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Ion Cannon IE
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001010011100101110
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Joined: 18 Aug 2009

PostPosted: Sun Sep 06, 2009 4:32 pm    Post subject:  Ion Cannon IE Reply with quote  Mark this post and the followings unread

I can totally understand if you guys(especially Dark Templar X) is tired of reading my IEs and I'm sorry, but there is just so many things I can't get right......

So I have made an Ion Cannon, with NPatch, when I use it, freezes...

It is attached... finally. I think it has something to do with the Artmd.ini codes so I'll upload those too.

Code:

[IONFIRSTANIM]
Rate=200
Translucent=yes ;no
Tiled=yes
TranslucencyDetailLevel=1
Report=ChronosphereMove
Flat=true

[IONSECONDANIM]
Rate=200
Translucent=no
TranslucencyDetailLevel=1
Flat=true



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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Sun Sep 06, 2009 6:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not your Ion Cannon. Linked back to something with Debris.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Sun Sep 06, 2009 9:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's weird... I destroyed the buildings with normal units and nothing is wrong, is there something with the warhead?

Code:

[IonCannonWH]
CellSpread=3
PercentAtMax=.5
Verses=100%,100%,100%,100%,100%,100%,100%,100%,25%,100%,100%
InfDeath=5
Wood=yes
Wall=yes
Fire=yes
Deform=100%
Sparky=no
ShakeXlo=10
ShakeXhi=10
ShakeYlo=10
ShakeYhi=20


and by the way, how do you make Type=Multimissile SWs have different missile up anim? And the missile down anim? It doesn't show at all even if I have the shp file! Help!

Code:

[HydrogenBombSpecial]
UIName=Name:HBOMB
Name=HNuke
IsPowered=true
RechargeTime=20
Type=MultiMissile
Action=HBomb
WeaponType=NukeCarrier
SidebarImage=HBOMBICO
ShowTimer=yes
DisableableFromShell=yes
Range=7
LineMultiplier=3
;NewTags
ActivateSound=NukeSiren;Activatingsound
Warhead=HNUKE      
NukeTakeOff=HMISSILEUP
NukeDamage=10000
NukeFirstAnim=NUKEBALL
NukePayload=HNukePayload
NukePsiWarning=PSIWARN
EvaDetected=EVA_NuclearSiloDetected
EvaReady=EVA_NuclearMissileReady
EvaActivated=EVA_NuclearMissileLaunched
Lighting=yes;turnscustomlightingonoroff
LightRed=255;amountofred
LightGreen=255;amountofgreen
LightBlue=255;amountofblue
LightAmbient=120;
LightGround=0
LightLevel=0
LightAmbientChangeRate=1
AITargetingType=1

[DUMMYHBOMB]
DeathWeapon=HNukePayload


EDIT: also, pardon my questions, how do you make black lasers? what combination of RGB?

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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Sun Sep 06, 2009 10:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Black is the absence of color so 0,0,0.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Sun Sep 06, 2009 10:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tried. Just shows up invisible... any other ideas? and any ideas for the Ion Cannon?

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Sun Sep 06, 2009 10:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Then use a really dark gray like 15,15,15.

Does your IE always occur with the Ion Cannon or is it random?

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Sun Sep 06, 2009 10:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

NVM for the Ion Cannon, wasn't using the right anims...

Tried 15,15,15 , barely visible...

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Sun Sep 06, 2009 10:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Then use 20,20,20. Keep trying until you find the right color. Sheesh.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Sun Sep 06, 2009 11:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

OK, but do you know how to make the missile down part visible? (also change the missile up part)

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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Sun Sep 06, 2009 11:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes. I did it and it's not that hard.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Sun Sep 06, 2009 11:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

How? what do you edit? projectile? that doesn't seem to work... weapontype? will it glitch up?

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Sun Sep 06, 2009 11:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Figure it out. It's not that hard. However, you used the wrong entry for NukeTakeOff. It's not your missile image. Just use NUKETO. Then look at the original Nuke's coding. That should tell you what to do.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Mon Sep 07, 2009 2:13 am    Post subject: Reply with quote  Mark this post and the followings unread

done. Trouble was, nukeup was not included with a section...

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