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 Forum index » Modding Central » Tiberian Sun Editing Forum » Tutorials Factory
Targetable Meteor Shower/Storm -whatever
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XxpeddyxX
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Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Sat Jul 15, 2006 4:19 pm    Post subject:   Targetable Meteor Shower/Storm -whatever
Subject description: ...
Reply with quote

Since my TS mod doesn't use EMP anymore I decided to make a random superweapon out of it, and it worked! If you still want EMP in your mod, improvise before copying this stuff to your rules.ini.

Code:
;dont forget to add this to your buildingtypes list.
[NAMET];add
Name=Meteor Control Center ;or whatever name.
Strength=1000
Image=NAPULS  ;anything is fine i guess
Armor=wood
Prerequisite=NATMPL,NATECH
TechLevel=6
Sight=8
Adjacent=2
Owner=Nod
Cost=3000
Turret=yes
Points=50
Power=-300
Sensors=yes
Crewed=yes
ROT=12
EMPulseCannon=yes
SuperWeapon=EMPulseSpecial
Primary=EMPulseWeapon
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=25
TurretAnim=PULSCAN
TurretAnimIsVoxel=true
TurretAnimY=7
TurretAnimX=1
TurretAnimZAdjust=-100
ThreatPosed=30   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=350, 125, 100
HasStupidGuardMode=false

;weapon
[EMPulseWeapon];edit
Damage=30      ; Damage is duration for EM Pulse
ROF=1
Speed=100
Warhead=Slimer2
Projectile=PulsPr
Range=500 ; was 30
Lobber=yes
Report=PLSECAN2

[PulsPr];edit
High=yes
;Image=PULSBALL ;Inviso=yes works too i think
Cluster=12   ;8
Airburst=yes
AirburstWeapon=MeteorCluster

;AIRBURST WEAP [[[[[NOTE YOU MUST GIVE THIS WEAPON TO A DUMMY UNIT OR ELSE YOU GET AN IE.]]]]]
[MeteorCluster];add
Damage=30
ROF=80
Range=6 ; the meteors need some space
Projectile=HeatSeeker ;or make an invisible one
Speed=20
Warhead=Slimer2
Burst=2
Report=MISL1

;SUPERWEAPON
[EMPulseSpecial];edit
Name=Meteor Shower
IsPowered=true
RechargeVoice=00-I158
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=16 ;.01 for testing.
Type=EMPulse
SidebarImage=METRICON
Action=EMPulse

;WARHEAD
[Slimer2];add ;copied the first WH I got my eyes into
Spread=1
Wall=yes
Wood=yes
Verses=100%,85%,70%,35%,28%   ; changed conc from 10%
Conventional=yes
Rocker=no
InfDeath=2
AnimList=MetLarge ;where the magic happens
Deform=10%
DeformThreshhold=300
Tiberium=yes
Sparky=yes
Bright=yes
ProneDamage=70%     ; Presumes air burst
Report=PLSECAN2


Now go over to the art.ini and search for METLARGE

; Larger meteor
[METLARGE];edit
Elasticity=0.0
MaxXYVel=100.0
MinZVel=-50.0
ExpireAnim=TWLT070
Damage=258   ;250   ;238   ;5000000 <- original damage.. pretty devastating
DamageRadius=300
Warhead=Meteorite
IsMeteor=true
Spawns=METDEBRI
SpawnCount=6
LoopStart=0
LoopEnd=8
LoopCount=-1
RandomRate=220,500
DetailLevel=0
TrailerAnim=SMOKEY2
TrailerSeperation=1
Report=METEOR1


Key Words: #Tutorials #Modding #TiberianSun #Firestorm #Rules.INI #Art.INI 

Last edited by XxpeddyxX on Sat Dec 29, 2007 6:42 am; edited 1 time in total

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Kurorahk
Soldier


Joined: 20 May 2005
Location: Defiance Industries HQ, Antarctica

PostPosted: Mon Jul 24, 2006 8:05 pm    Post subject: Reply with quote

vary effective thx
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Darentei
Soldier


Joined: 12 Jul 2006

PostPosted: Sat Jul 29, 2006 8:26 pm    Post subject: Reply with quote

Question: Would this work, and would it be effective:
The airburst weapon airbursts. Think about it, think Asteroids: Meteors split into smaller ones when destroyed... I always wondered if it would work.

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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Thu Aug 10, 2006 11:16 am    Post subject: Reply with quote

Well it's possible in a way..

[METLARGE]
Spawns=METSMALL

Tried that earlier and it works.. but they don't stop coming.. about 100 mini meteors come down..
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oztronix
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Joined: 30 Mar 2007
Location: Location

PostPosted: Thu Sep 27, 2007 5:47 pm    Post subject:   How do we give this weapon to infantry unit ? (eg. Tratos) Reply with quote

Hi,

How do we give this weapon to infantry unit ? (eg. Tratos)
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Muldrake
Supreme Commander


Joined: 19 Sep 2003
Location: England

PostPosted: Thu Sep 27, 2007 6:17 pm    Post subject: Reply with quote

Add to Tratos' code the line:

Primary=EMPulseWeapon
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CalChillin
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Joined: 23 Oct 2007
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PostPosted: Sun Oct 28, 2007 12:57 am    Post subject: sorry for bumping again Reply with quote

it just will not work

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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Sun Oct 28, 2007 2:34 am    Post subject: Reply with quote

it should, check the ROF and Range
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CalChillin
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Joined: 23 Oct 2007
Location: Birmingham Posts: Unable To Comply Posting In Progress

PostPosted: Sun Oct 28, 2007 2:43 am    Post subject: this is it Reply with quote

[EMPulseWeapon];edit
Damage=30 ; Damage is duration for EM Pulse
ROF=1
Speed=100
Warhead=Slimer2
Projectile=PulsPr
Range=500 ; was 30
Lobber=yes
Report=PLSECAN2

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CalChillin
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Joined: 23 Oct 2007
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PostPosted: Sun Oct 28, 2007 2:45 am    Post subject: Reply with quote

can some one send in rules/art with it working please

but i will give you mine as well


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CalChillin
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Joined: 23 Oct 2007
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PostPosted: Sun Oct 28, 2007 10:15 am    Post subject: i've tried other meteor supper weapons but it will not work Reply with quote

i tried the one one tiberium web as well but it sill crashes Mad Mad Mad Mad

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Joshy
Schwing!


Joined: 13 Aug 2006

PostPosted: Sun Oct 28, 2007 7:14 pm    Post subject: Reply with quote

don't do a bloody triple post or even a double.

it should work by giving him the weapon, im not sure why it isn't working..
and why would you want to give him a meteor shower weapon? Confused
he just points and bam! here comes a meteor Confused
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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Mon Oct 29, 2007 12:48 am    Post subject: Reply with quote

did you add the meteor stuff to your .ini or did you just change one line in tratos to read EMPulseWeapon?
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CalChillin
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Joined: 23 Oct 2007
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PostPosted: Tue Oct 30, 2007 8:05 am    Post subject: IM NOT THICK Reply with quote

I DID ADD THE OTHER CODES
#evil #evil

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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Sat Dec 29, 2007 6:40 am    Post subject: Reply with quote

I no longer have my old mod where I coded this in (new computer, and the mod was 2 years old) so I don't have the screenie of it in action.. but it does work, if it doesn't work for you then it's YOUR faulty coding not mine.

For the MeteorCluster you have to give it to a dummy unit or else you will get an IE AFAIK.

Fixed @ first post + sorry for bump
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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Sat Dec 29, 2007 11:58 am    Post subject: Reply with quote

Give a unit a meteor weapon? That should be easy enough (If I didnt understand it wrong)

Code:

;Warhead for the Meteorits (not nesessary)
[Meteorite]
Spread=0
Verses=100%,100%,100%,100%,100%
InfDeath=5
Tiberium=no
ProneDamage=200%

;Warhead for the weapon
[METEORWH]
Spread=6
Wood=yes
Verses=100%,100%,100%,100%,100%
Conventional=yes
Rocker=yes
InfDeath=4
AnimList=MetLarge
Deform=0%                ;change it if you want
DeformThreshhold=0   ;change it if you want
Bright=yes
ProneDamage=150%
Particle=LGSparkSys

;Meteor weapon
[METEOR]
Damage=20
ROF=20
Range=9
Projectile=Invisible
Speed=100
Warhead=METEORWH
Report=GUN18

That should work. But attention, this weapon can destryo the enemy with six shoots Laughing To change this, you have to go to the art.ini. There you find this
Code:
[METLARGE]
Elasticity=0.0
MaxXYVel=100.0
MinZVel=-50.0
ExpireAnim=TWLT070
Damage=5000000
DamageRadius=300
Warhead=Meteorite
IsMeteor=true
Spawns=METDEBRI
SpawnCount=9
LoopStart=0
LoopEnd=8
LoopCount=-1
RandomRate=220,500
DetailLevel=0
TrailerAnim=SMOKEY2
TrailerSeperation=1
Report=METEOR1

Clone this. Also change the warhead-animationslist for the meteor weapon above, so there stands METLARGE2 insteed of METLARGE
Code:
[METLARGE2]
Elasticity=0.0
MaxXYVel=100.0
MinZVel=-50.0
ExpireAnim=TWLT070
Damage=5000000    ;It shouldn't make so many damage, should it?
DamageRadius=300
Warhead=Meteorite
IsMeteor=true
Spawns=METDEBRI  ;It could spawn something else - like METDEBRI2 *
SpawnCount=9        ;should it spawn more then 9 little Meteorits?
LoopStart=0
LoopEnd=8
LoopCount=-1
RandomRate=220,500
DetailLevel=0
TrailerAnim=SMOKEY2
TrailerSeperation=1
Report=METEOR1

Don't forget to add this to the [Animations] List

Code:
*
[METDEBRI2]
Elasticity=0.0
MinZVel=40.0
MaxXYVel=18.0
ExpireAnim=TWLT070
Damage=40               ;how much damage should make this?
DamageRadius=100
Warhead=Meteorite
IsTiberium=true
LoopStart=0
LoopEnd=8
LoopCount=-1
Rate=500
DetailLevel=0
RandomRate=220,500
Bouncer=yes
TiberiumSpreadRadius=10     ;which radius should have the tiberium?
TiberiumSpawnType=TIB01   ;which Tiberium should be spawned?
Report=METHIT1


Sorry, if I understanded something wrong...
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XxpeddyxX
Commander


Joined: 03 Sep 2004
Location: Sydney, Australia

PostPosted: Sun Dec 30, 2007 11:11 pm    Post subject: Reply with quote

I tested the damage several times, I thought that 258 would be just right.
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GameMaster0000
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Joined: 23 Mar 2006
Location: Thailand

PostPosted: Sat May 17, 2008 1:49 am    Post subject: Reply with quote

Meteor is work correctly. But problem is when I save and load any game that have this special weapon. It cause and IE.


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Vinifera7
Cyborg Soldier


Joined: 26 Sep 2006
Location: MI, USA

PostPosted: Sat May 17, 2008 3:18 am    Post subject: Reply with quote

Darentei wrote:
Question: Would this work, and would it be effective:
The airburst weapon airbursts. Think about it, think Asteroids: Meteors split into smaller ones when destroyed... I always wondered if it would work.


You have to realize that the meteors are just a specialized type of debris. They can be used on ANY warhead. However you can't make a meteor split off into smaller ones. Why? Because the meteor is not the projectile silly, it's a DEBRIS!

That's why it just looked like tons of smaller meteors were coming down instead. The main meteor weapon (which has an invisible projectile) airbursted into mini-meteor weapons (which also have invisible projectiles). These hit the ground (invisibly) and spawn the small meteors as debris, which look like meteors raining down because of special drawing logic that is applied when a debris has Meteor=yes.
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Maritimus
Combat Engineer


Joined: 04 Aug 2008
Location: Germany

PostPosted: Thu Oct 22, 2009 3:38 pm    Post subject: Reply with quote

Is it also possible to replace the Hunter-Seeker with a Meteor Super-Weapon, so that the AI fires it automatically ?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Oct 22, 2009 4:13 pm    Post subject: Reply with quote

sure, just change the HS weapon [SuicideBomb] and give it this way a meteor strike.

Though the target is still chosen by the HS and you can't pick the target yourself.
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Maritimus
Combat Engineer


Joined: 04 Aug 2008
Location: Germany

PostPosted: Thu Oct 22, 2009 5:16 pm    Post subject: Reply with quote

Lin Kuei Ominae wrote:
sure, just change the HS weapon [SuicideBomb] and give it this way a meteor strike.

Though the target is still chosen by the HS and you can't pick the target yourself.


Thats okay, maybe the fact that you can't choose the target makes it a bit more balanced. Also, the AI will fire it automatically, which is a good thing.

BTW, why did Westwood not programm the AI to use EMP or Firestorm Defense ? Was it not possible at that time ?

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Maritimus
Combat Engineer


Joined: 04 Aug 2008
Location: Germany

PostPosted: Fri Oct 23, 2009 2:55 pm    Post subject: Reply with quote

I am sorry for the double post, but I just can't get it to work.

Code:
[HuntSeekSpecial]
Name=Meteor Shower
IsPowered=true
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=12
Type=HunterSeeker
SidebarImage=METRICON

;WARHEAD
[Slimer2];add ;copied the first WH I got my eyes into
Spread=1
Wall=yes
Wood=yes
Verses=100%,85%,70%,35%,28%   ; changed conc from 10%
Conventional=yes
Rocker=no
InfDeath=2
AnimList=MetLarge ;where the magic happens
Deform=10%
DeformThreshhold=300
Tiberium=yes
Sparky=yes
Bright=yes
ProneDamage=70%     ; Presumes air burst
Report=PLSECAN2

;Copy of the above lol
[InivisibleMeteorProjectile]
Inviso=yes
Image=none
Cluster=12   ;8
Airburst=yes
AirburstWeapon=MeteorCluster

;AIRBURST WEAP [[[[[NOTE YOU MUST GIVE THIS WEAPON TO A DUMMY UNIT OR ELSE YOU GET AN IE.]]]]]
[MeteorCluster];add
Damage=30
ROF=80
Range=6 ; the meteors need some space
Projectile=HeatSeeker ;or make an invisible one
Speed=20
Warhead=Slimer2
Burst=2
Report=MISL1

[SuicideBomb]
Damage=30
ROF=1
Range=.5
Projectile=InivisibleMeteorProjectile
Speed=100
Warhead=Slimer2
Bright=yes
Report=HUNTER2


The result of these codes is that the Hunter Seeker starts, approaches the target, destroys it, GOES TO THE NEXT TARGET, and the destroys the second target + itself. No meteorites at all. What is wrong ?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Oct 23, 2009 3:02 pm    Post subject: Reply with quote

oh wait, it could be the special HS logic which doesn't makes use of the weapon. (but for testing raise the range of the suicide weapon to see if it's fired at all)

If the weapon isn't used, change the HS Explosion anim to a meteor.

\EDIT
yep, special HS logic doesn't makes use of the Warheads AnimList key. (just tested)
Thus you have give the HS "Explosion" key directly the meteoranim METLARGE. Though with some art.ini debris trickery you can still do a massive meteor shower. Just check out how one meteor spawns the debris and use this technique to spawn more than one meteor.
Then you can also have small and large meteors in a mixed shower, which you can't have with the inital version of this tutorial.


meteorshower.gif
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small grey circles show small meteor impact point
big grey circles show big meteor impact points
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meteorshower.gif



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Maritimus
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Joined: 04 Aug 2008
Location: Germany

PostPosted: Fri Oct 23, 2009 3:49 pm    Post subject: Reply with quote

Lin Kuei Ominae wrote:
If \EDIT
yep, special HS logic doesn't makes use of the Warheads AnimList key. (just tested)
Thus you have give the HS "Explosion" key directly the meteoranim METLARGE. Though with some art.ini debris trickery you can still do a massive meteor shower. Just check out how one meteor spawns the debris and use this technique to spawn more than one meteor.
Then you can also have small and large meteors in a mixed shower, which you can't have with the inital version of this tutorial.


Thank you Smile

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Fri Oct 23, 2009 4:06 pm    Post subject: Reply with quote

Quote:
small grey circles show small meteor impact point
big grey circles show big meteor impact points


Those gave me an idea of small target pointers that would appear on the ground, showing where the meteors would hit. With a proper delay between the target pointer appearing and the actual meteor crashing, a quick player could react to the threat by moving his units away/selling buildings. This could balance out the massive firepower of the weapon.

It also reminds me one of the multi-missile's original functions. It was supposed to be a tactical nuclear weapon that would display pointers around the target to the opposing player (if he/she had a Threat Rating Node installed). Those pointers would show targets which the missile might hit.
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Maritimus
Combat Engineer


Joined: 04 Aug 2008
Location: Germany

PostPosted: Sun Oct 25, 2009 6:31 pm    Post subject: Reply with quote

I am sorry to bug you again, but now I have another problem.

Code:
[METLARGE]
Elasticity=0.0
MaxXYVel=100.0
MinZVel=-50.0
ExpireAnim=TWLT070
Damage=258   ;250   ;238   ;5000000 <- original damage.. pretty devastating
DamageRadius=300
Warhead=Meteorite
IsMeteor=true
Spawns=METLARGE2
SpawnCount=6
LoopStart=0
LoopEnd=8
LoopCount=-1
RandomRate=220,500
DetailLevel=0
TrailerAnim=SMOKEY2
TrailerSeperation=1
Report=METEOR1

[METLARGE2]
Elasticity=0.0
MaxXYVel=100.0
MinZVel=-50.0
ExpireAnim=TWLT070
Damage=258   ;250   ;238   ;5000000 <- original damage.. pretty devastating
DamageRadius=300
Warhead=Meteorite
IsMeteor=true
Spawns=METSMALL
SpawnCount=2
LoopStart=0
LoopEnd=8
LoopCount=-1
RandomRate=220,500
DetailLevel=0
TrailerAnim=SMOKEY2
TrailerSeperation=1
Report=METEOR1

; Small meteor

[METSMALL]
Elasticity=0.0
MinZVel=-50.0
MaxXYVel=100.0
ExpireAnim=TWLT100
Damage=258
DamageRadius=300
Warhead=Meteorite
IsMeteor=true
IsTiberium=true
Spawns=METDEBRI
SpawnCount=2
LoopStart=0
LoopEnd=8
LoopCount=-1
RandomRate=220,500
DetailLevel=0
TrailerAnim=METSTRAL
TrailerSeperation=1
Report=METEOR2


This works fine, but the problem I have is that the Meteors are not going down simultaneously. First, a Large Metero approaches, then the 6 METLARGE2 meteors, at last the small meteors. Can I have them impact simultaneously ? I tried Spawns=METLARGE,METSMALL; but it seems you can only have one animation with the Spawns= key.

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Maritimus
Combat Engineer


Joined: 04 Aug 2008
Location: Germany

PostPosted: Wed Oct 28, 2009 4:06 pm    Post subject: Reply with quote

Oh, and can I change the SHP of the Hunter-Seeker, or will the game crash if I try to do it ? I see no reason why it should, but then I don't really know the special HS logic stuff Embarassed

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armdn
Vehicle Drone


Joined: 31 Aug 2010

PostPosted: Sun Sep 05, 2010 6:32 pm    Post subject: Reply with quote

Can we create meteor shower with targeting but without replacing any other SW ??

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Sep 05, 2010 6:42 pm    Post subject: Reply with quote

No

Except you use ETS
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armdn
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Joined: 31 Aug 2010

PostPosted: Tue Jan 25, 2011 7:10 pm    Post subject: Reply with quote

Uhhh... And about cloning SW with changing clone to desired new SW doesn't do magic? Smile

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