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Big Allied Mammoth (With codes!) [Ra2]
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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Tue Oct 08, 2019 1:16 am    Post subject:  Big Allied Mammoth (With codes!) [Ra2] Reply with quote  Mark this post and the followings unread


Note: This is an old preview, actual one is better aligned

Fluff and proposed use:
This tank was developed in an alternate timeline where Yuri wins the penultimate mission of the RA2 campaign and leads the Soviets from there on. Allies develop heavy weapons for precise strikes using the Chronosphere, attacking critical infrastructure deep within the Motherland.

Performance:
For some reason these slow the game when there are many on-screen. Maybe it's because some sections use Tiberian Sun lighting, or perhaps its the spatial superposition of the barrels and turret. This has been "solved" by giving them a buildlimit but you are free to make your own solutions.

Gameplay:
This is a slow and steady tank, significantly more powerful than the Apocalypse, but also slower.

Includes codes.

Put this amongst units:
(REMEMBER ADDING TO LIST ALSO)
Quote:
; Allied Big Mammoth ; alliedmammoth ; Allied Mammoth
[NeoAllied4Tnk]
UIName=Name:APOC
Name=Apocalypse
Image=NEOALLIED4TNKII
Category=AFV
TargetLaser=yes


Primary=150mmDoubleCannon ;120mmx
ElitePrimary=150mmDoubleCannonE
Secondary=MammothTusk

Prerequisite=GAWEAP,TECH
Cost=2200
Soylent=2200
Points=220

Strength=1000
Explodes=yes

CrateGoodie=yes
Armor=heavy
Turret=yes
TechLevel=7
Sight=6


Owner=Alliance

Speed=3
ROT=4 ;5
OmniCrusher=yes
OmniCrushResistant=yes
Crusher=yes
SelfHealing=yes
Crewed=yes
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60

VoiceSelect=ApocalypseSelect
VoiceMove=ApocalypseMove
VoiceAttack=ApocalypseAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=ApocalypseMoveStart
CrushSound=TankCrush
Maxdebris=3

Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=7
;MovementZone=Destroyer
MovementZone=CrusherAll ;gs OmniCrush handles crushing tanks and such, this handles walls
Accelerates=false

ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys

ZFudgeColumn=9
ZFudgeTunnel=15
Size=6
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF

AllowedToStartInMultiplayer=no ;yes ;no

;MovingFire=yes


In Weapons:
Quote:
[150mmDoubleCannon]
Damage=150
ROF=70
Range=6
Projectile=NewCannonP
Speed=20
Warhead=ApocalypseAPWH
Report=ApocalypseAttackGround
Anim=APMUZZLE
Burst=2
Bright=yes

[150mmDoubleCannonE]
Damage=150
ROF=70
Range=6.5
Projectile=NewCannonP
Speed=20
Warhead=ApocalypseAPWH
Report=ApocalypseAttackGround
Anim=APMUZZLE
Burst=4
Bright=yes


In Projectiles:
Quote:
[NewCannonP]
Image=CannonBallNew
Arcing=true
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes


THIS goes in your artmd.ini (or equivalent) file:
Quote:
[CannonBallNew]
;Trailer=SMOKEY2
UseLineTrail=yes            ; SJM
LineTrailColor=28,28,18  ; SJM
LineTrailColorDecrement=24  ; SJM

[NEOALLIED4TNKII]   ; Allied Mammoth Tank
Voxel=yes
Remapable=yes
Cameo=HTNKICON
AltCameo=HTNKUICO
PrimaryFireFLH=220,25,160


Sorry, no cameos (this cameo is the rhino one)
If anyone wants to create one, please post here.

Credit not required, you may use and modify this at will.

Additionally I include a voxel pack of edits in case someone is interested.



Nimostar's modded voxels.rar
 Description:

Download
 Filename:  Nimostar's modded voxels.rar
 Filesize:  4.26 MB
 Downloaded:  466 Time(s)


Nimostar's Big Mammoth.rar
 Description:

Download
 Filename:  Nimostar's Big Mammoth.rar
 Filesize:  86.72 KB
 Downloaded:  223 Time(s)


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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Oct 08, 2019 3:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Bland, recycled design.

The details are also getting lost as with the lack of contrast on top surfaces.

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http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Fri Oct 11, 2019 6:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, I'd rather have a tried and true design that fits the style of the deafault voxels, in most cases.

You may be somewhat right about the top surface, but that is also a problem with the game's VPL since it does mostly side lighting (the virtual sunrays are almost parallel to the land)

In any case, I choose a somewhat boring teamcolor - it looks more colorful with red, yellow, etc.

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Kerbiter
Cyborg Soldier


Joined: 05 Jun 2018

PostPosted: Sat Oct 12, 2019 12:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dunno, this doesn't look like a quality voxel by modern standards. Also the image is too blurry, can't see anything.

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Using MagicaVoxel to create voxel models :: Phobos YR Engine Extension

[img]https://raster.shields.io/endpoint.svg?url=https%3A%2F%2Fshieldsio-patreon.vercel.app%2Fapi%3Fusername%3Dkerbiter%26type%3Dpledges&style=flat[/img]

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NimoStar
Commander


Joined: 07 Nov 2012
Location: Buenos Aires

PostPosted: Sun Oct 13, 2019 10:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Too lazy to find more current ingames.

But having said that: The image is absolutely, in no way or form, "blurry". It is in fact a PNG image thus captures everything with perfect sharpness and has no .jpg compression.

The voxel has the quality and style of default RA2 voxels. Functional, simple and recognizable. Not particularly flashy. Doesn't Mental Omega for example also still use default voxels as well?

Of course it's not for everyone, this woudn't fit too well with the cartoonish RA3 style voxels or most 3D converts.

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