1. u cant make em go underwater, but i can make em go stealth, so it seem like they surface when they fire.
2. dunno
3. Maybe change the ammo for it
4. its not possible, (i think)
5. you will have to edit the weapon _________________
1.like he said
2.muk has a tutorial for that i think
3.like he said
4. [specialflags] fogofwar=yes (i think)
5. never played generals but i think you have to change it to"lobber=no" o wait its already at that umm i think it has something to do wit the projectile. QUICK_EDIT
1. I got a sub to go in the water but not under water, how do i get it under water?
2. How do i replace the ion cannon with the metior shower?
3. How do i make the Orca bomber only drop 1 bomb?
4. How do i make it so people have no choice but to have FogOFWaw on?
5. How do i make the BAZOOKA shoot straight like in generals (and i's not a simple as removeing 'High=Yes' because i tryed that)
ok off the top of my head
1, have to make it cloak, same as RA1+2 only the emerging sound will be the cloak one sounds kinda dumb
2, not sure offhand, replacing the hunter seeker is MUCH! better anyway
3, Burst=1
4, Dunno, might have to edit every map
5, This should be VERY easy. Cant think of the exacts right now but just take a look at a weapon that does fire straight ie Titans shell _________________ QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Mar 23, 2003 11:42 pm Post subject:
Quote:
1. I got a sub to go in the water but not under water, how do i get it under water?
- Like SMIFFGIG replied
Quote:
2. How do i replace the ion cannon with the metior shower?
- In the beggining of the rules.ini you have a line like this:
IonStormWarhead=IonWH ; Warhead used by ion storm strike.
Get the meteor storm warhead from Tiberium Deezire, Muk's Mod or from Tiberian Sun Retro and copy to your mod and replace the IonWH with the warhead you took and credit the author of the mod that you took the code of.
Then, get the mouse.shp in the conquer.mix inside tibsun.mix and modify the ion cannon part.
Quote:
3. How do i make the Orca bomber only drop 1 bomb?
- OMG, guys... anyone havent paid attention that it has no Burst line? Tsk... tsk... but in air bombers case, it's defined by range. The smaller the range, the smaller the number of missiles that will be shot. So, Range=1. If still drops more than one, try Range = .5
Quote:
4. How do i make it so people have no choice but to have FogOFWaw on?
There are some lines related to it, but there is no option to remove the fog of war. Beggining of rules.ini:
FogOfWar=no ; Is fog of war enabled?
Quote:
5. How do i make the BAZOOKA shoot straight like in generals (and i's not a simple as removeing 'High=Yes' because i tryed that)
; Acceleration = amount to increase missile speed (def=3)
use XCC mixer to extract the animation as a .PCX, then convert it back using a different palette
I havn't a clue how to convert it back?
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Can someone get the x think from YR and post it here in attackment. It's likea tank stopper used in WW2 on omaha beach and stuff and it's in YR. I would get it myself but i don't wanna install YR and look for it because i don't know what it's called eather. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Mar 30, 2003 1:32 pm Post subject:
open the .pcx with PSP and use the correct pallete. Then, open XCC Mixer, select the correct pallete and right click the .pcx files and click at "convert as shp(ts)". QUICK_EDIT
Why is everybody talking about using the "correct pallete" on PSP??? what pallete? It doesn't accept TS palletes....
btw I never need to use PSP, just XCC Mixer (copy as pcx using ra2 anim palette, convert to sph (ts) with the TS anim palette... it's easy.. why use PSP? QUICK_EDIT
8. How do i get the clustermissile to act like the missile in RA2. Like launch into the air and then no sight of it then dives at the target and blows up? QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Tue Apr 01, 2003 3:49 pm Post subject:
you shuld not do clusters in your airburst weapon, but you should change the art.ini code of the warhead animation. Give it a tremendous damageradius and damage and you'll see what I mean... QUICK_EDIT
Banshee, as I told you in my reaction on your Demo truck tutorial, damage radius is limited to a field that is 3 x 3 cells. (The cell in the centre is the impact cell) QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Fri Apr 04, 2003 7:23 pm Post subject:
hmmmm.... weird, because the guy who made Eternity already made a superweapon that affected a whole base. I just dont know if he used cluster... TS Retro has a meteor shower that also affects much more than 3 x 3, but it uses cluster and airburst weapon, I think... QUICK_EDIT
As far as I knew there is no way to make a new armor type and the terrorist thing should be easy, but I havent moddin ts in a while so I cant really help. _________________
All hail me
QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sun Apr 06, 2003 10:31 pm Post subject:
for the terrorist unit, check my demo truck guide in EE Tutorials and adapt it to infantry (also uses the terrorist explosion animation instead of the ra2 nuke ).
As for the Ra2 animations to TS conversion, use the ra2 anim.pal in XCC, right click the file and extract it to some dir. Then, right click again (using the ra2 anim.pal) and convert it to .pcx. Use PSP and convert it to 16 million colours. Then, you load the JASC version of TS anim.pal in your picture and replace the blue with the first colour of the TS anim.pal (0,0,0). Then, you save the .pcx file, open XCC Mixer again and right click your edited .pcx file using the TS anim.pal and convert it to SHP(TS). Then, get your butt away from the damn computer and buy an ice cream to celebrate that you converted a RA2 .shp to TS! (Note: this last step is optional) QUICK_EDIT
As I said there isnt anyway to create a new armour type. We went over this in the selective targeting thread. (That may have been in the RA2 forum though) _________________
All hail me
QUICK_EDIT
Is there something i don't know about color depths in TS and RA2??? 16 million colours for an anim??? TS doesn't even support that.... it has only 256 colours orso...
Like i said before, i just copy to psx using ra2's anim.pal, then convert the pcx files to SHP (ts) using TS's anim.pal... works fine.... looks good. No problem with blue colours orso.... QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Tue Apr 08, 2003 2:32 pm Post subject:
Use your XCC Mixer, Launch XCC Sound Editor. Then, check the sound you want (play it, just to test) and extract it to some dir. Then, with XCC Mixer, you right click the extracted file and convert to aud. Then, put the .aud in the mix file for it and edit the respective sound.ini file... well, the part of adding to the mix and editing the ini file is in the tutorial... QUICK_EDIT
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