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My Chem Warrior
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hellfire
Commander


Joined: 09 Jan 2003
Location: Canada

PostPosted: Mon Jul 21, 2003 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can I get the code for all that, or at least a single post sayin what you did? That flame thing is sweet, much better than my flamethrower.

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Mike430
Soldier


Joined: 11 Jul 2003
Location: Following everyone else

PostPosted: Mon Jul 21, 2003 11:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

they're already in there

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Mike430
Soldier


Joined: 11 Jul 2003
Location: Following everyone else

PostPosted: Mon Jul 21, 2003 11:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

you mean the weapons/projectile,warhead stuff? sure... just let me find it all

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Mike430
Soldier


Joined: 11 Jul 2003
Location: Following everyone else

PostPosted: Mon Jul 21, 2003 11:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

here it is:


[FlameWeapon] ;change anything
Damage=50
AmbientDamage=20
ROF=50
Range=5.25
Projectile=FlameProj
Speed=25
Warhead=FireWH
Report=FLAMTNK1

[FlameProj]
Image=CANISTER3 ;this can be any projectile image, it won't show
Bouncy=yes ;this is the way to get the arches
Floater=yes
Arcing=yes ;this makes it arch, also

[FireWH]
Spread=8
Wood=yes
Verses=600%,250%,100%,50%,25% ;whatever you want the verses to be
InfDeath=4
Sparky=yes
Fire=yes
ProneDamage=600% ;this should be higher, fire stays on ground

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hellfire
Commander


Joined: 09 Jan 2003
Location: Canada

PostPosted: Tue Jul 22, 2003 2:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks big help, also try usin the edit button especially in that close of a time period.

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PilotstroupF15E
Vehicle Drone


Joined: 21 Sep 2003

PostPosted: Sun Sep 21, 2003 8:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

w00t! This is just how I envisioned McDonald's to look like in Hell! Flaming golden arches of doom!

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Da_orky_alchemist
Light Infantry


Joined: 04 Jan 2003
Location: States

PostPosted: Sun Oct 12, 2003 3:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I wonder, if you have a "bouncy" non "airburst"ing projectile that has fire "clusters" would that cause a sort of splash the first place the flame bounced? Because that would make for a cool fire efect, almost like it was a physical stream of fuel that splaters on impact. THAT would be cool

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Sun Oct 12, 2003 4:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

nice scrennys Mike and nice flame weapon.

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Alex06
Commander


Joined: 21 Sep 2003
Location: Montreal, Canada

PostPosted: Sat Oct 18, 2003 6:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh i see someone used one of the old Elite Cadre Voxels made by Westwood.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Sat Oct 18, 2003 7:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Every modder does...

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IHM
Light Infantry


Joined: 27 Oct 2003

PostPosted: Wed Oct 29, 2003 9:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

hey, i cant get that flame thing to work, it just shoots a canister, so i tried giving it fire particles, and i crashed

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Thu Oct 30, 2003 10:08 am    Post subject: Reply with quote  Mark this post and the followings unread

uhmmm.. give use your code please.. so we can look at it. be sure to include weapon, projectile, warhead, and the particle stuff.

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IHM
Light Infantry


Joined: 27 Oct 2003

PostPosted: Thu Oct 30, 2003 7:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

ive lost it now...sorry, all i did is use what he posted, and added the line UseFireParticles=yes(something like that anyway)and it crashed every time.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Thu Oct 30, 2003 8:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

did you add that tag to the weapon, or the warhead?

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Thu Oct 30, 2003 8:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

cuz it should be the weapon entry. the game will then add fire particles over the projectile route... btw i think you need to set Ambientdamage if you use this, take a look at [fireballlauncher] and you'll understand.

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IHM
Light Infantry


Joined: 27 Oct 2003

PostPosted: Fri Oct 31, 2003 6:48 am    Post subject: Reply with quote  Mark this post and the followings unread

i did put it in the weapon entry, and i set the ambient damage, but the game just comes up with a internal error, listen, ill try and make the weapon again and then if it doesnt work ill post the code.

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JippieX2k
Soldier


Joined: 21 Nov 2003
Location: Sweden

PostPosted: Wed Nov 26, 2003 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

the infantry graphics is old i found them in TIBSUN/CONQUER.mix (of course) the shp is an old named WEED but bugged the game when enabling cuz the name weed is used bu the weed eater so u have to copy and rename the shp Very Happy

Also this is the unit westwood created the WEATICON.SHP for #infinity

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Last edited by JippieX2k on Thu Nov 27, 2003 1:48 pm; edited 1 time in total

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the_kid
Cyborg Informer


Joined: 14 Sep 2002
Location: Las Vegas, Nevada, United States of America

PostPosted: Thu Nov 27, 2003 7:52 am    Post subject: Reply with quote  Mark this post and the followings unread

yup... I use it for my flamethrower... although I might make a reskin of the SHP, slap a chemicle spray weapon in its hands, and call it the Cemical spray infantry of DOOM!... just a though.

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graygibbo
Medic


Joined: 26 Nov 2003

PostPosted: Thu Nov 27, 2003 9:49 am    Post subject: Reply with quote  Mark this post and the followings unread

if you dont want him to die instantly make him "TypeImmune=yes" this will mean other soldier who are the same as him on the same team wont damage each other with there weapon but it should also mean they wont damage themselves either
i dunno give it a try

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graygibbo
Medic


Joined: 26 Nov 2003

PostPosted: Thu Nov 27, 2003 10:20 am    Post subject: Reply with quote  Mark this post and the followings unread

ok i just tried that an the man still kills themselves Mad

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JippieX2k
Soldier


Joined: 21 Nov 2003
Location: Sweden

PostPosted: Thu Nov 27, 2003 1:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

when i tried to copy (and rename) the weed.shp it got bugged only show the same no walking or standing etc etc

it just was flyin on ground Confused

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Kravvitz
Commander


Joined: 25 Mar 2003
Location: USA

PostPosted: Tue Dec 02, 2003 7:21 am    Post subject: Reply with quote  Mark this post and the followings unread

you have to use the correct infantry sequence.

maybe someone here remembers what it is.

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Venom
Laser Commando


Joined: 11 Jan 2003
Location: Floating along the river Stix, just about inside Hades but not quite there.

PostPosted: Tue Dec 02, 2003 4:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Deezire has it in one of his tutorials, Adding the Chem Infantry or something like that

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Tue Dec 02, 2003 5:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

His tutorial was to add the original Chem Spray Infantry (WEEDGUY) which was removed from the final version of the game...

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