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SSTG's mod Questions and problems thread


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#161 SSTG

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Posted 22 July 2007 - 09:45 AM

Just wondering if anyone got the droppod SW working cause everytime I try to activate mine I get an IE and the only thing I can think of thats wrong is that mention of adding the smokey animation on though I've already got that in

EDIT NVM i'm an idiot forgot to name the custom action

Edited by SSTG, 22 July 2007 - 10:02 AM.

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#162 SSTG

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Posted 30 July 2007 - 01:29 PM

Is there a explaination for the particle system tags some where? and I don't mean the ones that give things like smoke after a shot I mean giving lasers more interesting effects I'm trying to make a Heavy RAD beam and more heavy laser blast

Edited by SSTG, 30 July 2007 - 01:47 PM.

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#163 OmegaBolt

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Posted 30 July 2007 - 02:31 PM

Get Deezire's manuals of epic proportions.

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#164 SSTG

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Posted 23 August 2007 - 03:26 PM

Ok I've worked out some ideas but need to see if they're possible to start with

this maybe workable but can a shell projectile type weapon fire a prism shrapnel blast? trying to change my abrams tank to something diffrent to MOs
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#165 Nighthawk

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Posted 24 August 2007 - 11:16 PM

It should be possible. Try giving the 120mm weapon the CometFragment shrapnel weapon and see if it works. You don't need to add it to a dummy unit since it's already listed on XCOMET.
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#166 SSTG

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Posted 26 August 2007 - 10:21 AM

I'm just wondering how I go about having my mod hosted here not just now though when my first beta is ready to be tested once I do a few changes to make before I release it just want to have a place to put the foundations in like storyline and fans suggestions etc

EDIT

also I'm probably gonna have to make this my self but wondering if theres a place I can get the turret changes to the chrono prison turret ya know that little ball that appears after it shoots a unit

Edited by SSTG, 26 August 2007 - 12:00 PM.

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#167 Medusa

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Posted 26 August 2007 - 02:15 PM

Chrono prison uses the same turret changing logic as the prism tank, so make duplicates to the turret and rename them to yourtanktur? (? is the index of the turret).
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#168 SSTG

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Posted 26 August 2007 - 02:30 PM

I was meaning the voxels not the code just was checking if they were anywhere to see if I could save some time though I think I'll just have to trim the one off the YRARG voxel

Edited by SSTG, 26 August 2007 - 02:32 PM.

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#169 Medusa

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Posted 26 August 2007 - 03:07 PM

I don't know about that... :good:
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#170 SSTG

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Posted 27 August 2007 - 06:38 AM

Well I'm not so sure on this cause I have yet to see if anyone has created it a cluster shell weapon for artillery or something just keep getting an IE just when its about the seperate into the clusters


Its probably something I missed but

; Giraffe gun
[GIRGun]
Damage=150
ROF=100
Range=20
MinimumRange=2
Projectile=ClustershellP
Speed=100
Warhead=HowitzerWH
Report=GrandCannonAttack
Anim=GCMUZZLE
Bright=yes


[ClustershellP] ;this is transition between unit rocket and little missiles
Image=120MM
Arcing=true
SubjectToCliffs=no
SubjectToElevation=yes
SubjectToWalls=no
Cluster=9
Airburst=yes
AirburstWeapon=ShellCluster

[ShellCluster]
Damage=80
ROF=80
Projectile=ClusterBitshell
Range=6
Speed=20
Warhead=V3HE

[ClusterBitshell]
Arm=2
High=yes
Shadow=no
Proximity=yes
Ranged=yes
Image=120mm
FirersPalette=yes
ROT=8


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#171 Apollo

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Posted 27 August 2007 - 07:33 AM

I think you forgot to add the ShellCluster weapon to an existing unit like cluster/shrapnel logic demands.
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#172 SSTG

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Posted 27 August 2007 - 07:44 AM

so making a dummy unit would cure this?

EDIT

yep it did thanks just need to adjust it so it blows up above the target

Edited by SSTG, 27 August 2007 - 08:30 AM.

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#173 SSTG

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Posted 28 August 2007 - 09:51 AM

Anyone recommend a decent game recording program? trying to find one but ethier it doesn't work or it lags alot
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#174 Gamemate

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Posted 28 August 2007 - 10:07 AM

Camtasia, tested most other programs but they do not work as well as this.
If people were more constructive with their comments, then this place would be more enjoyable
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#175 SSTG

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Posted 29 August 2007 - 02:40 AM

anyone know how to fix that big with the jets landing then taking off and circling and landing again they're fine when they're build but when they fly out for a strike and come back they keep doing that bug
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#176 SSTG

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Posted 04 September 2007 - 10:14 AM

If I wanted to resize my infantry to more accurate size I would have to use SHP builder right?
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#177 Apollo

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Posted 04 September 2007 - 11:42 AM

SHP builder or xcc mixer, do as you prefer.

as for landing bug, that does suggest 1 or more landing coordinates need adjusting.
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The only written law in a C&C game I ever saw is please Mr.Developer make it fun and give me a lot of **** to explode, o and don't you ever get another soul to play Kane but Joe Kucan. Aside from those two rules, all bets are off =) hehe
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#178 SSTG

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Posted 09 September 2007 - 02:59 AM

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Well theres some units from the 3rd side though I'm gonna probably replace some of them better versions like that spider mammoth will be a voxel mech in the future though I like how the nightmares and medusas E1 soldier look and may keep them
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#179 partyzanPaulZy

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Posted 09 September 2007 - 09:41 AM

I see one infantry, I was working on :p
Dangerous new hypermodern side :) , that it would be GDI ? ;)
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#180 SSTG

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Posted 09 September 2007 - 10:46 AM

yea in some ways its like a evilish world domination plotting GDI like force

Just one quick question my tower weapon I was planning I wanted to know if a can do a splash damage shot like the sharpnel blast though when the laser is fired and the blast shots out debris around I'm guessing this could be done with a dummy weapon but just checking

Edited by SSTG, 09 September 2007 - 02:10 PM.

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