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TIBRIAN SUN !! S.O.S
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damian100
Vehicle Driver


Joined: 26 Feb 2010

PostPosted: Sun Mar 14, 2010 9:15 am    Post subject:  TIBRIAN SUN !! S.O.S Reply with quote  Mark this post and the followings unread

I`ve tried and search everything I could to find how to make voxels work in tiberian sun (and firestrom), but I just can´t make them work.
I don´t know what is really the problem Confused I`ve follow every step in the tutorials and nothing has work Embarassed.

Now here is the description of the problem:..

when i first try to put them in game, i put the corresponding vxl and hva files in the expand03(wich i created)

then I make the arts and rules for my unit in art.ini and rules.ini ( also i try with firstorm.ini and artfs.ini)
but when I played the game they show up only with the unit vxl, the turret and barrel wont appear Sad

I dont know what to do there, so i search a little more and I read in a post that I should write also this: "turret=yes" and "barrel=yes"

well and i tried that but now the the loading menu stops and dont charge the map Embarassed , this happend only when I use the "turret=yes" and "barrel=yes"

I just need to know how to make them work..


this is driving me crazy #Mad please HELP ME! Sad


PD: sorry for any writing error in this post ... I`m Argentinian and I don`t manage english very well :/

Last edited by damian100 on Sun Mar 14, 2010 9:20 am; edited 1 time in total

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damian100
Vehicle Driver


Joined: 26 Feb 2010

PostPosted: Sun Mar 14, 2010 9:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Before you sai it i don`t make any errors in the tutorials I check that a millon times u.u

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damian100
Vehicle Driver


Joined: 26 Feb 2010

PostPosted: Sun Mar 14, 2010 9:23 am    Post subject: Reply with quote  Mark this post and the followings unread

and I just need somewone that have done this before i don´t want any more tutorials Embarassed i´m tired of them and they dont work for me (even when i follow them carefuly u.u)

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Sun Mar 14, 2010 10:01 am    Post subject: Reply with quote  Mark this post and the followings unread

No need to make a 2nd Topic. This one's in the wrong forum, btw.

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ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Sun Mar 14, 2010 11:50 am    Post subject: Reply with quote  Mark this post and the followings unread

1. download this voxel ... just to be sure that this is not the problem.

2. unzip it to your TS directory

3. in art.ini... give it a enty
Code:

[MAMMOTHX]
Voxel=yes
Remapable=yes


4. rules.ini.. add to vehicles list
Code:

; ******* Vehicle Type List *******
; This lists all of the vehicles types in the game. Each vehicle
; type should have a matching section that specifies the data it
; requires.
[VehicleTypes]
1=MCV
2=HARV
3=APC
11=4TNK
15=MMCH
16=BIKE
17=SAPC
18=SONIC
19=CAR
21=BUS
22=STNK
23=WINI
24=PICK
27=ART2
29=TTNK
30=HMEC
31=SMECH
32=HVR
34=LPST
35=REPAIR
36=HORV
37=LOCOMOTIVE
38=TRAINCAR
39=SUBTANK
40=BGGY
41=JEEP
42=TRUCKA
43=TRUCKB
44=VISC_SML
45=VISC_LRG
46=ICBM
47=CARGOCAR
48=WEED
49=GHUNTER
50=NHUNTER
51=MAMMOTHX ; <- the new voxel


5. rules.ini... make an entry for it
Code:


[MAMMOTHX] ;same name as the art entry
Name=Mammoth Tank
Category=AFV
TargetLaser=yes
Prerequisite=FACTORY ; buildable with any weapons factory
Primary=120mmx
Secondary=MammothTusk
Strength=600
CrateGoodie=yes
Armor=heavy
Turret=yes
TechLevel=1
Sight=6
Speed=4
Owner=GDI,Nod ;owned by gdi and nod
Cost=1700
Points=60
ROT=5
Crusher=yes
SelfHealing=yes
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Destroyer
ThreatPosed=40   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AllowedToStartInMultiplayer=yes
ZFudgeColumn=9
ZFudgeTunnel=15



; Hover MLRS (hover multi-launch rocket system) ... <- just to show where to add




mammothx.zip
 Description:

Download
 Filename:  mammothx.zip
 Filesize:  48.51 KB
 Downloaded:  233 Time(s)


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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sun Mar 14, 2010 2:07 pm    Post subject: tank Reply with quote  Mark this post and the followings unread

You are missing this line:

UIName=Name:MAMMOTHX

in your rules code

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I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder

http://www.ppmsite.com/forum/viewtopic.php?t=27714

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sun Mar 14, 2010 2:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

TS does not have the language system that RA2 has, thus UINames are not needed.

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gufu
Defense Minister


Joined: 22 Dec 2004
Location: Tiberium Research Center N27

PostPosted: Sun Mar 14, 2010 8:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

CCHyper wrote:
TS does not have the language system that RA2 has, thus UINames are not needed.


Thank god for that. No annoying "Unit name missing", bullshit.

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DUNK!

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sun Mar 14, 2010 8:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sounds like you just need to add Turret=yes if thats all that is missing.

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