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Magnetron
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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Mon Sep 04, 2017 5:03 am    Post subject:  Magnetron
Subject description: aircraft
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Magnetron should be able to lift itself. So it should be something like an aircraft.
Code:
[MGTR]
Voxel=no
Remapable=yes
WalkFrames=12
Facings=32
PrimaryFireFLH=135,0,0

For WalkRate and IdleRate I think 6 is reasonable.

Edit: Add diffuse and reflect. Fix 253 and onwards. Fix that the part of tail disappears when it swings down.



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Last edited by cxtian39 on Tue Sep 05, 2017 1:29 am; edited 5 times in total

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deathreaperz
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Joined: 20 May 2013
Location: Indonesia

PostPosted: Mon Sep 04, 2017 5:17 am    Post subject: Reply with quote  Mark this post and the followings unread

"Now this is scary and terrifying."

-Kamen Rider Build

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AA Infantry


Joined: 15 Aug 2017
Location: Somewhere in Viet Nam

PostPosted: Mon Sep 04, 2017 7:11 am    Post subject: Reply with quote  Mark this post and the followings unread

I see that your SHPs are very high quality, can you accept my request and making this but in Allied scheme



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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Mon Sep 04, 2017 8:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh! Oh! Please make the Wing Gundam too! Very Happy

Nice Mag-Bird, btw!
Just.. why isn't the head moving at all?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Sep 04, 2017 8:51 am    Post subject: Reply with quote  Mark this post and the followings unread

After the "oh high quality SHP" i have to say that it actually could do with a lot of improvements.
-the shape is almost entirely made of very simple primitives (cylinders, triangles, boxes) and this is very well noticeable in the lack of detail, sharp edges
-no textures at all. Just different colored primitives which look like toy bricks glued together
-no materials: the surfaces all look like plastic. there is no material setting for glossy or matte metal, shiny transparent glass etc

Those rotors are super unrealistic. How are these big 3 moon shaped things rotating around a cylinder supposed to create lift? Especially since they are much bigger than the tiny hole under them through which the air flow should go. The "moons" also aren't connected to the cylinder and just fly around it.
At least a little bit realism should be incorporated when openly showing working mechanics.


-Frames 253 onwards are wrong. The unit keeps rotating in tiny degrees which makes this unsuitable for ingame usage.


Right now i would call it a nicely animated design study, but not a finished unit.

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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Mon Sep 04, 2017 3:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm... why does this remind of the Blood Lord from SC2...?

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Mon Sep 04, 2017 4:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Emmm… magnetron lifts stuff by anti-gravity device, not rotors. Those unconnected moon shapes attempt to show this.
Yeah the shape is based on bl in sc2

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Mon Sep 04, 2017 9:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

pretty cool

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NucleiSplitter
Laser Commando


Also Known As: martx
Joined: 28 Oct 2016
Location: PH

PostPosted: Tue Sep 05, 2017 2:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Nice! It looks menacing! Laughing

It could be used as a Scout Unit I guess... I can't see how this would fit in a Yuri's Faction, especially when there's a Magnetron already there.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Sep 05, 2017 3:17 am    Post subject: Reply with quote  Mark this post and the followings unread

NucleiSplitter wrote:
Nice! It looks menacing! Laughing

It could be used as a Scout Unit I guess... I can't see how this would fit in a Yuri's Faction, especially when there's a Magnetron already there.
replace it

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Creator
AA Infantry


Joined: 15 Aug 2017
Location: Somewhere in Viet Nam

PostPosted: Tue Sep 05, 2017 3:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Will you accept my request ?

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Sep 05, 2017 4:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Creator wrote:
Will you accept my request ?
Sorry No Confused

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wiwimax
Soldier


Joined: 13 Dec 2016

PostPosted: Thu Dec 09, 2021 9:56 am    Post subject: Re: Magnetron Reply with quote  Mark this post and the followings unread

cxtian39 wrote:
Magnetron should be able to lift itself. So it should be something like an aircraft.
Code:
[MGTR]
Voxel=no
Remapable=yes
WalkFrames=12
Facings=32
PrimaryFireFLH=135,0,0

For WalkRate and IdleRate I think 6 is reasonable.

Edit: Add diffuse and reflect. Fix 253 and onwards. Fix that the part of tail disappears when it swings down.


On Crush gives fatal error. Some solution?

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Fri Dec 10, 2021 5:32 am    Post subject: Reply with quote  Mark this post and the followings unread

It should be irrelevant. Check your other codes. Possibly you assign non-voxel image to an aircraft type.

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Sat Apr 20, 2024 7:02 am    Post subject: Reply with quote  Mark this post and the followings unread

I made this into a sub and created cameos.

here's some code:

(add to vehicle list)

Code:

;Biomechanical manta ray
[YAMANTA]
Image=MGTR
UIName=Name:Mecha Manta
Name=Manta
NotHuman=yes
Prerequisite=YAYARD,YABRCK
Primary=MantaZap
ElitePrimary=MantaZapE
Secondary=MantaEMP
EliteSecondary=MantaEMPE
NavalTargeting=5
LandTargeting=2 ;1
FireAngle=64
Category=AFV
Strength=275
Naval=yes ;GS
Armor=light
TechLevel=5
Underwater=yes
Sight=4
GuardRange=4
Sensors=yes
SensorsSight=8 ;4
Speed=6
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=900
Soylent=675
Turret=no
Points=90
ROT=5
;Crusher=yes
Crewed=no            
Explosion=manimFire,TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=DolphinSelect
VoiceMove=DolphinMove
VoiceAttack=DolphinAttackCommand
VoiceFeedback=DolphinFear
DieSound=DolphinDie
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
SpeedType=Float
MovementZone=Water
ThreatPosed=20   ; This value MUST be 0 for all building addons
Accelerates=true
VeteranAbilities=STRONGER,FIREPOWER,ROF
EliteAbilities=SELF_HEAL,SIGHT,FASTER
;TooBigToFitUnderBridge=true
Cloakable=yes
CloakingSpeed=1
TypeImmune=yes
Organic=yes
;NoShadow=yes
WalkRate=4 ; these two are needed because unit as sprite is terribly hack. Doing units as infantry with DoControls could be considered
IdleRate=8 ; power of two helps performance (mod).  "How much slower should I animate when stopped? 1/x"
Size=15
IsSelectableCombatant=yes


Code:

; Sonic Zap
[MantaZap]
Damage=30
AmbientDamage=3
Burst=2
ROF=90
Wave.IsBigLaser=yes
Range=6
;Projectile=Null
Projectile=Sonic
Speed=100
Warhead=MantaWH
Report=LaserCosmoAttack ;DolphinAttack
;IsSonic=Yes
DecloakToFire=yes
;AntiUnderwater=yes
Wave.Color=155,55,155
Wave.Intensity=155,55,155


Code:

[MantaZapE]
Damage=45
AmbientDamage=9
Burst=3
ROF=60
Wave.IsLaser=yes
Range=6
;Projectile=Null
Projectile=Sonic
Speed=100
Warhead=MantaWH2
Report=LaserCosmoAttack ;DolphinAttack
;IsSonic=Yes
;AntiUnderwater=yes
Burst=2
DecloakToFire=no
Wave.Color=155,55,155
Wave.Intensity=155,55,155


Add to warheads list too:

Code:

; warhead for the sonic zap
[MantaWH]
;Spread=0.5
CellSpread=.25
PercentAtMax=0.79
;Wood=yes
Verses=100%,100%,100%,125%,90%,70%,60%,50%,50%,50%,50%
;Verses=100%,100%,80%,40%,60%
InfDeath=1
Rocker=yes
ProneDamage=70% ;50%
Sonic=yes

AnimList=YURIDIE

DecloakDamagedTargets=true  ; boolean


Code:

; warhead for the sonic zap
[MantaWH2]
;Spread=0.55
CellSpread=.35
PercentAtMax=0.8
;Wood=yes
Verses=100%,100%,100%,125%,90%,70%,60%,50%,50%,50%,50%
;Verses=100%,100%,80%,40%,60%
InfDeath=1
Rocker=yes
ProneDamage=70% ;50%
Sonic=yes

AnimList=YURIDIE

DecloakDamagedTargets=true  ; boolean


For the art ini:

Code:

;yuri manta ray, yamanta
[MGTR]
Cameo=YAMANTAICON
AltCameo=YAMANTAUICO
Voxel=no
Remapable=yes
WalkFrames=12
Facings=32
PrimaryFireFLH=135,0,35
SecondaryFireFLH=135,0,35



2024-04-20 01_21_48-Yuri's Revenge.png
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2024-04-20 01_21_48-Yuri's Revenge.png



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YAMANTAICON.shp
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 Filesize:  2.84 KB
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