Joined: 11 Jul 2003 Location: Following everyone else
Posted: Sat Jul 12, 2003 12:25 am Post subject:
My Chem Warrior
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 surrounded by laser fencing and my one Chem Warrior took them all out... seems the laser fencing blocked their escape
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... QUICK_EDIT
Joined: 11 Jul 2003 Location: Following everyone else
Posted: Sat Jul 12, 2003 5:32 pm Post subject:
Alright... cool
Working on an Advanced Power Plant upgrade... don't know how well that will work _________________ Visit the new TS Forums at http://members.lycos.co.uk/dewmank/forums/index.php Last edited by Mike430 on Sat Jul 12, 2003 5:59 pm; edited 2 times in total QUICK_EDIT
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.. QUICK_EDIT
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. _________________
All hail me
QUICK_EDIT
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. QUICK_EDIT
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. QUICK_EDIT
Joined: 11 Jul 2003 Location: Following everyone else
Posted: Mon Jul 14, 2003 10:22 pm Post subject:
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. _________________ Visit the new TS Forums at http://members.lycos.co.uk/dewmank/forums/index.php QUICK_EDIT
Joined: 11 Jan 2003 Location: Floating along the river Stix, just about inside Hades but not quite there.
Posted: Tue Jul 15, 2003 1:34 am Post subject:
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 _________________ Tiberian Sun Hidden Shadows Mod Leader and Overlord of PPM. Bow down and repent to your master. And go bake me some cookies!
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) QUICK_EDIT
Joined: 11 Jan 2003 Location: Floating along the river Stix, just about inside Hades but not quite there.
Posted: Tue Jul 15, 2003 4:27 pm Post subject:
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 .... _________________ Tiberian Sun Hidden Shadows Mod Leader and Overlord of PPM. Bow down and repent to your master. And go bake me some cookies!
Joined: 11 Jul 2003 Location: Following everyone else
Posted: Tue Jul 15, 2003 6:41 pm Post subject:
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 _________________ Visit the new TS Forums at http://members.lycos.co.uk/dewmank/forums/index.php Last edited by Mike430 on Tue Jul 15, 2003 6:47 pm; edited 1 time in total QUICK_EDIT
Joined: 11 Jul 2003 Location: Following everyone else
Posted: Tue Jul 15, 2003 6:44 pm Post subject:
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. _________________ Visit the new TS Forums at http://members.lycos.co.uk/dewmank/forums/index.php QUICK_EDIT
Joined: 11 Jul 2003 Location: Following everyone else
Posted: Tue Jul 15, 2003 6:50 pm Post subject:
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 _________________ Visit the new TS Forums at http://members.lycos.co.uk/dewmank/forums/index.php QUICK_EDIT
Joined: 11 Jan 2003 Location: Floating along the river Stix, just about inside Hades but not quite there.
Posted: Tue Jul 15, 2003 8:11 pm Post subject:
*stands in fear, unable to move as it slithers closer* _________________ Tiberian Sun Hidden Shadows Mod Leader and Overlord of PPM. Bow down and repent to your master. And go bake me some cookies!
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. _________________ Over and out,
~FinalMoon QUICK_EDIT
Joined: 11 Jan 2003 Location: Floating along the river Stix, just about inside Hades but not quite there.
Posted: Mon Jul 21, 2003 8:18 pm Post subject:
is the infantry new graphics or old? _________________ Tiberian Sun Hidden Shadows Mod Leader and Overlord of PPM. Bow down and repent to your master. And go bake me some cookies!
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