the particle cannon is fireing from the foot bones, you need to change the weapon ini or unit ini(not sure) to make the weapon fire from the arm bones, correct me if i'm wrong pendaelose or viatorWell ill make one tonight... Good work tanks again ! I have one problem with the weapon that i will insert in the fafnir... I tried to put two particle cannons in the tank hunter mech (pendaelose's version [remix3]) and the problem that was occured was the following : When the mech fires it launches only one beam and the worst is that is launched from the foot of the mech take one pic of the problem in action :sorry, typo mistake
yes, please make one from the top
Can you solve it ? I want to arm the fafnir when its ready with twin particle that will be launched from the big cannons next to his head and twin lasers from its hands ?
Contra Remix 2 Released
#181
Posted 01 July 2005 - 08:38 PM
"The great questions of the day will not be decided by speeches and resolutions but by blood and iron" Otto Von Bismarck
#182
Posted 02 July 2005 - 08:38 AM
Ok thanks can you find me the .ini file that needs to fix that problem ?the particle cannon is fireing from the foot bones, you need to change the weapon ini or unit ini(not sure) to make the weapon fire from the arm bones, correct me if i'm wrong pendaelose or viator
Now the screens that you asked :
top (it was captured by the time i was bombard to the stone age !!!)
Edited by M.E.C.H., 02 July 2005 - 08:56 AM.
Mod Progress:
Models:----------------------------------------
INI___:----------------------------------------
Link : http://forums.revora...p?showforum=859
#184
Posted 02 July 2005 - 03:38 PM
I've had similare problems with the beam weapons. the beam wants to connect to a scpecific bone. It doesn't just run off of weapon launchbone like most things. I think the solution is in the beam's code, not the weapon or the unit.i would say that this is 'unit ini' problem..
MECH, can you show us code you have edited?
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.
#185
Posted 02 July 2005 - 05:24 PM
I just cant find where is the folder that includes the beam.... the beams name is "PenetratorParticleCannonWeapon" ! i have done those things :I've had similare problems with the beam weapons. the beam wants to connect to a scpecific bone. It doesn't just run off of weapon launchbone like most things. I think the solution is in the beam's code, not the weapon or the unit.i would say that this is 'unit ini' problem..
MECH, can you show us code you have edited?
first ive took the tank hunter and name it smasher just for fun and the i start the moding i made those changes in the cybernetic gen folder (with red) :
; ***DESIGN parameters ***
DisplayName = OBJECT:SmasherRobot
Side = AmericaCyberneticGeneral
EditorSorting = VEHICLE
TransportSlotCount = 3
WeaponSet
Conditions = None
Weapon = PRIMARY PenetratorParticleCannonWeapon
Weapon = SECONDARY PenetratorParticleCannonWeapon
Weapon = TERTIARY AvengerRocketWeapon
PreferredAgainst = TERTIARY AIRCRAFT
End
ArmorSet
Conditions = None
Armor = RoboticTankArmor
DamageFX = TankDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = RoboticTankArmorCybrUpgraded
DamageFX = SmallTankDamageFX
End
Behavior = ArmorUpgrade ModuleTag_Armor02
TriggeredBy = Upgrade_AmericaTransmitionCodes
End
BuildCost = 5000
BuildTime = 20
VisionRange = 200
ShroudClearingRange = 300
Prerequisites
Object = Cybr_AmericaWarFactory
Object = Cybr_AmericaStrategyCenter
Object = Cybr_AmericaTomahawkStorm
End
Body = ActiveBody ModuleTag_02
MaxHealth = 1600
InitialHealth = 1600
SubdualDamageCap = 1000
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
............................................
Those are the changes ! And the mech still has the problem !!!
Viator, why did you post the picture with the "bidon" mech ?
Oh i captured the picture you asked (it was captured by the time i was bombard back to the stone age !!!)
Top :
jpeg2.rar 31.37KB 81 downloads
Creator can you help us with the beam problem ? pls give some help !!!
Edited by M.E.C.H., 02 July 2005 - 05:26 PM.
Mod Progress:
Models:----------------------------------------
INI___:----------------------------------------
Link : http://forums.revora...p?showforum=859
#186
Posted 02 July 2005 - 05:39 PM
well, i found this when searching for some pictures of fafnir, and posted because this 'bidon' mech looks very funnyViator, why did you post the picture with the "bidon" mech ?
Edited by viator, 02 July 2005 - 05:51 PM.
#187
Posted 02 July 2005 - 06:08 PM
pls give some help !!!
look up PenetratorParticleCannonWeapon in the weapon.ini thers a reference to the beam itself there. you need to copy the PenetratorParticleCannonWeapon to a new weapon and rename the beam (not the weapon, but the fx for the beam)
now go to the code for the actual beam and copy it to the new name, edit the line that tells where to join the beam to the parrent model. the attactch bone needs to be the same as the weapon launchbone you want to fire it from
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.
#188
Posted 03 July 2005 - 07:40 AM
Does Remix compatible wtih ZH 1.04 ?
#189
Posted 03 July 2005 - 02:43 PM
Maybe this has been asked before, but I'm a bit lazy to read everything, sorry.
Does Remix compatible wtih ZH 1.04 ?
yes it is, thats how I play it.
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.
#190
Posted 03 July 2005 - 10:59 PM
It is really strong, and should be used as a upgrade to the existing mines. To my tests, i replaced the mines.
To use, replace all instances of ChinaStandardMine with DemoStructureSuperMine in the respective general ini file, and drop this one in Data\INI\Object
I tried to make it self-contained.
Together with it is an object called DemoMineDeployerWarhead that i used with his scudstorm missiles and my previous mirv upgrade, so after the storm, the entire enemy base is mined
Attached Files
#191
Posted 04 July 2005 - 12:26 AM
Here is it, as promised. The new demo mine system.
cool, will look into best way to use it.
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.
#192
Posted 04 July 2005 - 05:13 PM
Mod Progress:
Models:----------------------------------------
INI___:----------------------------------------
Link : http://forums.revora...p?showforum=859
#193
Posted 04 July 2005 - 06:52 PM
for a second beam weapon I would make it just like the first, but just asign it the oposite hand/weapon. Thats How I did the Cannons on the TankhunterDroid, the bones were set up for two seperate weapons... so thats the way I had to set it. the second beam will need its own weapon and everything else, even if it looks the same and acts the same.Found it ! It was in the weapon.ini.. i made a new weapon named "gauss" and then mod it it is fired from the hand but in the fafnir that viator is making, I want to have twin particle cannons... What can i do ??? i tried puting a second gauss but the first is fired by the hand and the second from the foot ! i tried some differend bones for the second beam like : turretfx02, Laserbone01,Laserbone02.. but nothing.. Oh i forgot the first beam is fired by this bone : Turretfx01 !!! Viator whats up with the mech are we having any progress in the model ? If yes post some screenies ! Thanks !!!
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.
#194
Posted 04 July 2005 - 10:42 PM
progress is rather slow, cause i don't have too much time,Viator whats up with the mech are we having any progress in the model ? If yes post some screenies ! Thanks !!!
i will try to finish it tonight
#195
Posted 05 July 2005 - 06:13 AM
Its SO F***ING BEUTYFULL !!!Its NOT a good work,ITS A PERFECT WORK!!!Well done you must have a lot of talent and i gues that you can help a lot at the whole Contraprogress is rather slow, cause i don't have too much time,Viator whats up with the mech are we having any progress in the model ? If yes post some screenies ! Thanks !!!
i will try to finish it tonight
#196
Posted 05 July 2005 - 10:34 AM
Wow its AWESOME !!! Im sure it will be the most beautifull unit in the whole generals ! Thanks alot !!! Something else, the jagdpanther is ready ? I mean is it reay for download ?progress is rather slow, cause i don't have too much time,
i will try to finish it tonight
Mod Progress:
Models:----------------------------------------
INI___:----------------------------------------
Link : http://forums.revora...p?showforum=859
#197 Guest_Guest_*
Posted 05 July 2005 - 06:24 PM
#198
Posted 05 July 2005 - 06:29 PM
can somebody help me i got the TestContra2.45 but the ki is dead and grey there is sometimes just wirtten deafated near the comp or he just dont build anything
make sure you have the files installed in the correct places.
the contra.big file goes in your /data folder
the generals.csf goes in the English folder
the SkermishScripts.scb goes in the scripts folder.
also, the AI has only been set up to play on hard. ths will change by the next release. the 2.45 is a pre-release copy for testing
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.
#199 Guest_Guest_*
Posted 05 July 2005 - 06:56 PM
#200
Posted 05 July 2005 - 07:25 PM
du you mean the Command and Conquer Generals Zero Hour Data/ or the zerohour/data/directory
/zerohour/data all the other folders are under that one also
make sure you have no other mods loaded
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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