Pendaelose put publictimer yes in superweapons
I wish... Its already there (had it from the start) What else can cause it?
Posted 03 June 2005 - 12:08 PM
Pendaelose put publictimer yes in superweapons
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
Posted 03 June 2005 - 02:11 PM
Possibly incorrect enum.I've created a new superweapon. It fires just fine from both the building and the shortcut button BUT the the SW always starts ready and does not show a timer in the corner.... .... WHY???
Edited by Creator, 03 June 2005 - 02:14 PM.
Posted 03 June 2005 - 05:25 PM
Possibly incorrect enum.I've created a new superweapon. It fires just fine from both the building and the shortcut button BUT the the SW always starts ready and does not show a timer in the corner.... .... WHY???
Edited by Pendaelose, 03 June 2005 - 06:22 PM.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
Posted 03 June 2005 - 10:07 PM
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
Posted 04 June 2005 - 02:41 AM
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
Posted 04 June 2005 - 11:17 AM
Posted 04 June 2005 - 09:00 PM
There are several ways:
1) use a copy of tomahawk missile with DistanceToTargetBeforeDiving = 0.
2) use FireAngle = [something] and weapon should fire missile that never turn.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
Posted 05 June 2005 - 08:12 PM
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
Posted 13 June 2005 - 07:32 PM
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
Posted 15 June 2005 - 11:30 PM
Edited by Pendaelose, 16 June 2005 - 04:13 AM.
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
Posted 17 June 2005 - 10:17 PM
Its very sad that you are answering your own posts... Those latest days no one post something the only ones is you,me and stack111.... I dont want to see this mod dead... So guys wake up ! something else pendaelose can you saw us a screen of your new flam superheavy tank ?No one seems to answer an of these... and I end up figureing out most on my own given enough time...
but here I go anyway
I've made 15 new models in Gmax/Renx They show up fine in FinalBig, but when I put them in game they all fail to load. I can change nothing, just replace them with a different model and the code works just fine and the game loads the new model... whats wrong with the first 15?
EDIT: Solved, the names were too long and Renx was not exporting correctly.
Posted 17 June 2005 - 10:25 PM
Its very sad that you are answering your own posts... Those latest days no one post something the only ones is you,me and stack111.... I dont want to see this mod dead... So guys wake up ! something else pendaelose can you saw us a screen of your new flam superheavy tank ?
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
Posted 17 June 2005 - 10:50 PM
I really want to help you but i dont know nothing about moding i have made a small mod by myself and it was having : new units (not new model) for example a crusader with more health and more firepower and changed explode effect named abraam mk3 was my first unit ! i was working final big and i made a balance mod.... i really want to know how to model but it needs lot of time and knowledge ! (that you arleady have) And pls POST a screen of your new unit or units !!!!!!Its very sad that you are answering your own posts... Those latest days no one post something the only ones is you,me and stack111.... I dont want to see this mod dead... So guys wake up ! something else pendaelose can you saw us a screen of your new flam superheavy tank ?
sadder still, I notced the last several problems I solved my self... I just quit posting the problems cause they wern't being answered (Cerator did do a couple a few weeks back) I've lost about 2 days of modding to a few simple modeling problems. I've worked just about all of them out, but it took ALOT of smacking my head agasint the desk to do it.
Edited by M.E.C.H., 17 June 2005 - 10:52 PM.
Posted 17 June 2005 - 11:00 PM
And pls POST a screen of your new unit or units !!!!!!
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
Posted 17 June 2005 - 11:21 PM
i saw it its really cool can it fire thermobarical shells like immolator ?And pls POST a screen of your new unit or units !!!!!!
Its already up... I did an Edit instead of a new post... it might not have changed the Folder to Unread.
Posted 17 June 2005 - 11:24 PM
i saw it its really cool can it fire thermobarical shells like immolator ?
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
Posted 18 June 2005 - 06:08 AM
Posted 18 June 2005 - 12:41 PM
Pendaelose maybe i can help i got the basics of coding from generals but thats all
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
Posted 18 June 2005 - 04:52 PM
Between now and the next polished release there should be very little new art work done. Instead the focus is on designing, testing, and fixing. the mod has always been so close to finished that its nearly criminal. I'd love to see this through to the end with a real community effort.
Posted 18 June 2005 - 07:31 PM
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