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help me with my harvester plz!!
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christophski the great
Energy Commando


Joined: 21 May 2004
Location: England

PostPosted: Thu Jun 10, 2004 4:01 pm    Post subject:  help me with my harvester plz!! Reply with quote  Mark this post and the followings unread

I've redone the harv and horv specific for nod and placed it in the nod specific file. when i get in game the normal harvester is shown instead.



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NW4ever
Rocket Infantry


Joined: 13 Mar 2004
Location: Romania

PostPosted: Thu Jun 10, 2004 5:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why did you double post anyway?

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Kravvitz
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Joined: 25 Mar 2003
Location: USA

PostPosted: Thu Jun 10, 2004 7:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

So where exaclty did you put the harvester's voxel and HVA?

Isn't that just for cameos?

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Ackron
Commander


Joined: 19 May 2004

PostPosted: Thu Jun 10, 2004 7:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

art INI problem? i dunno i suck with graphics

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christophski the great
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Joined: 21 May 2004
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PostPosted: Thu Jun 10, 2004 7:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

sorry bout double posting I didn't realize. I haven't changed any thing in any .ini's I just put the .vxl's and .hva's in sidec02.mix

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Kravvitz
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Joined: 25 Mar 2003
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PostPosted: Thu Jun 10, 2004 7:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

And you put sidec02.mix back in tibsun.mix, or did you just leave it loose in your TS directory?

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Ackron
Commander


Joined: 19 May 2004

PostPosted: Thu Jun 10, 2004 7:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

tis a nice voxel to be sure

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christophski the great
Energy Commando


Joined: 21 May 2004
Location: England

PostPosted: Thu Jun 10, 2004 8:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

I just left it in the directory. thanx akron!

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Ackron
Commander


Joined: 19 May 2004

PostPosted: Thu Jun 10, 2004 9:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

did you consider making a GDI one too?

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Kravvitz
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Joined: 25 Mar 2003
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PostPosted: Thu Jun 10, 2004 9:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why would he do that since he can't get the Nod one to show up ingame?

christophski, try putting the normal one in sidec01.mix.

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W/P
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Joined: 09 Nov 2003
Location: Newcastle, England

PostPosted: Thu Jun 10, 2004 10:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Laughing @ Kravvitz
if you didnt change anything in the inis then the same image will show up for both sides wont it?

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Kravvitz
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Joined: 25 Mar 2003
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PostPosted: Fri Jun 11, 2004 1:15 am    Post subject: Reply with quote  Mark this post and the followings unread

WP, you apparently didn't fully understand the discussion so far.

In tibsun.mix are several other mix files, two of which are named sidec01.mix and sidec02.mix. They contain side specific cameos for GDI and Nod, respectively.

christophski hopes that you can have side specific voxels too, so I suggested that he put the voxel for GDI to use in sidec01.mix.

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Ackron
Commander


Joined: 19 May 2004

PostPosted: Fri Jun 11, 2004 10:13 am    Post subject: Reply with quote  Mark this post and the followings unread

well if he does get it working and god willing he will a GDI one wud b nice
and why not make the harvester a new unit for that side but you then would need a specific refinery so actualy that was a bad idea but oh well

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
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PostPosted: Fri Jun 11, 2004 11:41 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, it's a smart idea, but i get the idea it's not gonna work, i would've seen it in other mods before..

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Ackron
Commander


Joined: 19 May 2004

PostPosted: Fri Jun 11, 2004 12:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

he could make that nods buildable harvester though

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christophski the great
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Joined: 21 May 2004
Location: England

PostPosted: Fri Jun 11, 2004 3:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

so what shall i do? should i make a new entry in the ini's?

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Ackron
Commander


Joined: 19 May 2004

PostPosted: Fri Jun 11, 2004 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes clone the harv but make its image your harv

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Sk8erkid
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Joined: 16 Aug 2002

PostPosted: Fri Jun 11, 2004 6:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think you will have to clone the HARV so you have a HARVGDI and HARVNOD and do the same with the refinery (cant remember if this is possible) and can you set the unit that comes with the refinery or is that hardcoded as well? (cant say anyhting for sure without coding infront of me)

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Ackron
Commander


Joined: 19 May 2004

PostPosted: Fri Jun 11, 2004 6:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

dont bother with the refinery its too complicated just do the thingy thing......harvester thats the one

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christophski the great
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Joined: 21 May 2004
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PostPosted: Fri Jun 11, 2004 6:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

i will just do the harv for the moment then ill do the refinery later so that the right harv comes out for each side.

I have relised a setting it is something like harvester in refinery=
if I'm going to get round this what am I meant to do?

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
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PostPosted: Fri Jun 11, 2004 9:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have done this in TSTW, it works well BUT for the AI, they can only BUILD one type..

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christophski the great
Energy Commando


Joined: 21 May 2004
Location: England

PostPosted: Sat Jun 12, 2004 8:21 am    Post subject: Reply with quote  Mark this post and the followings unread

ok I've put it in the game cloned the refinery all worked pretty well but there are a few glitches.

I got 2 pics

ok these pics turned out rubbish so i will get some better ones later



PROBHARV.jpg
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PROBHARV2.jpg
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the harvesting anim is out of place
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PROBHARV2.jpg



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The DvD
TiberiumWeb.com Webmaster


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PostPosted: Sat Jun 12, 2004 9:19 am    Post subject: Reply with quote  Mark this post and the followings unread

The anim is out of place because the voxel is not alligned correctly, you can easily see because it doesn't fit into the selection box. And about the voxel colours...*cries* i have problems with that too...

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Ackron
Commander


Joined: 19 May 2004

PostPosted: Sat Jun 12, 2004 10:14 am    Post subject: Reply with quote  Mark this post and the followings unread

i hate coding new graphics mostly cos i cant do it

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christophski the great
Energy Commando


Joined: 21 May 2004
Location: England

PostPosted: Sat Jun 12, 2004 10:56 am    Post subject: Reply with quote  Mark this post and the followings unread

I fixed the colours!! ROFLMAO!!! #Scatter all i did was go into vxlse then apply flyby's ts normals



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Normals applied!
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Ackron
Commander


Joined: 19 May 2004

PostPosted: Sat Jun 12, 2004 11:47 am    Post subject: Reply with quote  Mark this post and the followings unread

sweet sweet sweet and oh sweet
did you know that that is sweet?

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Kravvitz
Commander


Joined: 25 Mar 2003
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PostPosted: Sun Jun 13, 2004 12:49 am    Post subject: Reply with quote  Mark this post and the followings unread

ackron the mighty wrote:
i hate coding new graphics mostly cos i cant do it


Umm... that isn't a coding problem. Rolling Eyes

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christophski the great
Energy Commando


Joined: 21 May 2004
Location: England

PostPosted: Sun Jun 13, 2004 11:38 am    Post subject: Reply with quote  Mark this post and the followings unread

christophski the great wrote:
i
I have relised a setting it is something like harvester in refinery=
if I'm going to get round this what am I meant to do?



because of this when i put my harv in the refinery it shows the old harvester. Should I just remove this line(or the answer) or should I add my horv on the end?

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Kravvitz
Commander


Joined: 25 Mar 2003
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PostPosted: Tue Jun 15, 2004 7:42 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm not sure what you mean, but this might help.

Code:
UnloadingHarvester=HORV ; harvester image to use when unloading tiberium

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christophski the great
Energy Commando


Joined: 21 May 2004
Location: England

PostPosted: Tue Jun 15, 2004 2:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

thats what i mean

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SMIFFGIG
General


Joined: 03 Mar 2003
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PostPosted: Tue Jun 15, 2004 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. the HORV is hardcoded
2. Its ridiculous putting different harvesters in the side##.mix's because GDI will see nods harvesters as GDI, and nod will see GDI harvesters as nod ones

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Ackron
Commander


Joined: 19 May 2004

PostPosted: Tue Jun 15, 2004 5:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

atupid hardcoding! Damn you EA damn you to helllllll!!!!!
EA wont release source code thus Damn them damn them to hell!

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christophski the great
Energy Commando


Joined: 21 May 2004
Location: England

PostPosted: Tue Jun 15, 2004 5:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

wot so the only way to change the horv is to edit the voxel?

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Ackron
Commander


Joined: 19 May 2004

PostPosted: Tue Jun 15, 2004 5:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes but i advise against that

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Tokeda
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Joined: 09 Jul 2004

PostPosted: Tue Jul 13, 2004 7:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

actually that unloading harvester isnt hardcoded, i have changed mine. I am making a new side in TS: Firestorm and gave them the Soviet Harvester from RA2. It works just fine! All I did was renamed the images to chorv and charv. This gave me seperate images from the ingame ones. Then I just changed UnloadingHarvester=CHORV and it works perfectly, even lines up nicely to the normal refinery

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mellr0
Vehicle Driver


Joined: 06 Jul 2004
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PostPosted: Mon Jul 19, 2004 7:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

are you sure?!?!
As far as i knew, it was totally impossible to separate harvesters, oly the refineries...

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Clazzy
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Joined: 26 Nov 2002
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PostPosted: Wed Jul 21, 2004 12:08 am    Post subject: Reply with quote  Mark this post and the followings unread

Er...
UnloadingHarvester=HORV ; harvester image to use when unloading tiberium

EDIT: Just realised that Kravvitz posted this before. Stupid me.

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Reaperrr
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PostPosted: Mon Aug 16, 2004 4:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

ackron the mighty wrote:
atupid hardcoding! Damn you EA damn you to helllllll!!!!!
EA wont release source code thus Damn them damn them to hell!

Westwood wouldn't have done either. Come on, of all those thousands of games, in how many cases has the sourcecode been released due to fans' request ("leaked" doesn't count)?

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Clazzy
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PostPosted: Tue Aug 17, 2004 11:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Westwood were very secretive about their code. Even 10 years on, they would never release their TD engine or even license it to anyone else.

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DJFreestyler
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Joined: 15 May 2003
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PostPosted: Wed Aug 18, 2004 2:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tokeda wrote:
actually that unloading harvester isnt hardcoded, i have changed mine. I am making a new side in TS: Firestorm and gave them the Soviet Harvester from RA2. It works just fine! All I did was renamed the images to chorv and charv. This gave me seperate images from the ingame ones. Then I just changed UnloadingHarvester=CHORV and it works perfectly, even lines up nicely to the normal refinery


Yes, that far it isn't hardcoded, but then the original harvester will show up as the unloading soviet harvester too when it is unloading. However, you cannot add more unloading harvesters, because the game is hardcoded to use only one. The best solotion IMO is to change the line to: UnloadingHarvester= that way, no unloading harvester will show up, but you still can use different harvesters without haveing the normal unloading harvester appearing every time.

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Kravvitz
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Joined: 25 Mar 2003
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PostPosted: Mon Aug 23, 2004 9:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Does the harvester take less time to unload if it unloads when it's not full?

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DJFreestyler
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Joined: 15 May 2003
Location: The Void

PostPosted: Thu Aug 26, 2004 11:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes, i think so. I believe the unload time is determined by dividing the amount of tiberium carried by a number (don't know what number) and the harvester stays in the refinery for that amount of time.

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