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Bringing back TS Super Weapons
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IHM
Light Infantry


Joined: 27 Oct 2003

PostPosted: Sat Sep 25, 2004 1:40 pm    Post subject:  Bringing back TS Super Weapons Reply with quote  Mark this post and the followings unread

Hey, this probley sound mega noobish, but im not a noob...
Is there any way to put the DropPods and Ion Cannon back into Yuris Revenge, even if it means getting rid of other superweapons, if there is, please tell me how. There is certain Super Weapons i cant change though, as im using them.

Weather Storm
Nuke
ChronoSphere
Ion Curtain

All the rest can be used, even the two paradrops...

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AvianKnight
Light Infantry


Joined: 02 Sep 2004
Location: Manila, Philippines

PostPosted: Sat Sep 25, 2004 1:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

There's a Psychic Dominator to Ion Cannon Tutorial on CNC Guild or YrArg, I'm not sure where.

As for the DropPods, I don't know that because I've not played TS or TD (Renegade, sure). But I've read about that on the Deezire Encyclopedia that tells they're not quite possible.

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IHM
Light Infantry


Joined: 27 Oct 2003

PostPosted: Sat Sep 25, 2004 3:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks a lot man, the ion cannon works wicked, im probley going to just make the orca transport drop troops in instead, just editing the paradrop... unless anyone knows of a way to do droppods???

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AvianKnight
Light Infantry


Joined: 02 Sep 2004
Location: Manila, Philippines

PostPosted: Mon Oct 11, 2004 11:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Great mods don't rely on tuts though...improvise, improvise.

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IHM
Light Infantry


Joined: 27 Oct 2003

PostPosted: Mon Oct 11, 2004 12:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

lol, ive made the ion cannon look ammazin now, using that chrono beam rather than the ion beam, ive made it appear above the red, and it now looks wicked, im going to make a charge up sequence soon, probley using particles

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Mon Oct 11, 2004 2:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

You could meake the parachute animation use a null animation so it's invisible, and change the units paradrop frame to that of a droppod. You would need to make the paradrop plane have a tiny image i.e. just one single pixel.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Oct 12, 2004 12:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

good mods can use tutorials but expand and make them better Smile its called learning Laughing

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IHM
Light Infantry


Joined: 27 Oct 2003

PostPosted: Wed Oct 13, 2004 8:48 am    Post subject: Reply with quote  Mark this post and the followings unread

ye, like i didnt know c++ from birth, i learnt it over time...

anyways, tratos, i get what you mean, thats an ammzing idea, i just may do it. having Drop pods on all 3 teams could be quite sweet. I like that idea, plus, i could make some sort of ship that drops the drop pods if i wanted. thanks man

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AvianKnight
Light Infantry


Joined: 02 Sep 2004
Location: Manila, Philippines

PostPosted: Mon Oct 25, 2004 1:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Recalling the Parabombs that existed on at least five mods, that drop pods you guys are talking about would be unique.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Oct 26, 2004 12:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

The mulitmissile and chemical missile effects could easily be recreated by replacing the nuke, the ion cannon can be dominator/weather storm replacement,

the firestorm can instead be a long lasting aura shield (thinks iron curtain and forceshield settings),

and the parabomb tutorial was explained in Deezire tutorial and is simply "freeing" the american paradrop superweapon by giving the [Americans] the standard paradrop which as six gis but at veteran status and making a self detonating 1 frame shp bomb image.

As for eva sounds simply make a new audio.mix and rename voices, to overidde existing settings.

This is how I did it for my chemcial missile, ion cannon in my RA2 Mod at Revora anyhow.

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AvianKnight
Light Infantry


Joined: 02 Sep 2004
Location: Manila, Philippines

PostPosted: Thu Oct 28, 2004 12:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've read the superweapons editing section of DeeZire's Encyclopedia this afternoon, and he said you will have several problems with EVA voices in new superweapons. Editing existing SWs is the best and safest option.

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AvKn

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Oct 29, 2004 1:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

my superweapons r REPLACEMENTS. Hence you can extract the audio.mix and replace EVA announcements with TS EVA saying ion cannon ready or RA1 EVA saying our base is under attack or whatever.

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