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Argh! Cant find a good Chrono Tank


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#1 blackheartstar

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Posted 07 March 2007 - 01:19 AM

Ive scouered every resuorce site attempting to find a nice looking Chrono Tank or even a tank I could mold into a Chrono Tank and came up short. Has anyone seen one?

#2 Medusa

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Posted 07 March 2007 - 01:28 AM

The chrono tank? You mean the one found in many mods? Here's what you do, use the XCC Mixer, goto the RA2 directory, extract local.mix from ra2.mix, then extract the files phal.vxl and phal.hva. This is the chrono phalanx tank. ;)
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#3 BobingAbout

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Posted 07 March 2007 - 10:43 AM

you want a tank that chronoshifts, or a tank that uses a chrono-erasing weapon?

Edited by BobingAbout, 07 March 2007 - 10:43 AM.

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#4 OmegaBolt

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Posted 07 March 2007 - 12:24 PM

Hes talking about the look for it, not the weapon. In anycase there arn't any good looking Chrono Tank vxls around.

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#5 BobingAbout

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Posted 07 March 2007 - 12:36 PM

i know he's talking about the look, but a chronoshifting tank looks completly different from a tank with a chronoerasing weapon, thats why i wanted to know.
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#6 blackheartstar

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Posted 07 March 2007 - 11:03 PM

Sorry I wasnt clearer. Im looking for the chrono shift (teleport) kind. I have a feeling Im out of luck on this one :p

#7 Rattuskid

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Posted 07 March 2007 - 11:26 PM

I you make this things tanks blue instead of green it could easily work...

http://ra2.savagewar...e...file&id=321

or maybe something a bit like this?

http://ra2.savagewar...e...file&id=215

You're right though, it's not an easy unit to find a voxel for.

Edited by Rattuskid, 07 March 2007 - 11:28 PM.

Being a total douche.

#8 BobingAbout

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Posted 08 March 2007 - 09:00 AM

an idea would be to make something out of the chrono miner. problem with chrono units is that they don't need tracks, or wheels, because apart from leaving the war factory, and turning if they have no turret, nor omni-fire weapon, they never move(which is why i tihnk chronoshifting tanks kinda suck, i once made the allied ore miner chronoshift everywhere, it was kinda stupid, especially with ore miners not having a frozen period after shifting.).

this also raises points about changing locomotors slightly. jumpjet infantry walk and fly, but units only fly, subteranian units move above ground for short distances, and below ground for long distances(and there still is no way to chance the underground movement speed, all you can change is above ground movement speed, and the speed they travel vertically(above ground to underground transition, and vica versa)). chronoshifting units always chronoshift, all units except ore miners experience a freeze period. would be nice if the freeze period could be optionally turned on or off per unit. would also be nice if you could optinally make them walk short distances.

an idea to fix most of these short distance driving problems would be for VK to add a tag "ShortDistanceWalking=yes/no" and "ShortDistanceDriving=yes/no" for walk/drive on units with these locomotors (fly(vehicles only) and chronoshift) if they are moving lets say less than 10 squares.

i've gone off topic again havn't i...

Edited by BobingAbout, 08 March 2007 - 09:09 AM.

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#9 blackheartstar

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Posted 08 March 2007 - 11:36 AM

Actualy I was going to tryout the moveing unit that deploys into and building that undeploys into a teleporter that cant fire a weapon that deploys into a building that undeploys back into the origenal moveing unit concept. Since Im going try completly removing the phase shift (that part right after moveing a great distance where they are paralyzed) part of the teteport, so it will be instant move. I think with havingto deploy it for instant move and deploy back will ballance out alright.

You are 100% right though tags added like that would be the best way about it :)

#10 Rawlo

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Posted 09 March 2007 - 07:35 AM

some major problems with that.

1. AI won't be able to use it properly
2. All veteran status is lost every time you change
3. you get a full health unit back every time you change
4. looks terrible unless you go to the trouble of making an anim for it.
5. you'll only be able to deploy it on flat ground.


oops my bad I missread and thought you ment the "deploy into a building that spawns a unit then dies" logic XD

Edited by Rawlo, 09 March 2007 - 07:36 AM.

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#11 BobingAbout

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Posted 09 March 2007 - 08:46 AM

points 1, 4 and 5 might still apply. after all, to change to a different unit upon deploy, it needs to use vehicle1-building1-vehicle2-building2-vehicle1 deploying.
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#12 Allied General

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Posted 09 March 2007 - 12:58 PM

the losing vetrancy issue also applies if its a proper building, however if it uses siege chopper deploy logic, then the veterancy is retained although u will need a dummy weapon when not deployed in order to deploy in the first place.
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#13 blackheartstar

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Posted 09 March 2007 - 10:17 PM

1) They will build and use them just not chrono shift them around.

2) I was unaware of this little bug. Solution= Trainable=no :(

4)After I find a voxel the animations and other related graphics will come very easy, very fast, and look as good as the voxel used.

5) but of course the Chrono Mechanism must be on a solid level surface to maintain stable chrono type results ;)

About useing seige chopper simpledeployer logic. If I recall right when in the deployed mode when you click else where it doesnt move on its own you have to manualy undeploy unlike deployed buildings that can undeploy. They undeploy and move automaticly as soon as you click anywhere with them selected. Unless there is a way to get around that? Ive never realy tried and will look into it tonight or tomarrow.

#14 Rattuskid

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Posted 09 March 2007 - 11:53 PM

this also raises points about changing locomotors slightly. jumpjet infantry walk and fly, but units only fly, subteranian units move above ground for short distances, and below ground for long distances(and there still is no way to chance the underground movement speed, all you can change is above ground movement speed, and the speed they travel vertically(above ground to underground transition, and vica versa))


TunnelSpeed= does nothing then?

Oh, and fun fact, you can actually bugger up sub terranean units into driving long distances, but they'll make little 'stops', or jolts at the maximum mover interval (like 7 cells or so) instead of driving in a straight path. You do this with certain weapons (especially ones of a longer range than the maximum above ground movement constant) and waypoints mode fiddling.
Being a total douche.

#15 Rawlo

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Posted 10 March 2007 - 02:30 PM

2) I was unaware of this little bug. Solution= Trainable=no :(

4)After I find a voxel the animations and other related graphics will come very easy, very fast, and look as good as the voxel used.


like I said, I miss-read, these 2 aren't an issue with the logic your actually planning to use, though obviously you'll need atleast one frame for the building
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#16 blackheartstar

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Posted 10 March 2007 - 07:50 PM

4)After I find a voxel the animations and other related graphics will come very easy, very fast, and look as good as the voxel used.

though obviously you'll need atleast one frame for the building


Oh I know this. I plan on ripping the image of the Chrono Tank voxel from a screen shot to use as a basefor building and build up .shp animations. Just like my MAD Tank method.

#17 BobingAbout

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Posted 12 March 2007 - 07:37 AM

TunnelSpeed= does nothing then?

this tag controls the transition speed from above ground, to underground, or, "Vertical movement" speed.
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