Jump to content


Holy_Master's Content

There have been 13 items by Holy_Master (Search limited from 18-November 18)


By content type

See this member's

Sort by                Order  

#584371 Wishlist

Posted by Holy_Master on 06 April 2008 - 09:20 PM in NPatch

allow shp vehicle unit can use "Sequence" like infantry unit.

; example

[AmphiousMech] ;Mech that can swim :p
Voxel=no
Shp=yes
Sequence=VehicleSequence
Remapable=yes
Cameo=
AltCameo=
Weapon1FLH=48,0,184

[VehicleSequence]
Ready=0,1,1
Guard=0,1,1
Walk=8,6,6
Idle1=56,15,0,S
Idle2=71,15,0,E
Crawl=86,6,6
Prone=86,1,6
Die1=134,15,0
Die2=149,15,0
FireUp=164,6,6
FireProne=212,6,6
Down=260,2,2
Up=276,2,2
Paradrop=602,1,0
Cheer=603,8,0,E
Tread=410,6,6
Swim=506,6,6
WetAttack=554,6,6
WetIdle1=292,15,0,S
WetIdle2=307,15,0,E
WetDie1=322,20,0
WetDie2=342,20,0
Panic=8,6,6


i'll very useful if this logic can be possible. it open new way to make shp vehicle unit with ton of animation as infantry unit can do. [and i hope this logic can solve every problem i found when i try to make aircraft unit with shp graphic like shadows not show when it fly,or non-turret balloonhover unit dont fire their target if it not stand on right direction.]



#518348 NPatch possible idea

Posted by Holy_Master on 28 September 2007 - 08:40 AM in NPatch

why dont you add Power Icon in to lower bar? [ same deploy , unit group, way point]

IMO Lower bar is useless and it'll better if we try to adding something to make it useful than now and i think repair botton is useful than power botton.

i'm people who still use repair botton i think you use it or not keep it as original is the best.



#517921 Wishlist

Posted by Holy_Master on 27 September 2007 - 08:52 AM in NPatch

* just Idea * both logic doesnt effect with gameplay but it can help modder who try to dummy game code.

1. logic that allow to put anykind of unit to another build tab.example
Modder can put MCV to Azenal tab. or put super weapon to vehicle tab.
by adding code like this.

Buildtab=###

### = Structure , Azenal , Infantry or Vehicle

2. Customize Health bar = Allow Modder choose kind of health bar for their unit,example you can use "long health bar" [ vehicle style health bar ] for infantry unit.or short health bar [infantry] for vehicle.

this logic very useful when modder try to hoax infantry unit act as vehicle , example i create Orca Fighter as SHP and want to work as Balloon hover but Originaly RA2YR Balloon Hover for SHP doesnt work perfect as Balloon Hover for Infantry.finally i put my Orca work infantry list to using that logic but i need to make people understand it's vehicle and long health bar is important 1 for this.

Both tag will working perfect if Modder use it together. :)



#514354 Wishlist

Posted by Holy_Master on 18 September 2007 - 08:06 PM in NPatch

infantry gets killed by a tiberium gas cloud --> turns into a visceroid.


i think you can do this by using virus gas cloud+genetic mutation warhead logic.



#512919 Wishlist

Posted by Holy_Master on 15 September 2007 - 09:32 AM in NPatch

please reconsider about aircraft support shp include shadow/animation work, it's very important for me [i'm plan to change my mod with 95% shp using because i'm personaly dont like vxl]. ,this's only 1 wish i need. :p

thank you.



#510736 NPatch Autumn Edition

Posted by Holy_Master on 09 September 2007 - 03:35 PM in VKHome news

Thank you VK for Transform Logic,i'm sure it'll be useful logic in many mod. :)



#496813 Wishlist

Posted by Holy_Master on 11 August 2007 - 05:08 PM in NPatch

My Wishlist still be...
- allow SHP use for Aircraft and it can create shadow on ground when it fly.
- Update "Simple Deploy" Logic that allow unit can move after deploy.
- fix balloon hover [without turret] turn before attacking target,that make i'll not attacking target anymore.
- "SHP" Balloon hover can create shadows on ground when it fly.

that's all.



#493280 Transformer! :P

Posted by Holy_Master on 05 August 2007 - 05:16 AM in NPatch

well what I have seen, VK dont add futures from wishlist, only hes own ideas.



yes i already know that.but it's just idea,i'll not serious if he dont add it because no one can control him. :)



#493141 Transformer! :P

Posted by Holy_Master on 04 August 2007 - 09:45 PM in NPatch

If you make the building have a free unit then the free unit wont be damaged, but the building will have the same damage as your original unit. BTW, if you use the free unit way I suggest giving the building an invisible anim which does damage, so the building will be destroyed and not exist.

other than that unit cant be veteran/elite anyway because when deploy/redeploy that can change elite unit go back to normal unit.

and simple transform unit can change many thing on unit abilities system, it allow people make unit with new abilities like, transform air unit to be land unit, transform tank tobe mech, add more armor/speed bonus when deploy, deploy to cloak ect with out dummy ini with long code.
i think it'll be one of popular feature.and people can keep "FreeUnit" tag to work with another point..



#492917 Transformer! :P

Posted by Holy_Master on 04 August 2007 - 11:00 AM in NPatch

Two normal ways :p :

DEPLOYING LIKE SLAVE MINER TAGS:

[VEHICLE];tank for example (rhino)
DeploysInto=[BUILDING];!!!!!!!!!!!!!
DeployFacing=0
DeploySound=SlaveMinerUndeploy
VoiceDeploy=
DeaccelerationFactor=.2; This is TS's mizspelingg knot min !!!!!!!!!!!!!
Accelerates=false;necessary?

[BUILDING]
BaseNormal=no 
Powered=no
UndeploysInto=VEHICLE;!!!!!!!!!!!!!
ClickRepairable=no
DeployFacing=0
DeploySound=SlaveMinerUndeploy
VoiceDeploy=
Unsellable=yes

--------------------------------------------------------

FREE UNIT LOGIC TAGS:
[VEHICLE];tank for example (rhino)
DeploysInto=[BUILDING];!!!!!!!!!!!!!

[BUILDING]
BaseNormal=no
Powered=no
ClickRepairable=no
Unsellable=yes
FreeUnit=VEHICLE;!!!!!!!!!!!!!

I use 2nd logic for transform, the building still exists after undeploy.

But is this forum (NPatch) right place for this topic ?



yes nice tag,but this can use with aircraft like siege chopper? btw i'll try it.

edit. ok but if unit have damage before deploy , when it deployed they heal bar will full again because it's unit change.



#492876 Transformer! :P

Posted by Holy_Master on 04 August 2007 - 08:57 AM in NPatch

yeah. normaly if i try to make transform unit i need to setting like.

Unit1 --deploy-> Building --redeploy--> Unit2 --deploy2-->Unit1

that only way i know to make that unit can move after transform,but
when it in structure mode it'll be crap ,that annoy me alot.

and i try with simple deploy.
Unit1---deploy---> Unit2 -- deploy --> Unit1 but unit 2 cant move anymore except it can re deploy to unit 3 ,if do like that how different from first?

if you have better example can you tell me?



#492861 NPatch news

Posted by Holy_Master on 04 August 2007 - 08:37 AM in VKHome news

interesting.
this logic fix only to use chrono effect? it possible if i try to make the factory working as popup exit like c&c3 by this logic?



#492857 Transformer! :P

Posted by Holy_Master on 04 August 2007 - 08:30 AM in NPatch

ok'i'm not serious about this feature but i think it's very interesting idea.i see in Ra2YR the game allow people use simple deploy to transform 1 unit to unit [siege chopper] with out redeploy again but unfortunaly the game not allow that unit can move anymore, it'll be cool if you try to adding some hardcode like "transform to move = yes"(or something like that) to make that unit can move after transform.