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My Chem Warrior
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Mike430
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Joined: 11 Jul 2003
Location: Following everyone else

PostPosted: Sat Jul 12, 2003 12:25 am    Post subject:  My Chem Warrior Reply with quote  Mark this post and the followings unread

This is how i made my Chem Warrior:

I tried to have him just shoot gas clouds, but the clouds started out on top of him and killed him instantly... so now i have him fire off a canister that bounces(like Disc Thrower's grenades) and then releases 4 gas clouds.
It ended up being pretty cool; on one of my maps there is a 4x4 block of deployed tick tanks Very Happy surrounded by laser fencing and my one Chem Warrior took them all out... seems the laser fencing blocked their escape Twisted Evil

Any of you guys have more good ideas?

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TerroR
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Joined: 25 Aug 2002
Location: UK

PostPosted: Sat Jul 12, 2003 10:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Ideas about what?

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Sat Jul 12, 2003 11:24 am    Post subject: Reply with quote  Mark this post and the followings unread

hmm.. there are different versions of gas clouds, smaller ones and bigger ones. look up the particle systems part in your rules.ini... it might be a good idea to make the warhead spawn small ones, then, make the small ones change into the bigger ones (using the next= tag)...also you could go to art.ini and add the following to the canister entry: Trailer=DIRTEXPL

you might want to delete the sound that DIRTEXPL makes though...

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Mike430
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Joined: 11 Jul 2003
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PostPosted: Sat Jul 12, 2003 4:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

TerroR wrote:
Ideas about what?

About new weapons

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Mike430
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Joined: 11 Jul 2003
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PostPosted: Sat Jul 12, 2003 4:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

The DvD wrote:
it might be a good idea to make the warhead spawn small ones, then, make the small ones change into the bigger ones (using the next= tag)


does the next= tag go into the warhead entry?
Also do i type in the name of the larger cloud?

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Tratos
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Joined: 01 Jan 2003

PostPosted: Sat Jul 12, 2003 5:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

It goes in the animations entry in art/artfs.ini/artmd.ini

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Mike430
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PostPosted: Sat Jul 12, 2003 5:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alright... cool Very Happy
Working on an Advanced Power Plant upgrade... don't know how well that will work Confused

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Last edited by Mike430 on Sat Jul 12, 2003 5:59 pm; edited 2 times in total

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
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PostPosted: Sat Jul 12, 2003 5:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

no tratos, it has to be in the [small gas cloud] entry in rules.ini. that tag also works with particle systems

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Tratos
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Joined: 01 Jan 2003

PostPosted: Sat Jul 12, 2003 5:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah your right, i forget particle art is controlled thru rules.ini

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Mike430
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PostPosted: Sat Jul 12, 2003 6:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

I wanted to show you guys a screenshot of my chem warrior's massive attack, but since it's not on the internet i can't

Mad

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The DvD
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Joined: 30 Dec 2002
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PostPosted: Sat Jul 12, 2003 6:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

what do you mean by not on the internet? you could just make a screen by Ctrl + C, then save the screen in .jpg and upload it as an attachment here..

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Sat Jul 12, 2003 10:57 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Mike430
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PostPosted: Sat Jul 12, 2003 10:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok, here we are-



gasleak.jpg
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gasleak.jpg



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Mike430
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PostPosted: Sat Jul 12, 2003 11:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

I plan on posting more screenies soon Razz

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Mike430
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PostPosted: Sat Jul 12, 2003 11:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here is a Nod base covered in it-



canister.jpg
 Description:
They're in some trouble
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canister.jpg



Last edited by Mike430 on Sat Jul 12, 2003 11:29 pm; edited 2 times in total

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Mike430
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PostPosted: Sat Jul 12, 2003 11:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

<<Oh lookie! I'm a Thief now! Very Happy

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Tratos
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Joined: 01 Jan 2003

PostPosted: Sat Jul 12, 2003 11:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

DON'T start that!

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Mike430
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PostPosted: Sat Jul 12, 2003 11:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

sorry... Laughing

BTW, do you know how i could make an animation and post it?

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hellfire
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Joined: 09 Jan 2003
Location: Canada

PostPosted: Sat Jul 12, 2003 11:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

u need to make a gif. But I won't go past sayin u need a gif making program, and you need to make every frame.

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Mike430
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PostPosted: Sun Jul 13, 2003 1:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Another screenie-this is the 4x4 block of Tick Tanks and the same block covered in Chem gas



4x4.jpg
 Description:
the block
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4x4.jpg



toxic4x4.jpg
 Description:
Same block covered in gas
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toxic4x4.jpg



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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
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PostPosted: Sun Jul 13, 2003 5:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

looks cool.. did you try the thing with giving the canister a trailer image (DIRTEXPL)?? it looks really good..

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Mike430
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PostPosted: Sun Jul 13, 2003 6:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

where do i add the trailer=DIRTEXPL?

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Mike430
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PostPosted: Sun Jul 13, 2003 6:26 pm    Post subject: Update Reply with quote  Mark this post and the followings unread

I changed the AI on my map; instead of sending just 2 light infantry to your base, they send 15 Twisted Evil

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The DvD
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PostPosted: Sun Jul 13, 2003 7:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

you change it in art.ini. look for other projectile's names there... however, the problem is that the rpg weapon also uses the canister graphic. to you would see tiberium clouds (DIRTEXPL) tracing the rpg projectile... no good. here's how to solve:

1. find canister.shp in tibsun.mix, and extract it as canister2.shp

2. put canister2.shp inside your ecachexx.mix

3. find [canister] entry in art.ini, copy it, and name the copy [canister2]

4. add trailer=DIRTEXPL to the [canister2] entry.

(5) The DIRTEXPL animation makes a sound by default. If you don't like it, make a copy of the [DIRTEXPL] entry, give it IMAGE=DIRTEXPL, but remove the Report=tag


wow, that's the first tuturial i've ever written, hope you'll have success with this.

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Mike430
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PostPosted: Mon Jul 14, 2003 3:14 am    Post subject: Reply with quote  Mark this post and the followings unread

It doesn't ise the RPG's graphics; it uses CANISTER.SHP

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The DvD
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Joined: 30 Dec 2002
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PostPosted: Mon Jul 14, 2003 1:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

The RPG upgrade's weapon does use the CANISTER Image for it's projectile. Addint a tiberium trailer (which is DIRTEXPL) would look odd. so, if you want this trailer for your gas weapon, follow the steps.

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Mike430
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PostPosted: Mon Jul 14, 2003 6:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

alright got it. The end result was pretty cool and the sound actually made it better Very Happy

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The DvD
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PostPosted: Mon Jul 14, 2003 7:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok, good to hear it works, you might post a pic of the results here.

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Mike430
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PostPosted: Mon Jul 14, 2003 9:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ok here there are:



theresults.jpg
 Description:
My new-and-improved Chem Warrior attacking a tick tank.
You can see the trailer
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theresults.jpg



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Mike430
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PostPosted: Mon Jul 14, 2003 10:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

now i'm working on a flame trooper that fire bouncing fireballs. I'm going to use what you said about the trailers and probably use TWLT036 for a flame trail.

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Mike430
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PostPosted: Mon Jul 14, 2003 11:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just got flame trooper to work; good for setting groups of infantry on fire quickly Twisted Evil

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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 Jul 15, 2003 1:34 am    Post subject: Reply with quote  Mark this post and the followings unread

i wouldn't give the flame trooper too much power. don't want another unit like the cyborg commando that goes and takes out an entire base in a matter of minutes all by itself

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The DvD
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PostPosted: Tue Jul 15, 2003 2:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

it probably won't work all to well agains tanks... so it can be stopped easily. btw, the CC isn't all that powerful in standard ts... it's not going to win from 3 rpg towers or 2 obelisks...or 3 titans of 2 disruptors.. (same goes for MMk II)

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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 Jul 15, 2003 4:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

DvD, i beat dozens of games, on all AI levels with a CC, i mean even against Nod. Gdi was way too easy to wipe out because all the RPGs do is create splash damage, and besides if the AI builds walls, theres always an unprotected spot and bingo you got a way in. but htis is beside the point ....

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Mike430
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PostPosted: Tue Jul 15, 2003 6:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually, CCs are too easy. Aircraft like Orca Bombers easily take them out in a single sweep.To a well-defended base they are more of a nuisance than anything else.

and as far as GDI's defence goes, i have been able to clear out bases with a handful of Disruptors

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Last edited by Mike430 on Tue Jul 15, 2003 6:47 pm; edited 1 time in total

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Mike430
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PostPosted: Tue Jul 15, 2003 6:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

The DvD wrote:
it probably won't work all to well agains tanks... so it can be stopped easily.


You're right-he was exellent against large hoards of infantry and most structures, but tanks have longer range and more firepower so they even the score.

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Mike430
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PostPosted: Tue Jul 15, 2003 6:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

I changed my Flame trooper's weapon trailer to FIRE1, so now he sends a stream of fire through the ground and towards enemies, and the fire stays on the groung for a while making it just that much more deadly Twisted Evil

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Mike430
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PostPosted: Tue Jul 15, 2003 7:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here's an experiment i tried:



experiment.jpg
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Golden Arches
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experiment.jpg



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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
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PostPosted: Tue Jul 15, 2003 7:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

whoa... NICE!!!!!! How did you do that?

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SeaMan
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Joined: 07 Dec 2002
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PostPosted: Tue Jul 15, 2003 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

It is a fire snake! Run away!

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Sk8erkid
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Joined: 16 Aug 2002

PostPosted: Tue Jul 15, 2003 8:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

the chem warrior looks a little too powerful.. LOOK AT ALL THAT GAS! lol

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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 Jul 15, 2003 8:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

*stands in fear, unable to move as it slithers closer*

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PostPosted: Tue Jul 15, 2003 8:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

omg how did you do that ? (arch of fire)

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Sk8erkid
INSANE


Joined: 16 Aug 2002

PostPosted: Tue Jul 15, 2003 8:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

the the 'trailer=' line i assume?

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Mike430
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PostPosted: Tue Jul 15, 2003 8:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

I added Bouncy=yes to the projectile

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Mike430
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PostPosted: Fri Jul 18, 2003 5:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

now im working on a shock trooper! Very Happy

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The DvD
TiberiumWeb.com Webmaster


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PostPosted: Sat Jul 19, 2003 3:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

OMG i'm quite impressed... well i really need to get my vulcano superweapon working again and make some screenies..Razz

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Mon Jul 21, 2003 12:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Um, one thing I noticed in the screenies that have bridges in them... Always remember to put paved road ends on both sides of the bridges... Unless you have a road extending from them. Just makes em look so much better.

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Mike430
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PostPosted: Mon Jul 21, 2003 4:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah, i got them in now

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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: Mon Jul 21, 2003 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

is the infantry new graphics or old?

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