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MadHQ's Turret code needed!
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MI6007198920162000
Soldier


Joined: 16 Jul 2016

PostPosted: Sun Jul 31, 2016 11:59 am    Post subject:  MadHQ's Turret code needed! Reply with quote  Mark this post and the followings unread

does anybody have the art.ini and rules code for the MADHQ's Turret?

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Sun Jul 31, 2016 12:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Which turret?

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MI6007198920162000
Soldier


Joined: 16 Jul 2016

PostPosted: Sun Jul 31, 2016 12:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

This One



alligun.gif
 Description:
 Filesize:  16 KB
 Viewed:  1221 Time(s)

alligun.gif



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Natit_Titan
Grenadier


Joined: 20 May 2012

PostPosted: Fri Aug 12, 2016 11:31 am    Post subject: Reply with quote  Mark this post and the followings unread

[ALLIEDGUN]
UIName=NOSTR:Allied Gun
Name=Ally Gun
BuildCat=Combat
Strength=400
Armor=steel
Prerequisite=BARRACKS,GACNST
TechLevel=-1
Adjacent=6
ROT=10
Sight=8
DetectDisguise=no
Owner=British,French,Germans,Americans,Alliance
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=400
BaseNormal=no
Points=50
Power=0
Crewed=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
Primary=105mm
ElitePrimary=105mmE
Turret=yes
TurretAnim=ALLIEDGUNTUR
TurretAnimIsVoxel=no
;TurretAnimX=-8
;TurretAnimY=10
TurretAnimZAdjust=-40
ThreatPosed=30 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
HasStupidGuardMode=false
Trainable=yes
AntiInfantryValue=5
AntiArmorValue=10
AntiAirValue=0
VeteranAbilities=STRONGER,FIREPOWER,SIGHT
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
SelfHealing=yes


art


[ALLIEDGUN]
CameoPCX=ALLIEDGUNICON.PCX
AltCameoPCX=ALLIEDGUNUICO.PCX
Remapable=yes
Foundation=1x1
Height=3
Buildup=ALLIEDGUNMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
PrimaryFirePixelOffset=0,0
PrimaryFireFLH=200,0,50
PrimaryFireDualOffset=true
DamageFireOffset0=1,20

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Aug 12, 2016 12:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Natit_Titan wrote:

[ALLIEDGUN]
CameoPCX=ALLIEDGUNICON.PCX
AltCameoPCX=ALLIEDGUNUICO.PCX
Remapable=yes
Foundation=1x1
Height=3
Buildup=ALLIEDGUNMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
PrimaryFirePixelOffset=0,0
PrimaryFireFLH=200,0,50
PrimaryFireDualOffset=true
DamageFireOffset0=1,20

striked through are the keys which are redundant/wrong, since they are used on non-turreted buildings only.

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Natit_Titan
Grenadier


Joined: 20 May 2012

PostPosted: Fri Aug 12, 2016 2:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh, thank you

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