Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Jun 20, 2018 10:58 am Post subject:
There is also a shipyard and a repair depot not visible on the preview. And all of them has quite good buildups, way above the quality of usual c'n'p sets.
I'd even call spotlight, but we're not doing such anymore. It's quite complete as a set regardless. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
I remember reading on the original post on ra2diy that the dish on the con yard is taken from MO's unreleased private assets.. if that's of any concern or not just FIY. _________________
ayylmao on Discord QUICK_EDIT
for the first time i see fully working pre Battle Lab,perfect work) what the full rules code for con yard and weap factory & there is 12hit down rockets animations(if they use lightstorm SW type)? QUICK_EDIT
for the first time i see fully working pre Battle Lab,perfect work) what the full rules code for con yard and weap factory & there is 12hit down rockets animations(if they use lightstorm SW type)?
just unzip the file, then check the folders, it's all in there QUICK_EDIT
One's a mech factory or something (maybe even reworkable into a depot with appropiate coding to hide the repairing unit) the other's something like MO's Field Bureau (whatever that one's supposed to do aside from tech-unlock), and the last one closer to the West is either a Grinder or a smelter, maybe even both. QUICK_EDIT
I just can't figure out what the three of the south-west most row are supposed to do?
From left to right:
- Grinder. But probably strictly for vehicles only.
- Some sort of another Tech Center.
- Cloning War Factory.
But honestly, you can just assign their roles on however you want. For instance on the Cloning War Factory, you can just make it as repair facility. Or on that sorta Tech Center, you can just make it as Radar or whatever. QUICK_EDIT
does someone has a more detailed art code for the caauto it misses its animation sections it is refering to. I figured it should be similar to naweap but it is not working as intended; just would be nice and spare me a lot of time.
What I got so far:
It seems the active animation blocks the deploy animation from working, so is this going to use the void-pseudo-animation that the caewap uses?
hi anybody here can help me about animation on nuke superweapon, i copy the NAMISL and turn into CA12HIT but the fire animation on target is shown only one nuke missile not 12 missile, but the animation on launch shown 12missile is launched
here is my code, did i miss something
Spoiler (click here to read it):
;RulesMD
[BuildingTypes]
=CA12HIT ;New Nuclear Missile
; New Nuclear Missile
[CA12HIT]
UIName=NOSTR:New Nuclear Missile
Name=New Nuclear Missile
Image=CA12HIT
BuildCat=Combat
SuperWeapon=NukeSpecial
;HY SuperWeapon2=ChemicalSpecial
Prerequisite=ZATECH,ZACNST
Strength=1000
Armor=concrete
TechLevel=10
Adjacent=2
Sight=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry,NewCountry
AIBasePlanningSide=5 ;gs 0 for Good, 1 for Evil
Cost=5000
Points=30
Power=-200
Crewed=yes
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
SpecialThreatValue=1
NukeSilo=yes
Nominal=yes
RevealToAll=yes
HasStupidGuardMode=false
Spyable=yes
ChargedAnimTime=1 ;Number of minutes left at which weapon should switch to charged state Geoff is god!
;DeathWeapon=NukePayload
;Explodes=Yes
AIBuildThis=yes
ProtectWithWall=yes
BuildLimit=1
DamageSelf=yes
You're using the original SuperWeapon=NukeSpecial? If you want it to look/act different you need to make a new one. I cant think of an easy way to make a 12 missile super weapon though, 9 is really the max unless you use a funky workaround. _________________
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