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n0th1nG sp3c1aL Mod


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#61 Mig Eater

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Posted 22 October 2007 - 12:54 PM

I got the impression he was talking about the voxel >.> the page where you could d/l it is down anyway so I’d thought I’d better post it if he does want to use it.


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#62 EcclairLS

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Posted 24 October 2007 - 05:52 AM

what the??!!.. its GOOD....
any chance of an allied version of it?? or do i have to recolor the whole thing...

...this question is to the TFD users... the RA2 and YR cannot play online
cause it said the shared internet components is not installed??...

EDIT :: Oh.. Darn forget how to make hva.. T_T :)
EDIT2 :: which 3d maker is good for making vxl??
EDIT3 :: gonna pause the mod until i have fully transfered the mod files to the other comp...
EDIT4 :: an eye candy of the Main Loading Screen.. still not finished.. its for Laser Warfare just black for the background...

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Edited by n0th1nG sp3c1aL, 24 October 2007 - 11:51 AM.

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#63 partyzanPaulZy

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Posted 24 October 2007 - 01:53 PM

Look at
YR Argentina site. :shiftee:

Edited by partyzanPaulZy, 24 October 2007 - 01:53 PM.

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#64 imarafan

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Posted 26 October 2007 - 01:01 PM

HOLAS: ™

what the??!!.. its GOOD....
any chance of an allied version of it?? or do i have to recolor the whole thing...


recolor?..... there is an recolor feature in the banshee editor.... it takes just 2 clicks :)
i are a cat full of HOLAS..... delivering HOLAS to the world o.o

#65 Mig Eater

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Posted 26 October 2007 - 02:03 PM

The fact that it's already in allied colours means you don't even need to do that!


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#66 EcclairLS

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Posted 28 October 2007 - 01:13 PM

:rolleyes: sory.. cause i didnt try it until now.

i have coding troubles... take a look at the pics
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heres the code.. this is a weird case for me.. the other buildings i code worked fine.. but this is something ......

[YAREFN2]
Remapable=yes
Cameo=YGRIREFNICON
Foundation=4x3
Height=5
ZShapePointMove=30,15 ; SJM is fixing zshape/zshapelocky problems, changed from 24,-48
Buildup=YAREFN2MK ; ygrirefnmk
DemandLoadBuildup=true
FreeBuildup=true
BibShape=YAREFN2BB
QueueingCell=4,1 ;gs A harvester will aim for this cell if it wasn't allowed to reserve the docking cell and therefore the refinery
NewTheater=yes
ActiveAnim=YAREFN2_A
ActiveAnimZAdjust=-5
OccupyHeight=4
CanHideThings=True
CanBeHidden=False
AddOccupy1=-1,0
AddOccupy2=-1,-1
RemoveOccupy1=3,1
DamageFireOffset0=-33,31
DamageFireOffset1=-3,48
CanBeHidden=False
CanHideThings=true
RemoveOccupy1=0,-2 ;I don't know the exact settings for these.
DamageFireOffset0=30,30

[YAREFN2_A]
Normalized=yes
Start=0
Rate=200
LoopStart=0
LoopEnd=12
LoopCount=1
Layer=ground
NewTheater=yes

[YAREFN2_AD]
Image=YAREFN2_A
Normalized=yes
Start=13
Rate=200
LoopStart=13
LoopEnd=24
LoopCount=1
Layer=ground
NewTheater=yes

[YAREFN2BB]
Layer=ground
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#67 MCV

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Posted 28 October 2007 - 01:31 PM

I think YAREFN2_BB should have Bib=yes on it, to ensure it is drawn beneath the miner.
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#68 EcclairLS

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Posted 28 October 2007 - 01:41 PM

anymore errors before i try it ingame??
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#69 L0N3 W0LF

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Posted 28 October 2007 - 05:28 PM

The Problem is: the active anim doesn't show up in the third pic... and my solution is change the code

from this
[YAREFN2_A] 
Normalized=yes 
Start=0 
Rate=200
LoopStart=0 
LoopEnd=12 
[b]LoopCount=1 [/b]
Layer=ground 
NewTheater=yes 

[YAREFN2_AD] 
Image=YAREFN2_A
Normalized=yes 
Start=13
Rate=200 
LoopStart=13 
LoopEnd=24 
[b]LoopCount=1 [/b]
Layer=ground 
NewTheater=yes

to this
[YAREFN2_A] 
Normalized=yes 
Start=0 
Rate=200
LoopStart=0 
LoopEnd=12 
[b]LoopCount=-1 [/b]
Layer=ground 
NewTheater=yes 

[YAREFN2_AD] 
Image=YAREFN2_A
Normalized=yes 
Start=13
Rate=200 
LoopStart=13 
LoopEnd=24 
[b]LoopCount=-1 [/b]
Layer=ground 
NewTheater=yes

the problem was that the loop was set to 1..which makes the anim animate only once... setting it to -1 makes it animate forever.. atleast until the building is destroyed... hehe

What Do You Do When Your Crush Diches You?.. I Punched a Brick Wall With My Fist... Cracked The Wall... Also... I Cracked My Fist..
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#70 EcclairLS

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Posted 29 October 2007 - 01:17 PM

aw... forgot to change the loop...
thanks for that...

parasite cameo??...
i know i saw this before but i forgot the site..??
anybody know where it is??

EDIT :: anyone know where can i find some laser sounds??.. and dont mind mention the real combat audio and ive downloaded it..
EDIT :: anyone know who the creator of eagle red.. and his email??

Edited by n0th1nG sp3c1aL, 30 October 2007 - 07:41 AM.

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#71 EcclairLS

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Posted 31 October 2007 - 07:18 AM

just gonna repost the unanswered question..

:: how to put the aftershock damage to the nuke superweapon???? i have the shake screen effect...

can i remove some countries in each sides to 2??...
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#72 SSTG

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Posted 31 October 2007 - 07:47 AM

Theres a tag for its SW weapon its got the tags there

ShakeXlo=10
ShakeXhi=10
ShakeYlo=20
ShakeYhi=20

thisis what I've got for my Nuke though I just went to dezire to learn this
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#73 EcclairLS

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Posted 31 October 2007 - 11:58 AM

not that.. i mean the shockwave damage after the impact...
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#74 Mig Eater

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Posted 31 October 2007 - 02:43 PM

Add this to the Nuke Warhead:
CausesDelayKill=yes
DelayKillFrames=
DelayKillAtMax=

& then this to every building in the game:
EligibleForDelayKill=yes


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#75 imarafan

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Posted 31 October 2007 - 03:28 PM

HOLAS: ™

that would be usefull for me too

THANKS!

Edited by imarafan, 31 October 2007 - 03:29 PM.

i are a cat full of HOLAS..... delivering HOLAS to the world o.o

#76 EcclairLS

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Posted 04 November 2007 - 05:23 AM

OMG... it pawnz... :p thx
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#77 SSTG

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Posted 04 November 2007 - 07:09 AM

Does those tags actually damage nearby buildings from the shockwave when the nuke hits?
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#78 OmegaBolt

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Posted 04 November 2007 - 12:05 PM

It just means they don't all die at once, like when one Oil Derrick blows up it would normall kill the other Derricks near it instantly but with this the first will go up, then the second and so on.

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#79 EcclairLS

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Posted 07 November 2007 - 11:56 AM

sorry for the 4 days no posting time.. went to vacation house...

now for the question...
i have problem in some explosions.... take a look..
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when the oil derrick explode.. that bridge section appeared... and does so to some civilian buildings..
how can i fix that..

another one...
whats the bad thing can happen when the ai has two conyards??..
and how can i stop ai base walking??
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#80 partyzanPaulZy

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Posted 07 November 2007 - 05:06 PM

2 AI conyards evoke (only) AI putting 2 buildings instead of 1. Well, I have this bug in my mod, but it's good to create AI hard to defeat=> more fun. ^_^ ;) Plus 4 clones of WF it gets interesting results. AI sent 40 Kirovs on me after 20 minutes of gameplay. And it had 3 conyards.
BTW, have you ever seen CnC Retarded (CnC3 mod). :D

Edited by partyzanPaulZy, 07 November 2007 - 05:06 PM.

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"Soviet Union was a superpower and each superpower needs at least 1 war at 5 years to keep army in a good condition." ... my grandpa. USA create wars more frequently.




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