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Crafty Coding of Mods


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#41 Mithril

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Posted 20 March 2004 - 08:30 PM

Ah, in that case, it might be possible that your modelname is too long - try renaming it to something like "a" or so, and retry it then.
Command & Conquer: Red Alert - ReGeneration

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#42 Detail

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Posted 20 March 2004 - 08:47 PM

Rar! :)

although, i have to ask hurryluck to add a muzzel to it -_-

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#43 Mithril

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Posted 20 March 2004 - 09:35 PM

Not bad, at least that is solved then!
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#44 Mastermind

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Posted 20 March 2004 - 09:56 PM

Looks good. Seems a bit dark, but that's probably the map.
:)
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Well, when it comes to writing an expository essay about counter-insurgent tactics, I'm of the old school. First you tell them how you're going to kill them. Then you kill them. Then you tell them how you just killed them.

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#45 Detail

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Posted 20 March 2004 - 10:19 PM

Both pictures were taken without moving the camera. The picture on the left has deep a cloud over it. The one of the right has light cloud over it.

#46 Detail

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Posted 20 March 2004 - 11:34 PM

Is it possable to make "GUI:Rank1Required" ("RANK REQUIRED - 1 Star General") team specific?

I'd like the word "Cogs:" for the Stars team and the word "Elements:" for the Inc.

#47 BlckWyerve

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Posted 21 March 2004 - 12:40 AM

I would think so, just as long as you changed if in all the other INIs it's mentioned.

#48 Mastermind

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Posted 21 March 2004 - 12:59 AM

I don't think you can. the GUI Lines are in the CSF files, and in Generals you can't have different WND files for different sides.
:)
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Well, when it comes to writing an expository essay about counter-insurgent tactics, I'm of the old school. First you tell them how you're going to kill them. Then you kill them. Then you tell them how you just killed them.

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#49 Mastermind

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Posted 21 March 2004 - 01:42 AM

Those are different, at least I think they are. Those are set in playertemplate.ini. You can check to see if it works with Reg Gen, but I don't think so. I can check when I get the chance this weekend.
:)
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Well, when it comes to writing an expository essay about counter-insurgent tactics, I'm of the old school. First you tell them how you're going to kill them. Then you kill them. Then you tell them how you just killed them.

Too cute! | Server Status: If you can read this, it's up |

#50 Guest_ImmoMan_*

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Posted 21 March 2004 - 10:23 AM

About that previous problem:

So is there a limit to the name of the model? And what is the limit?

#51 Mithril

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Posted 21 March 2004 - 10:32 AM

The limit is probably at or below 13 characters...

And yes, there is certainly a limit, I experienced that in my earlier modding days.

Dunno about that other problem - that is mastermind's area I think
Command & Conquer: Red Alert - ReGeneration

"Not the faintest clue =\"

-ComradeJ

#52 Detail

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Posted 21 March 2004 - 02:58 PM

More questions:

- How do i change the "$" sigh?
- How do i give the command center a Particle Cannon which fires?
- How do i change the price of the the battle and scout drones? (normal way dont work)

Is it possable to have upgrades or weapons require sciences before being used?

Some information on the diffrence between a weapon set change and a war head change would be very useful (2 weapon upgrades instead of 1 per unit).

#53 Mastermind

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Posted 21 March 2004 - 06:34 PM

More questions:

- How do i change the "$" sigh?

Check in the CSF files, that's probably where it's defined.

- How do i give the command center a Particle Cannon which fires?

You need to give it the special power module from the particle cannon.

- How do i change the price of the the battle and scout drones? (normal way dont work)

That price is the cost of the upgrade that is in upgrade.ini

Is it possable to have upgrades or weapons require sciences before being used?

Upgrades, no, weapons, no

Some information on the diffrence between a weapon set change and a war head change would be very useful (2 weapon upgrades instead of 1 per unit).

A weaponset upgrade gives the unit a new weaponset, where the warhead upgrade changes the warhead on the weapon. Basically, one changes the weapons used by an object, the other changes how a single weapon behaves.
:)
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Well, when it comes to writing an expository essay about counter-insurgent tactics, I'm of the old school. First you tell them how you're going to kill them. Then you kill them. Then you tell them how you just killed them.

Too cute! | Server Status: If you can read this, it's up |

#54 Detail

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Posted 21 March 2004 - 07:59 PM

- How do i give the command center a Particle Cannon which fires?

You need to give it the special power module from the particle cannon.

You missed the "which fires" part.
I've already giving it the module and anything else i could find. It has the button, but it does not fire.

#55 Mithril

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Posted 21 March 2004 - 08:57 PM

Does the button use a SPECIAL_POWER command in commandbutton.ini?

Note that the commandcenter will possibly need a SpecialPowerCreate, SpecialAbility and ParticleUplinkCannonUpdate - look at the original particle cannon code.
Command & Conquer: Red Alert - ReGeneration

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-ComradeJ

#56 Mastermind

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Posted 21 March 2004 - 08:59 PM

Does it have the special power update module?
 Behavior = SpecialPowerCreate ModuleTag_16
   ;nothing
  End
  Behavior = SpecialAbility ModuleTag_11
    SpecialPowerTemplate = SuperweaponParticleUplinkCannon
    UpdateModuleStartsAttack = Yes
  End
  Behavior = ParticleUplinkCannonUpdate ModuleTag_12
    SpecialPowerTemplate            = SuperweaponParticleUplinkCannon

   ;The values trigger the various pre-stages before being ready to actually fire.
   ;The total combined value of these determines the first sign of activity in the 
   ;cannon.
    BeginChargeTime                 = 5000;The outer nodes begin to charge.
    RaiseAntennaTime                = 4667;The hatch opens and raises antenna (matches animation speed)
    ReadyDelayTime                  = 2000;The time after antenna is raised prior to being ready to fire.

   ;***NOTE -- these values effect gameplay*****
    TotalFiringTime                 = 10000    ;The total ground contact time of the beam

    DamagePerSecond                 = 400      ;Amount of damage inflicted per second
    TotalDamagePulses               = 40       ;The total number of damage pulses -- less means more damage per pulse, but less accurate
    WidthGrowTime                   = 2000     ;The amount of time it takes for the beam to reach full diameter (same value used for shrinking)
    BeamTravelTime                  = 2500     ;How long it takes for the beam to hit the ground after leaving the firing dish.
    DamageType                      = PARTICLE_BEAM;Type of damage inflicted.
    DamageRadiusScalar              = 3.4      ;Multiplies the radius (relative to beam diameter) so that things close to the beam can get hit too!
    RevealRange                     = 50.0     ;Grants gratuitous vision for the player launching the target as the beam cuts it's swath of death.
   ;********************************************

   ;Bone names for required elements
    OuterEffectBoneName             = FX         ;The base name for the outer node bones.
    OuterEffectNumBones             = 5          ;The number of outer nodes.
    ConnectorBoneName               = FXConnector;The name of the bone where the connector lasers meet.
    FireBoneName                    = FXMain     ;The name of the bone where the main beam is fired from.

   ;These are particle systems tied to the outer nodes in varying intensities.
    OuterNodesLightFlareParticleSystem    = ParticleUplinkCannon_OuterNodeLightFlare
    OuterNodesMediumFlareParticleSystem   = ParticleUplinkCannon_OuterNodeMediumFlare
    OuterNodesIntenseFlareParticleSystem  = ParticleUplinkCannon_OuterNodeIntenseFlare

   ;The connectors system connects each of the outer nodes to the central node that receives
   ;the lasers from outside.
    ConnectorMediumLaserName        = ParticleUplinkCannon_MediumConnectorLaser
    ConnectorIntenseLaserName       = ParticleUplinkCannon_IntenseConnectorLaser

   ;Currently commented out -- These
   ;ConnectorMediumFlare            = ParticleUplinkCannon_InnerConnectorMediumFlare
   ;ConnectorIntenseFlare           = ParticleUplinkCannon_InnerConnectorIntenseFlare

   ;This is the name of the bone on the building where the beam is fired from
    LaserBaseLightFlareParticleSystemName = ParticleUplinkCannon_LaserBaseReadyToFire
    ParticleBeamLaserName           = ParticleUplinkCannon_OrbitalLaser
    GroundHitFX                     = FX_ParticleUplinkCannon_BeamHitsGround    ;TotalScorchMarks determines how many times this gets called.

   ;The flare fxlist that is played over and over during the beam firing process. Be
   ;mindful of the delay because that effects both art and sound.
    BeamLaunchFX                   = FX_ParticleUplinkCannon_BeamLaunchIteration
    DelayBetweenLaunchFX           = 1000

   ;Each scorch mark creates an object in the world, so while making more looks better
   ;it becomes a performance issue. The scalar will calculate the size of the scorch
   ;mark to make based on the current size of the beam (which changes dynamically). The
   ;number also matches the number of times the "GroundHitFX" is called.
    TotalScorchMarks               = 20
    ScorchMarkScalar               = 2.4

   ;***NOTE -- these values effect gameplay***
   ;The swath of death is the path the laser tracers centered on the targeted position.
   ;If the amplitude is zero, the line will go straight, with a higher value, it'll do
   ;a sine wave iteration, but always goes through the target point.
    SwathOfDeathDistance           = 200.0
    SwathOfDeathAmplitude          = 50.0


    ManualDrivingSpeed             = 20
    ManualFastDrivingSpeed         = 40
    DoubleClickToFastDriveDelay    = 500

   ;***SOUNDS!****
    PoweringUpSoundLoop            = ParticleUplinkCannon_PowerupSoundLoop
    UnpackToIdleSoundLoop          = ParticleUplinkCannon_UnpackToIdleSoundLoop
    FiringToPackSoundLoop          = ParticleUplinkCannon_FiringToPackSoundLoop
    GroundAnnihilationSoundLoop    = ParticleUplinkCannon_GroundAnnihilationSoundLoop

   ;The trail left behind creates an object that inflicts extra damage for a short period of time.
    DamagePulseRemnantObjectName   = ParticleUplinkCannonTrailRemnant
  End
  Behavior = ProductionUpdate ModuleTag_15
   ; This is needed in order to get a public timer to work!
  End
This is out of ZH, so it may be slightly different, but this is what I see for the particle cannon.
:)
Posted Image

Well, when it comes to writing an expository essay about counter-insurgent tactics, I'm of the old school. First you tell them how you're going to kill them. Then you kill them. Then you tell them how you just killed them.

Too cute! | Server Status: If you can read this, it's up |

#57 Mithril

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Posted 21 March 2004 - 09:23 PM

Thats what I'm talking about, yes
Command & Conquer: Red Alert - ReGeneration

"Not the faintest clue =\"

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#58 Detail

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Posted 22 March 2004 - 12:05 AM

I have all that.

I think it may need the actual Particle Cannon building to work. Which would be lame.
Can anyone see how to get past this?

#59 Mithril

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Posted 22 March 2004 - 09:36 AM

You also have the same command button, and special power?


Hmm.. thats very strange.

There is no special kindof, is there?

Except FS_TECHNOLOGY possibly.
Command & Conquer: Red Alert - ReGeneration

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-ComradeJ

#60 Detail

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Posted 22 March 2004 - 02:16 PM

How do i incresse the range of battle drones? The poor Hive tank gets too close to the action and gets destroyed, so i'd like the drones to spread out more.




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