also, found a small bug, the sound loop for the SDI cannon had no reset time...
Edited by Pendaelose, 23 April 2005 - 07:28 PM.
Posted 23 April 2005 - 06:06 PM
Edited by Pendaelose, 23 April 2005 - 07:28 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 24 April 2005 - 06:24 AM
Simply addWOOT! I fixxed the SDI cannon... it MOOOOVES at last! Right now I'm testing it as a anti tank weapon, but will try and restore the anti-balistic feature
also, found a small bug, the sound loop for the SDI cannon had no reset time...
Posted 24 April 2005 - 03:54 PM
Simply add
FireSoundLoopTime = 120
to weapon code
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 24 April 2005 - 04:08 PM
To make the SDI live again I deleted all the behavior code and coppied the retaliator code, then did edits from there. I'm not sure which Behavior set it was, but one was make an invalid call for that building.
I still couldn't get it to shoot the nukes... I think the balistic missile option might only apply to like tomohawks or scuds from veihicles.
Posted 24 April 2005 - 04:10 PM
Edited by Pendaelose, 24 April 2005 - 04:17 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 25 April 2005 - 01:01 PM
Really what you use to open big filesExtra aiupdate.... that would explain much...
Its still kinda tough to figure out what things should look like some times... but I'm learning. I'd say I've moved quick for somebody who a few weeks ago didn't know what to use to open a .big file.
Posted 25 April 2005 - 03:58 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 25 April 2005 - 04:51 PM
FinalBig, its a tool.
Posted 25 April 2005 - 05:31 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 25 April 2005 - 06:25 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 26 April 2005 - 07:57 AM
Yes, it is possible, but you have to edit 3D model. Add the bone named "FIREPOINT01" ands rotate it 180 degrees. Also do not forget that there are vehicle addons and Helix addons. They are different. Helix gattling and Overlord gattling are not the same. Helix addons are turned upside down already and don't need model editing.Is it posible to take an exsisting addon for something else and turn it upside down to mount on the bottom of a plane? If so how do I flip the addon upside down and reposition it?
Photoshop and skillful hands.What tool do you use to export/import button pictures and cameos?
I don't use any CSF editors. I written my own TXT->CSF convertor and I recommend you to do the same.Why does the CSF editor leave big boxxes everywhere I use the enter key on a unit tooltip? Why does the CSF editor have I/O errors and delete all my work?
Edited by Creator, 26 April 2005 - 07:59 AM.
Posted 26 April 2005 - 02:11 PM
Edited by Pendaelose, 26 April 2005 - 02:32 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 26 April 2005 - 05:20 PM
No. Only model editing can help.But what about positioning an addon? can you use a behavior offset command to shift them forward or back?
You need:I had been hoping they could be flipped that way, but oh well, I'm trying to get a decent 3d editor right now, I've seen the links for a plugin for G-Max and 3d studio max. I think I might try them when I get off work.
Yes. There are a lot of tutorials. I attached one of them to this post.what about a command list? is there any refernce available for all the behavior modules or the commands used?
Then how flame gen will defend from aircrafts? TOS is anti ground only system.If it works well I want to replace all flame china gattling weapons with the TOS missle launchers.
Posted 26 April 2005 - 06:23 PM
Then how flame gen will defend from aircrafts? TOS is anti ground only system.If it works well I want to replace all flame china gattling weapons with the TOS missle launchers.
Edited by Pendaelose, 26 April 2005 - 06:23 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 27 April 2005 - 04:43 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 27 April 2005 - 06:22 AM
Read this.I'm not sure what the TOS had by design, but it has worked quite well for me the way I set it up.
No, I have no idea.But first...
I've got another question. I've had no problems with any other general. but flam china just will not build the new units I've made. Cybr, Air, inf, and nuke all build exactly what they are told like good little AIs, but Flam china won't. If I add a new unit to a team they will build the team, up to that unit and then stop production on the team compleatly. Only flame does this. any idea why?
but they do build the new turret quite nicely
Posted 27 April 2005 - 11:05 AM
Edited by matador, 27 April 2005 - 11:59 AM.
Posted 27 April 2005 - 12:45 PM
Read this.
http://www.globalsec...ussia/tos-1.htm
And here are fotos.
http://armor.kiev.ua...n/tos/index.php
Edited by Pendaelose, 27 April 2005 - 12:59 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 27 April 2005 - 01:09 PM
Posted 27 April 2005 - 01:20 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.
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