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#261 AlexArt

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Posted 21 August 2005 - 10:23 AM

I just wanted you to tell me how to make an infantry tossing a grenade on some target, not to discuss it =)
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#262 M.E.C.H.

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Posted 21 August 2005 - 03:33 PM

I just wanted you to tell me how to make an infantry tossing a grenade on some target, not to discuss it =)

<{POST_SNAPBACK}>

LOOOOOOOOL :ninja: ! Hey man just relax we dont flame we 're just, trying to understand why you want that... :p Try to use nuke missile code as creator said !
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#263 Taran

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Posted 26 August 2005 - 07:39 PM

2АлексАрт Использый код от Хеликса, и поменяй веапон, и все готово, и даже на апгрейд ставить можна!

2ALL use a code from Helix, just copy and change weapon and OCL, and REDY TO GO!!!

I NOT :D :shiftee: !!!
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#264 M.E.C.H.

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Posted 26 August 2005 - 10:59 PM

2АлексАрт Использый код от Хеликса, и поменяй веапон, и все готово, и даже на апгрейд ставить можна!

2ALL use a code from Helix, just copy and change weapon and OCL, and REDY TO GO!!!
I NOT :)  :p !!!

<{POST_SNAPBACK}>

What does this russian text mean ? I dont like :ohmy: or flame also........
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#265 stack111

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Posted 26 August 2005 - 11:30 PM

the russian means what he said in english

yes the helix code would work
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#266 M.E.C.H.

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Posted 27 August 2005 - 12:03 AM

the russian means what he said in english
yes the helix code would work

<{POST_SNAPBACK}>

Oh !!! The helix code will work, or the nuke missile code........
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#267 stack111

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Posted 27 August 2005 - 12:55 AM

Nuke missile code enum doesn't start ready to fire...
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#268 M.E.C.H.

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Posted 27 August 2005 - 03:39 PM

Nuke missile code enum doesn't start ready to fire...

<{POST_SNAPBACK}>

Yeah i know this, but with the nuke missile enum, it will work like colonel burton's skills......
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#269 Creator

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Posted 28 August 2005 - 03:07 PM

No, you don't understand his problemm. His ranger already have 3 weapons and he tries to add the 4th one. Nuke missile uses especial OCL with FireWeapon tag. So, it can be:

ObjectCreationList OCL_The_4th_weapon_for_ranger
FireWeapon
Weapon = The_4th_weapon_for_ranger
End
End

I think it should work.

#270 stack111

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Posted 28 August 2005 - 08:58 PM

i see what you mean now... :)
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#271 AlexArt

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Posted 29 August 2005 - 04:26 PM

thank you Creator but I don't understand how to use animations while using OCL. I think I should call the OCL during the OCLSpecialPower tag and therefore use CREATE_AT_LOCATION keyword there =). Anyway, I'll try that.
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#272 Creator

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Posted 29 August 2005 - 08:13 PM

As far as I know, the "FireWeapon" tag in OCL being considered as primary weapon. So, primary weapon animations should be played. :blush:

#273 AlexArt

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Posted 30 August 2005 - 06:31 AM

no way! i've tested that, and it worked pretty nice but no animations were played =)
what do I need animations for if I haven't got anyone who could make them =(
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#274 stack111

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Posted 31 August 2005 - 12:47 AM

do you want a new animation for your grenade? if you do, u need to add the animations to the INI code

if not:
use the comanche commandbutton and make it work with you weapon
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#275 AlexArt

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Posted 31 August 2005 - 04:34 PM

I DO need animations but I haven't got any :(
PS: I know how to add animations to the ini file, but I don't know which Condition State is to be used: Packnig/Unpacking is already busy with the Building-capture, and all FIRING_A, B and C can not be used
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#276 stack111

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Posted 01 September 2005 - 10:30 PM

have you tryed making a new condition state
and name it weapon upgrade. like the american humvee tow missile upgrade
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#277 stack111

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Posted 06 September 2005 - 01:15 AM

Wow? im having an animation problem now...
Earlier i copied my Data and Art File, (which has mod that worked fine WITH the animation working fine) Saved it to a disk, extracted it on new computer, but now the animation doesn't work???

Pend if you havn't got this yet
Attached File  Hind.zip   21.81KB   46 downloads
But i cant find the dds file
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#278 stack111

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Posted 14 September 2005 - 10:52 PM

ok, nm

here is Paradox's request this should help you get started, you can PM me for questions:
Attached File  MODDING_GUIDE.doc   35KB   430 downloads
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#279 Guest_Guest_*

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Posted 15 September 2005 - 03:35 AM

So whats with the Kingraptor it moves like its on Speed:) Faster than Aurora when attacking??

I had a look in the Locomotor.ini And Aurora has Speed of 600 in supersonic and KingRaptorUpgraded has on 270. But the raptor is faster.
I raced them to attack a suply stash on the otherside of 8player map from taxinig. Aurora was sent first then the raptor and he got there first b quite a bit:) i can see any problem with locomortor.ini

But under Object AirF_AmericaJetAurora whats this

Behavior = JetAIUpdate ModuleTag_07
OutOfAmmoDamagePerSecond = 10%
TakeoffDistForMaxLift = 0%
TakeoffPause = 500
MinHeight = 5
SneakyOffsetWhenAttacking = -20.0
AttackLocomotorType = SET_SUPERSONIC
>>> AttackLocomotorPersistTime = 100 <<<
AttackersMissPersistTime = 2000
ReturnForAmmoLocomotorType = SET_SLUGGISH
ReturnToBaseIdleTime = 10000
End

Should the AttackLocomortPersistTime Be removed. Cos as I read it as soon as you order the Aurora to attack 100ms later Suersonic mode is off. Is that right??

I just want the aurora to go supersonic on screen thats all.

Well am gonna remove it an see what happens.

I will post back.

#280 0_PARADOX_0

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Posted 15 September 2005 - 03:59 AM

Ok the above post is mine is just didnt log in at the time.

Well it fixed the problem with the Aurora being too slow but its just a bit faster than the Raptor now. Not even that noticable. But its speed is over 2time the raptors in the locomotor.ini. this is a vired problem. Are there any fiction setting in the physics engine that can be edited.

Edited by 0_PARADOX_0, 15 September 2005 - 05:13 AM.





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