImmune doesn't affect particles. The fire particles Devil Tongue's weapon uses still damage friendly Devil Tongues no matter they have TypeImmune=yes.

To make them immune to their weapon, you must change the weapon to not use particles, but instead an invisible projectile with flame trailer. Look at the "how to make a real flamethrower" tutorial.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Mar 09, 2008 10:38 am    Post subject: Reply with quote  Mark this post and the followings unread

or use the concrete armor and give all firewarheads 0% damage to concrete. then give only your fire units concrete armor.

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Veneno
Medic


Joined: 25 Oct 2007

PostPosted: Sun Mar 09, 2008 4:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yuri 08 wrote:
TypeImmune doesn't affect particles. The fire particles Devil Tongue's weapon uses still damage friendly Devil Tongues no matter they have TypeImmune=yes.

To make them immune to their weapon, you must change the weapon to not use particles, but instead an invisible projectile with flame trailer. Look at the "how to make a real flamethrower" tutorial.


Thx. But you know what? I made laser soldiers and they're CrAzY Twisted Evil
I think Ill leave it at that.

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Wed Apr 16, 2008 6:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry for bumping, but I couldn't find this tutorial! Is it on Tibweb? Sorry if I didn't see the topic, but I also used the search function - without any succes
Can someone please help me?

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Wed Apr 16, 2008 7:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

It has a different name: here

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Thu Apr 17, 2008 11:44 am    Post subject: Reply with quote  Mark this post and the followings unread

thanks^^ I had found this topic before, but it seems to be, that I overread the solution Confused

EDIT: Hmmmm, TypeImmune=yes doesn't affect, but I think I know why. Because the dammit Trailer does 2 Damagde... The Tougs should cost now over 1000 because two of them destroy with one shoot (so, two shoots) a power plant and... They are more then only strong. They should named devils ARM xD
So, delete the 2 damage of the trailer and add ... I would say about 10-20 damage to the weapon

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liaocheng
Soldier


Joined: 28 Apr 2008
Location: China

PostPosted: Mon Apr 28, 2008 1:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you delete the 2 damage in the particles,it will make this weapon no damage...
I have tried just now~
So,do it like Judeau's .

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Mon Apr 28, 2008 8:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you delete the two damagde in the particles, the devils tounghs wouldn't get damagde from an allied one - because they have ImmuneType=yes on it - and that is the effect I tried to get... So, I'm satisfied, my problem doesn't exist anymore and the weapon is even stronger then before Very Happy (and looks a lot cooler^^)

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