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TS: Factor Zero
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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Mon May 09, 2005 7:55 am    Post subject:  TS: Factor Zero Reply with quote  Mark this post and the followings unread

This is the mod I've been working on for about 8 months now.. i changed the name, changed settings 3 times for satisfaction... I'm now annoucing it bacause I think i got enough progress going.. anyway lets get to business
This mod is about the return of Nod.. or the return of GDI depending on what you play as.. I've included FS units and FS buildings and of course my mod's units and buildings. Units now get Veteran faster and also have new veteran and elite abilities, defense buildings will also go veteran. TS:FZ has new cameos made by Gangster and me. And The unique thing that TS:FZ has is... every unit/building has its own type of warhead and elite warhead ^^.   I'll get some screenies as soon as possible.
and now here are some of the units profiles (note some units arent listed because there were no changes)

~Nod units~

Apache: Its no longer built via helipad you now get it from war factory, it has unlimited ammo, has rotors (turret of course) and 2 weapons, anti-armor missiles and anti-infantry gun
Mobile artillery: Yes, te old mobile artillery is back... its slow and has good range, but the lack of accuracy leads it to failure.
Nod buggy: It now has a turret, new body and same old features nothing special really...
Attack cycle: Now called recon bike, it has a new body... and new double AAheatseeking missiles...
Cyborg Reaper: Added a while ago... it now has weaker armor but heals real fast in tiberium... same old features.
Devil's Tongue: Nothing has changed... just the armor
Fist of nod: Like the C. reaper.. added a while ago.. its nod's mobile war factory..
Flame tank: Still thinking if this should be used
Heavy tank: Its back, deadlyer than ever... it has double 115mm barrels for that armor piercing pleasure but its weak against air units.
Limpet Drone: Even I dont now what you use it for...
Mobile Repair vehicle It now has a turret
Mobile Sensor array: no longer used by GDI
Mobile Stealth Gen.:  You know it ^^
Nod APC: Yes, nod now has an apc that isnt subteranean.. it also has a weapon..
Stealth tank: It now has a new anti armor warhead
Tick tank: Say bye-bye to the deploying crap.. it now has a turret and less armor... in conclusion it is now 600 ^^
Tesla Tank: Oh yeah baby, good old tesla tank, still testig it, works fine as far as i know i made the voxel yesterday but i wanna make a new one
Weed-eater Changed name to Vein Harvester

~GDI Units~

Disruptor: Name has changed to Sonic Tank, armor went down from 500 to 250, speed and ROT went up by 1 sight went up by 1 cost is down to 1100.
Hover MLRS: No longer hovers, and it is now called Rocket Launcher  bacause im using B. Jah's Hover-Heli logic...  and it now has a new longer ranged AA weapon... good for taking out those annoying aircraft.
Juggernaut: Yay, my favourite FS unit has now come to TS, thanks to The DvD for letting me use his Juggernaut ^^,
it is now 10% bigger as i thought the original was too small.
Mammoth MK. II: It now has  longer range AA missiles. (and no im not as crazy as The DvD to make the mammoth as big as the screen)
Mammoth Tank: Yep, you can now build it... like the mammoth MK it has new AA missiles. also new body.
Medium Tank: that good old medium tank is back, I just had to put it in the game, it saved my life in many games in Tiberian Dawn..
Mobile EMP: cant say anything because i havent tested it yet  Sad
Mobile War Factory: Same thing as Fist of Nod.
Titan:Woah, step back... it now has a new barrel and a new Warhead. Making it 860 now (sorry to you GDI people)
Wolverine: its now Humm-V, no more stupid robot.

Buildings...
GDI:
Sensor Dome: GDI doesnt have a mobile sensor array anymore, so they made a sensor dome. (yes it looks like the RA1 radar dome)

Nod:
Obelisk of Darkness and Core Obelisk: After defeating CABAL, nod decided to steal his technology so they stole his obelisks.. and now the Core obelisk is called Obelisk of Glory.

Civilian:
Chemical Reactor: just like the RA2 Nuclear reactor... except i made it myself.

~Infantry~

Nod:
Chem. Soldier: Yeah CnC isnt CnC without him.
Slavick: He's now trainable and has an anti-armor weapon and of course anti-infantry weapon, he can also C4 the crap out of buildings.

GDI:
Disc thrower: cost is down up to 225, defense is down to 125, and he has a special grenade warhead.

Aircraft:

Carry-all: Nod can now build carry-alls

Orca Transport: Ah hah... its buildable and works properly ^^

Superweapons:
Im trying to get Ion cannon to be Lighitng Strike and Multi Missile to be Nuclear missile... but as you know im really bad with superweapons. I would really much appreciate help from someone who understands superweapons... and how to make them (example: nuke missile and lighting strike)


Drop-pods: GDI now gets reinforcements.

More stuff coming soon. ^^

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Havoc
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Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Mon May 09, 2005 10:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Sounds cool! I like the units.

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DonutArnold
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Joined: 18 Jan 2005
Location: Finland

PostPosted: Mon May 09, 2005 11:42 am    Post subject: Reply with quote  Mark this post and the followings unread

nice! Very Happy

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Mon May 09, 2005 12:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

What about in battle situatin-How u gonna see unit under mobile stealth gen.?

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Worm4981
Cyborg Specialist


Joined: 18 Jan 2005
Location: in front of my PC

PostPosted: Mon May 09, 2005 6:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

i can help you with superweapons.

nuke screenies here and here

lightning storm screenies here

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Mon May 09, 2005 10:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks Worm ^^ i know how to work out the nuke now... but do i use hunter seeker logic to make the lighting storm work?
and gufu... titans have sensors....

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DoMiNaNt_HuNtEr
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Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Tue May 10, 2005 12:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Quetions:
1. Any new maps?
2. Any new neutral (Civilian, Mutants) unit's that might appear on maps?
3. I presume that it's for TS, and it doesn't require FS?
4. Any Campaigns?
5. When's the release date?

Sounds like a good mod! Smile
btw, I like what you did with the Apache. Unlimited missiles! Very Happy

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Jah
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Joined: 23 Nov 2002

PostPosted: Tue May 10, 2005 12:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Better do self-recharging ammo on helicopters. I dont remember if it works in TS thou...

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Tue May 10, 2005 5:09 am    Post subject: Reply with quote  Mark this post and the followings unread

DoMoNiC_HuNtEr wrote:
Quetions:
1. Any new maps?
2. Any new neutral (Civilian, Mutants) unit's that might appear on maps?
3. I presume that it's for TS, and it doesn't require FS?
4. Any Campaigns?
5. When's the release date?

Sounds like a good mod! Smile
btw, I like what you did with the Apache. Unlimited missiles! Very Happy


1. yes FS maps and my mod's maps are included
2. no new mutants or civilians.. (yet...)
3. yep its for TS
4. I might make new campaings... but im not good with triggers and stuff
5. the release date... im not sure really, because im still adding new units to it. at this right moment im making a MLRS... so it should take a while ill put screenies up today ^^

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Tue May 10, 2005 5:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Jah wrote:
Better do self-recharging ammo on helicopters. I dont remember if it works in TS thou...
I think it does, you can set the ammo amount then manual reload.. and then the time it takes to reload

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Worm4981
Cyborg Specialist


Joined: 18 Jan 2005
Location: in front of my PC

PostPosted: Tue May 10, 2005 11:07 am    Post subject: Reply with quote  Mark this post and the followings unread

to do a lightning storm, you can use the ioncannon or the EMP cannon

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Tue May 10, 2005 12:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Worm4981 wrote:
to do a lightning storm, you can use the ioncannon or the EMP cannon
ok thanks, that is all i needed to know... im not gonna put any screenies up until i can actually get my MLRS down to size

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Tue May 10, 2005 12:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

I rekon that the turret isbig thats all.. the body is okay.



mlrs.PNG
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mlrs.PNG



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Havoc
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Joined: 04 Jan 2005
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PostPosted: Tue May 10, 2005 1:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, ain't bad at all.

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Worm4981
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Joined: 18 Jan 2005
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PostPosted: Tue May 10, 2005 2:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

nice.

if you have any trouble by coding the superweapons, PM me!

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Tue May 10, 2005 10:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay, fixed MLRS's turret... and heres a screenie of the MLRS, Medium tank(under-sized) sensor dome and the new service depot.



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^^.PNG



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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Tue May 10, 2005 10:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

And the juggernaut that is now 10% bigger
and new veteran symbols ^^



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^^^.PNG



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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Tue May 10, 2005 10:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

And the Mobile EMP works ~^^~



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DoMiNaNt_HuNtEr
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Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Tue May 10, 2005 10:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dude, all U did was take those RA1 buildings and put them in TS, and gave em new names. Nothing wrong with that, just increative.

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Wed May 11, 2005 5:10 am    Post subject: Reply with quote  Mark this post and the followings unread

DoMoNiC_HuNtEr wrote:
Dude, all U did was take those RA1 buildings and put them in TS, and gave em new names. Nothing wrong with that, just increative.
I'm just testing them, lolz.

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Wed May 11, 2005 10:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay, heres a fixed version of the medium tank compared to the titan.



dotdotdot.PNG
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dotdotdot.PNG



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Havoc
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Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Fri May 13, 2005 9:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, the pics are cool. I see a great mod on the way.
Worm4981 wrote:
if you have any trouble by coding the superweapons, PM me!
Why do you keep insisting?

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Fri May 13, 2005 11:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Im having trouble with nod... since i added the new buggy. nd i keep getting IE's and then when i moved the Hum-vee to GDI i get IE's.. i think i made the voxels for RA2 only -.- DAMNIT well ill remake them now Crying or Very sad  Crying or Very sad  Crying or Very sad

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Havoc
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Joined: 04 Jan 2005
Location: Toronto, Canada

PostPosted: Fri May 13, 2005 11:53 am    Post subject: Reply with quote  Mark this post and the followings unread

RA2 vxls=TS vxls. The pallete is a bit different and the size too, but TS vxls work perfectly in RA2 and RA2 vxls work perfectly in TS

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XxpeddyxX
Commander


Joined: 03 Sep 2004

PostPosted: Fri May 13, 2005 12:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

youre wrong.. look at the rhino tank.. it says type=tiberian sun but look at the kirov.. type=redalert 2, look at the magnetron type=redalert2.. see what i mean now? ive tried to put a YR vxl in TS and it totally failed.

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Havoc
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Joined: 04 Jan 2005
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PostPosted: Fri May 13, 2005 12:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, weird. Convert them?

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Fri May 13, 2005 12:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

I did but the size.. you know that stuff... RA2 size is like twice the TS size.. it scares me >.>

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Havoc
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PostPosted: Fri May 13, 2005 1:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

well, shrink 'em. (don't remember how)

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Fri May 13, 2005 1:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think you use that umm what you call it.. WIll's voxel thingymaboby?

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Havoc
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Joined: 04 Jan 2005
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PostPosted: Fri May 13, 2005 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

I use vxlse and gmax.

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Fri May 13, 2005 11:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't know, sometimes I just change a few things manualy with vxlse

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Jah
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Joined: 23 Nov 2002

PostPosted: Sat May 14, 2005 9:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Its just RA2 Normals. Renormalize it with TS Normals...

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Sat May 14, 2005 9:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay, thanks Jah.. I will now try my mod and hope that I wont get any IE's.

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Mon May 16, 2005 7:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay. Like I said the HumVee fucked up the game.. So it is back to Wolverine. Here's some of the Nod's Screenies.



nod.PNG
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As you can see there's the new tick tank, light tank, nod buggy, apache, mobile artillery, and a BETA recon bike.
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DonutArnold
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Joined: 18 Jan 2005
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PostPosted: Mon May 16, 2005 10:33 am    Post subject: Reply with quote  Mark this post and the followings unread

nice work....
when it's gonna be ready?

and BTW, who done those cameos, they're soo cooL!!??

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Cyborg Soldier


Joined: 26 Oct 2004

PostPosted: Mon May 16, 2005 11:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Hello.

U need fix this :



The turret too MRLS

If u need a beta tester i can be Very Happy

I back for madding again #Tongue

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Mon May 16, 2005 11:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Gangster, B. Jah and I made the cameos... And with the help of brianprime the artillery cameo (deployable) has gone to perfection. I got a BETA version waiting.. All I ned is Banshee to actually let my Mod be hosted. And @Zelab okay you're our BETA tester. ^__^ I got a lot of work to go through as well, so just PM me or post here if you wanna be part of the TS:FZ staff.

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Cyborg Soldier


Joined: 26 Oct 2004

PostPosted: Mon May 16, 2005 4:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

I want jion so.

I hope this be a good mod.
And i hope dont so mangy fail in the beta version #Tongue...

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Havoc
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Joined: 04 Jan 2005
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PostPosted: Mon May 16, 2005 5:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

XxpeddyxX wrote:
Okay. Like I said the HumVee fucked up the game.. So it is back to Wolverine. Here's some of the Nod's Screenies.
XxpeddyxX, the humvee from ts is trully f*cked up (at least you can censor), but you can add a new humvee voxel.
BTW, for those that know: What's wrong with the jeep.vxl from ts? In VXLSE I can view only the turret, but in XCC Mixer I can see the car too, separated by the turret with some text. (PLS just pm me about what's wrong with it-just to stay on topic)

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Tue May 17, 2005 5:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Nothihng's wrong with JEEP.vxl... It's just made out of 2 sections.. section 1 is turret and section 2 is body, you have to delete first section (turret) because you already have a turret...

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Havoc
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PostPosted: Tue May 17, 2005 12:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah I know. Sorrow told me.

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DoMiNaNt_HuNtEr
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Joined: 16 Feb 2005
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PostPosted: Tue May 17, 2005 9:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

XxpedyxX, I gotta idea. You now about the TS terrian deforming thing? That's when a powerful attack hits the ground and deforms the terrian. Could you remove that in your mod? Make it so that all unit's and super weapons do not have that ability.

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Jah
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PostPosted: Wed May 18, 2005 2:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Nooo, dont remove it...

RA1 Radar dome could use a recolor, Hapry with remap cockpit looks weird. And its blades are to thick.

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XxpeddyxX
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Joined: 03 Sep 2004

PostPosted: Thu May 19, 2005 10:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Jah wrote:
Nooo, dont remove it...

RA1 Radar dome could use a recolor, Hapry with remap cockpit looks weird. And its blades are to thick.
Yes sir.
@Zelab' nothings wrong with the MLRS turret.. the only reason it was a bit to the left is because it spoted an enemy ^-^

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Major_Gilbear
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Joined: 09 Aug 2003

PostPosted: Fri May 20, 2005 8:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Zelab is right though, the turret seems to slip off the back of the MLRS when it turns at certain angles.

Did you centre/adust the turret using the HVAs, or did you scale the peices into position with the Header section?
I ask as the HVA method often causes these issues (since it is an animation file, not meant for the locating of voxels components).

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Cyborg Soldier


Joined: 26 Oct 2004

PostPosted: Fri May 20, 2005 1:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

i dont look enemy back it :S

or u have forget too do it finsih in vxl program u mabye forget press there and get a color that's can be the problems too !

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DoMiNaNt_HuNtEr
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PostPosted: Sat May 21, 2005 3:52 am    Post subject: Reply with quote  Mark this post and the followings unread

XxpedyxX, how 'bout brining in the Chameleon Spy for Nod? Gotta love that guy... BUT, instead of using his normal abilities (Revealing terrian that enemy has revealed, showing how much power enemy has, etc.) make him more like the RA2 spy.

eg: Instead of showing how much money the enemy has, make so that you get half (Or more) of the enemies credits, when you infiltrate the Refinery.

With that, he'd be MUCH more dangoures, so maybe increase his price and build time, for balance. What do U think?

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XxpeddyxX
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PostPosted: Tue May 31, 2005 6:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry about the delay, I've been working on it, and thats a great idea D_H I'll try to do that. Anyways I can't get a beta because I need someplace to upload it... it's about 10mb zipped and 20mb unzipped... and PPM only handles 2mb =/
anyway I'll get more screenies of some other stuff, oh and the Nod Apache is gone, no more the armor is fucked up. And Nod's new aircraft is called the Raptor.

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Clazzy
Karma Police


Joined: 26 Nov 2002
Location: Algae Colony On Mars

PostPosted: Tue May 31, 2005 11:27 am    Post subject: Reply with quote  Mark this post and the followings unread

I highly doubt that you could make a spy steal instead of telling you the amount of money in the refinery. You could try adding Thief=yes but this will either override Spy=yes or vice versa.

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DoMiNaNt_HuNtEr
General


Joined: 16 Feb 2005
Location: North America Posts: You cannot comprehend...

PostPosted: Tue May 31, 2005 9:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Damn... How bout giving him a weapon? Like a Nod-ish Lazor-knife kinda thing. The range is really close, but it's instant death for infantry. Vehicles arn't affected by it though.

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