Posted: Sat May 31, 2008 1:22 am Post subject:
Some nob questions.
Hello everyone!!! I'm new here.
I have some questions.
1. How do I make my infantry occupy in the building? I tried it in Chrono Legionnaire but it gives me an internal error.
2. I saw a tutorial on wikipedia. The AnimToInfantry works. But I copied the Mutate warhead and it's not working. I just want to make a weapon that transforms into zombie instead of brute.
3. Is it possible to make Repair IFV can repair anything? Like buildings or aircrafts?
4. How do I make firestorm SW work?
5. The plane only drops GIs. How do I change it? QUICK_EDIT
4. Ok.
5. I mean changing the Paratroopers. GI changing it into a Seal or a Guardian GI. _________________ 46 106.42
pd +2.4
Palladium 1554
3140
12.16
2.2 QUICK_EDIT
1.Cant use chrono/mind control weapons in building. And they all have to either be AA or non AA, if one unit cant attack a unit they all stop firing.
2.Insert InfDeath=9 under the weapon's warhead
3.I dont think, vehicles can only repair vehicles, infantry only repair infantry. But I think it can be done with particle effects...
4.Gufu's right
5.Let me post an example code:
Code:
AmerParaDropInf=E1
AmerParaDropNum=8
This is the normal paradrop SW from the American airpad. E1(GI) is the infantry dropped.
Change this to change the infantry dropped. AmerParaDropNum states the ammount of infantry dropped from that plane. Lets say that you want more types dropped...
If you add a line like this the GHOST(SEAL), and ENGINEER(engineer) will be dropped as well. But each new infantry will come from a different plane, make sure there is a number for each infantry under AmerParaDropNum. You could also do something like:
Code:
AmerParaDropInf=E1,E1,E1
AmerParaDropNum=8,8,8
This will make 3 planes dropping the same unit.
the other paradrop superweapons(captruring airport) look like:
Code:
;Allied paradrop(Even America can get it)
AllyParaDropInf=E1
AllyParaDropNum=6
1. like apex said not gonna happen if it is chrono
2. ??? u dont want it too turn into a brute but a zombie? if so that would require modding of the game.
3. once again what apex said but i have no idea about the particle effect thing _________________
Retired YR Player
Steam Account : MAS93
Xfire: msbiohazard QUICK_EDIT
Oh I misread that... Change AnimToInfantry=BRUTE
to
AnimToInfantry=[INSERT INFANTRY'S NAME HERE]
and the warhead needs:
[YOURWARHEAD]
Verses=INSERT VALUES HERE!
InfDeath=9
And thats all you need... If its not working then its mutating to a non-existant infantry... _________________ Comcast: Yo dawg we herd yo were downloading, so we put fail in yo modem so yo cant download while yo failin! QUICK_EDIT
It might be hardcoded Ill test... _________________ Comcast: Yo dawg we herd yo were downloading, so we put fail in yo modem so yo cant download while yo failin! QUICK_EDIT
You dont have to change DeathAnim, its in AnimToInfantry= and the warhead. _________________ Comcast: Yo dawg we herd yo were downloading, so we put fail in yo modem so yo cant download while yo failin! QUICK_EDIT
You can only have ONE infantry under that list, I changed the infantry to E1 and it worked fine... _________________ Comcast: Yo dawg we herd yo were downloading, so we put fail in yo modem so yo cant download while yo failin! QUICK_EDIT
Um.. No. I copied the Mutate Warhead and renamed it. I know it will affect the Genetic Mutator which gives you an internal error. _________________ 46 106.42
pd +2.4
Palladium 1554
3140
12.16
2.2 QUICK_EDIT
AnimToInfantry= is put under [General] not the weapon/warhead...
You can clone warheads but not SW unless you have RP/Npatch
Heres all the coding you need(thats new)
[General]
AnimToInfantry=[1 INFANTRY HERE]
[NewWeapon]
Warhead=NewWarhead
[NewWarhead]
Versus=[VALUES]
InfDeath=9 _________________ Comcast: Yo dawg we herd yo were downloading, so we put fail in yo modem so yo cant download while yo failin! QUICK_EDIT
Umm... you can have as many infantry listed as you want on the AnimToInfantry= tag, just change the MakeInfantry= tag to select the one in the list you want. The Brute being number 0, adding Zombie would make it number 1 & so on... _________________
It only ever chooses the first one though, unless I'm missing something... _________________ Comcast: Yo dawg we herd yo were downloading, so we put fail in yo modem so yo cant download while yo failin! QUICK_EDIT
AnimToInfantry takes a list of InfantryTypes. Animations can spawn these by referencing their position in the list (starting with 0) using MakeInfantry.
For example:
in rulesmd.ini
[General]
.
.
.
AnimToInfantry=BRUTE,ZOMBIE
in artmd.ini
[AnimationName]
MakeInfantry=0
[AnimationName2]
MakeInfantry=1
The animation called AnimationName would then spawn a BRUTE, while AnimationName2 would spawn a ZOMBIE. _________________
Yeah. Thanks for the answers. I found out AnimList= works. I searched my question no. 3 in google. I did find an answer. Yeah, I'm really sorry. I should just have searched more before putting a question. QUICK_EDIT
1. How do I make my units automatically attack civilians?
2. I want to make the civilian buildings repairable when they're garrisoned by my infantry units.
3. How do I make Engineers swim? _________________ 46 106.42
pd +2.4
Palladium 1554
3140
12.16
2.2 QUICK_EDIT
@1) I don't think you can, seeing how neutral wont attack you (Unless they have some fighting units (I may be wrong as well)). But you can always see with map triggers that make the civilians enemies, but that'd also make the civilian buildings (Like the Office Building) enemies as well and your units might attack those preventing you from garrisoning them.
@2) Hmmm... I'm going to have to look into this.
@3) The engineer needs to have swim animations, like Tanya and and SEAL. It'll be a while though, to make those individual swim frames with SHP editor or another thing that works with SHPs. Or you MIGHT be able to find one on the net. Then you'll have to do some INI editing, which I'll let someone else explain since I'm not good with art frames apparently with SHPs or explaining it for that matter.
Those are my answers, I'll get back to you about the garrison buildings be able to click repair. Unless someone finds the same answer as me and beats me to it =P
-=-EDIT-=-
Ok, for the buildings being repairable (Without Engineer I presume is what you are wanting...) For each building that can be garrisoned, or every building if you want, just simply add the tag "ClickRepairable=" tag with yes or no at the end. If yes, then you can repair it like you would your barracks or war factory without the engineer. If no, then it'll need an engineer to be repaired, losing the engineer in the process.
This code will make it swim. However it will be invisible when in water unless you create an infantry sequence for it. I don't feel like explaining how to do that, so search for a tutorial on it. _________________
Oh. Hello. Thanks for the answers everyone. It maybe hard to make some inf sequence but I made the Engineer cloakable. Also for the neutral buildings, it doesn't work. Maybe I'll have to repair it with an Engineer. My only problem is the question no. 1 _________________ 46 106.42
pd +2.4
Palladium 1554
3140
12.16
2.2 QUICK_EDIT
@ Question #1:
As long as non-allied units have ThreatPosed= more than 1, you will be able to attack them automatically. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
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