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#241 Pendaelose

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Posted 12 August 2005 - 07:44 PM

i think i would be important to have a back up plan(will the triggers work? if what u suggested doesn't work)

<{POST_SNAPBACK}>


it might be posible to make the Harrier land on the chopper pad to re-arm. that could be a backup plan.
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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.


#242 stack111

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Posted 12 August 2005 - 07:45 PM

what happens if you have more than one harrier
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#243 Pendaelose

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Posted 12 August 2005 - 07:49 PM

what happens if you have more than one harrier

<{POST_SNAPBACK}>

they would take back off as soon as they re-arm... they wouldn't live on the pad the way normal jets do.
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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.


#244 stack111

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Posted 12 August 2005 - 07:52 PM

i see what you mean, sorta like commanches, but what code would make them come back to the airfields and reload automaticly, don't tell me the exact code though :p
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#245 stack111

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Posted 12 August 2005 - 07:54 PM

i should clarify more, i mean when the harrier runs out of ammo attacking, how will we make come back to the helipad all by itself
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#246 M.E.C.H.

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Posted 13 August 2005 - 01:14 AM

i should clarify more, i mean when the harrier runs out of ammo attacking, how will we make come back to the helipad all by itself

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By simply using, the code of the planes..... :
Auto reloads clip : Must return to airfield !!!!!!!!!!!!!
Ok ???
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#247 stack111

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Posted 13 August 2005 - 03:55 PM

By simply using, the code of the planes..... :
Auto reloads clip : Must return to airfield !!!!!!!!!!!!!
Ok ???

yeah i knew that, but i meant to have the plane land at the helipad of the airfield instead of a run way.

i tryed to get the plane to take off vertically from its hanger(gave its locomotor max lift and stuff), but there is some code that makes it go on the runway to take off normal

but in the positive side give a plane High: speed, accelertion, min speed and a no pitch rate for the model during flight causes the plane when returning from a far distance to pass the runway up causing it to stop in midair and land vertically

What i have setup on the plane is two locomotors:
SET_NORMAL VTOLJetLocomotor ; which causes the plane to act exactly like a Helicopter, in the way it moves
SET_SUPERSONIC F35JetLocomotor ; this locomotor is used when the plane attacks and returns to base, i made sure it is not supersonic that is just a variable name

to my surprise this plays out very nicely, i just need to go through and check for bugs

Edited by stack111, 13 August 2005 - 03:55 PM.

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#248 stack111

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Posted 14 August 2005 - 02:04 AM

Creator, viator, or Pendaelose i need some help:

im trying to make my own version of creator's raptor reinforcements but i'm having horrible luck on just copying the original version of raptor reinforcements to my my mod

the closest i've gotten was having it work was having the sciences selectable from the command center only, and when i try to select a target to deploy at, it has an invalid cursor

i have a feeling i messed up on the Enum, where do you find the Enum SPECIAL_CLUSTER_MINES
what else could i have messed up on?

i made exact copies, the only edits i made was for locomotors and small things
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#249 Creator

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Posted 14 August 2005 - 07:33 AM

Command center should have "SpecialPower" tag with raptor reinforcements. Look into the code and you will see that Command Center have such tags for all powers. Make a copy of one of the tags and rename powers.

#250 stack111

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Posted 14 August 2005 - 07:03 PM

thanks alot that was it,

i think i have the same bug as contra has for the reinforcements, i deploy the reinforcements at a certain spot but the transports appear at the edge of the map and just circle untill they search out an airfield

then i changed the cargo to the transports and the cargo appears at the edge of the map

i don't know what this means or whats wrong, but im ok with it
and thanks again creator
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#251 stack111

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Posted 15 August 2005 - 07:39 AM

OK yet another problem for me
i have created a science that creates a moab from the start(works perfect), im trying to make a new payload object(a cluster bomb that has been tested and works good), so i looked at projectile object carpet bomb

and saw that it has a tag to carpetbomb special power, so i copied the tag and renamed the special power to my Moab special power

then i saw a fireweaponwhendead so i copied that and put the weapon i wanted it to fire

and as the last thing i did was rename the payload in the OCL of the Moab Science

when i ran the game and launched my Moab science, the B2 went to the target and just passed over it; where else do i have to go to
change stuff???

---------------------
and finally, good news
i found away around contra's raptor reinforcement bug of appearing the edge of the map(if it isn't fixed)

try using the A10 missile stike OCL to you advantage, have it fire out the object you want and then tell it to disappear(basic summary)
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#252 Creator

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Posted 15 August 2005 - 04:58 PM

B2 is unable to drop it. Possibly your bomb is not transportable. Check TransportSlotCount, KindOf and other stuff connected to transporting.

#253 stack111

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Posted 17 August 2005 - 12:57 AM

it was a problem with the Cluster bomb OCL

also how do you make a fireport on an object, for the commanche for example

Edited by stack111, 17 August 2005 - 01:25 AM.

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#254 Pendaelose

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Posted 17 August 2005 - 02:43 AM

it was a problem with the Cluster bomb OCL

also how do you make a fireport on an object, for the commanche for example

<{POST_SNAPBACK}>


there are a couple types of fire ports... Fireport for attatching addons and also fireport for infantry to shoot out of it. remember that a unit can have an addon OR a crew count, but not both... also, an addon may have its own crew count.
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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.


#255 Gredinus

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Posted 18 August 2005 - 12:44 PM

im makeing a tank that needs a firepoint. i added one from a other model and saved it (exported) but when i loaded it again it was gone.
i tryed it over 10 times (other firepoints to) and it still dosent stay.

P.S. im Useing Gmax

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#256 viator

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Posted 18 August 2005 - 02:39 PM

im makeing a tank that needs a firepoint. i added one from a other model and saved it (exported) but when i loaded it again it was gone.
i tryed it over 10 times (other firepoints to) and it still dosent stay.

P.S. im Useing Gmax

<{POST_SNAPBACK}>

did you checked it to be exported as a bone?
Image4.jpg

and you don't have to import firepoints, they are simple dummy object that can be easily created.
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Edited by viator, 18 August 2005 - 03:05 PM.

Fear leads to anger.. anger leads to stress.. stress leads to doobies.. and doobies leads to twinkies.
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#257 AlexArt

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Posted 20 August 2005 - 08:41 AM

PLz could you give me some help with the special powers
I need a hand-grenade fire special power
That means, I have an infantry that is to have some antipersonnel or antitank grenades. I need special power that is able to be fired at any position on the map. I need commandbutton that is going to manage this, and I need special power OCL that is going to create the grenade =)
But plz do not make the commandbutton type of FIRE_WEAPON, because I have all weaponslots busy =)
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#258 Creator

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Posted 20 August 2005 - 02:54 PM

Nice. A soldier that throws grenades to any place of the map. There is Scud Storm in the game, but now they're going to have grenade storm superweapon :lol: Nuclear missile silo code can help.

Edited by Creator, 20 August 2005 - 02:55 PM.


#259 AlexArt

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Posted 20 August 2005 - 04:29 PM

stupid, not any place on the map but any place the player desires. an infantryman can get to the needed place on foot =)))
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#260 M.E.C.H.

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Posted 21 August 2005 - 02:16 AM

stupid, not any place on the map but any place the player desires. an infantryman can get to the needed place on foot =)))

<{POST_SNAPBACK}>

Well i dont think that this is that good ! An infantry that can pummel a whole army is.... stupid ! I'm saying cause you've already said that you have used all of the weapon bones... So he has (the infantry) soooooooo many weapons !!! :lol: Is he going to drop a nuclear warhead ? Ok now lets stop it ! What kind of trooper is this ? For sure it will be a commando/hero and not a normal soldier ????
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