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#141 lovalmidas

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Posted 03 October 2017 - 09:40 PM

No idea.Did you try playing around with these values?

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Can confirm that FA2 handles the Tunnel code generation badly. #WWconsistency

The numbers 0 to 7 means the direction in one cell to take. -1 means end of path.

You need the path to end exactly at the exit cell, or the troops will never exit.


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#142 Handepsilon

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Posted 04 October 2017 - 03:36 AM

You need the path to end exactly at the exit cell, or the troops will never exit.


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#143 Terminal Velocity

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Posted 04 October 2017 - 06:01 AM

Yeah,happened to me too, so I decided to avoid using them, at least for now.


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#144 John Carver

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Posted 04 October 2017 - 09:05 AM

Yeah,happened to me too, so I decided to avoid using them, at least for now.

Tip for your challenge - you can use tesla mortar weapons. They still present in game files named "ArtilleryMulti" and "[ArtilleryCannon]        ; voltmortar gun". Same with "VolkovBomb", as you can implement this to some infantry.

As for my mastodonts - ive managed tot weaponize them, so they now are not just art. This about all 3 of this. Mastodon, heavy trooper, and gharial. But i had to replace Mastodon voice lines with rihos, because of lore.

But another thing... as i got theese gharials (without proper foehn tech, exept rockets), i need to replace Tigr APC`s with them? As they serve same role basically.


Edited by John Carver, 04 October 2017 - 09:12 AM.


#145 Handepsilon

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Posted 04 October 2017 - 11:30 AM

You do know there's really no point on quoting that if you're not referring to any element of the post aside from the poster right? :p

Anyway, that will make Russians incapable to produce normal Tigrs though. So I hope your map is not supposed to have anyone playing as Russia.

In case you want to create them as new vehicle, all you gotta do is

[VehicleTypes]
1000=UNITX

[UNITX]
(insert definition here

UNITX can really be renamed to anything. It's just an example

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#146 John Carver

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Posted 04 October 2017 - 12:06 PM

You do know there's really no point on quoting that if you're not referring to any element of the post aside from the poster right? :p

Anyway, that will make Russians incapable to produce normal Tigrs though. So I hope your map is not supposed to have anyone playing as Russia.

In case you want to create them as new vehicle, all you gotta do is

[VehicleTypes]
1000=UNITX

[UNITX]
(insert definition here

UNITX can really be renamed to anything. It's just an example

well... i used unused vehicle, wich are not on the map. cx

As, it seems, that worked xD
Thanks, just before i wanted to replace some vehicles. AI  still be able to produce Tigr. I just meant their pos. on map. Also, will it be a good idea to make... heavy troper-shotgunner? Just give it an Riot troop shotgun to deal with infantry, aside macchinegun with greande laucher under barrel on regular ones.


Edited by John Carver, 04 October 2017 - 12:08 PM.


#147 Handepsilon

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Posted 04 October 2017 - 12:52 PM

Well it's up to you. Apparently the campaign one has Sentry Gun weapon

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#148 Handepsilon

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Posted 04 October 2017 - 12:52 PM

Well it's up to you. Apparently the campaign one has Sentry Gun weapon

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#149 John Carver

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Posted 04 October 2017 - 12:59 PM

Well it's up to you. Apparently the campaign one has Sentry Gun weapon

Already done this, and pasted.

Now i wonder what is left besides scripts... probably the shotgunner and... centurion guards?


Edited by John Carver, 04 October 2017 - 01:01 PM.


#150 John Carver

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Posted 04 October 2017 - 01:41 PM

Hmmm, thats not for my challenge, but out of curiocity. It is possible to make tank fire tactical nukes (from Revolution for example)? This will be like super apoc by "rank". I can already imagine someone sreaming in chat "NUCLEAR TANK!" xD

Also, that will be handy for Radiance challenge. :3


Edited by John Carver, 04 October 2017 - 01:44 PM.


#151 John Carver

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Posted 04 October 2017 - 01:45 PM

Or... well... challenge where all enemy weapons fire nuclear-like weaponary. He-he.



#152 Terminal Velocity

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Posted 04 October 2017 - 01:48 PM

It's possible. It's done the same way as with any other weapons.


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#153 John Carver

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Posted 04 October 2017 - 01:51 PM

It's possible. It's done the same way as with any other weapons.

*evil grin* very well... i hope ill make this one too. But i dont know about the map :D
Still, the next ones is probably zombie challenge, and nuclear. I feeling that second one will be... even more overkill.



#154 John Carver

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Posted 04 October 2017 - 01:54 PM

Also, by taskforces. Will "summoned" units go for your base? Or i need to place destinaton point at player bases? Also, will they attack targets on the way to base?



#155 John Carver

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Posted 04 October 2017 - 01:57 PM

Also i need explanation about brightness of the map.



#156 John Carver

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Posted 04 October 2017 - 02:37 PM

Well... how to add centurion to the taskforce? As it doesnt recongnize it.


UPD: Got it, same as unit replacement.


Edited by John Carver, 04 October 2017 - 02:39 PM.


#157 John Carver

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Posted 04 October 2017 - 03:15 PM

Also, how to make a timer? xd
And, are waypoints supposed to be marked as player spawn locations? Becasue now i have 7 instead of 5.


Edited by John Carver, 04 October 2017 - 03:16 PM.


#158 Handepsilon

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Posted 04 October 2017 - 03:26 PM

Radiance Challenge is already too evil with environmental damage, I don't think a tank that fires Tactical Nuke would be too appreciated.

It was the Iron Dragon, once.

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#159 Handepsilon

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Posted 04 October 2017 - 03:26 PM

Radiance Challenge is already too evil with environmental damage, I don't think a tank that fires Tactical Nuke would be too appreciated.

It was the Iron Dragon, once.

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#160 Terminal Velocity

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Posted 04 October 2017 - 03:30 PM

Waypoints number 0-7 are player locations, so just delete the unneeded ones.

For the timer, you need the trigger with Timer Start, Timer Set(duration) and Timer Text.

You can open Ascension Challenge for an example.


Edited by Terminal Velocity, 04 October 2017 - 03:35 PM.

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