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Anubisnl7's - mod Questions and problems thread


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#21 SSTG

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Posted 07 December 2007 - 10:19 AM

Oh theres your problem try putting Cleg sequence to the art ini instead of the guardian GI one

just look up the chrono legionare art entry and copy paste the sequence to the phoenix one
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#22 Anubisnl7

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Posted 07 December 2007 - 10:36 AM

ok ok I will try that when i am at home

#23 Anubisnl7

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Posted 07 December 2007 - 01:22 PM

mannn that pheonix guy is still very bricklike, i have copied the art from the cleg to him (kept its name)
and did the same with its locomotor, that one from the cleg.. but it wont work

But my rad tank is working fine ^^

Edited by Anubisnl7, 07 December 2007 - 01:22 PM.


#24 Anubisnl7

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Posted 07 December 2007 - 10:15 PM

well here are the rad tank and that pheonix trooper..

the rad tank works fine, it is also effectife vs tanks en lightly vs buildings..

and the flame trooper, well it is little to powerfull but that one is not done yet :)

ow and destroying a base with only rad tanks.. i think that i was 20min busy destroying it.. that effective vs buidlings ^^

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Edited by Anubisnl7, 07 December 2007 - 10:20 PM.


#25 the50

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Posted 07 December 2007 - 11:53 PM

this is the code of it


[pheonix]
UIName=pheonix
Name=pheonix
Category=Soldier
Primary=FlameThrower
OpenTransportWeapon=1;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress
Occupier=no;yes ; I can Occupy UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
Strength=100
Pip=white
Armor=none
TechLevel=2
Sight=6
Speed=3
Owner=Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
Cost=400
Soylent=150
Points=10
IsSelectableCombatant=yes
VoiceSelect=GuardianGISelect
VoiceMove=GuardianGIMove
VoiceAttack=GuardianGIAttackCommand
VoiceFeedback=GuardianGIFear
VoiceSpecialAttack=GuardianGIMove
DieSound=GuardianGIDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
ImmuneToPsionics=no
Bombable=yes
Deployer=yes
DeployFire=yes
; DeployTime=.022 ; PCG; Unused for now. Was maybe going to make its way in if we did
; a more explicit state machine for deploying b/c of autodeploy.
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
ElitePrimary=FlameThrowerE
IFVMode=2
PixelSelectionBracketDelta=-6;gs higher number draws lower. Pixel difference from normal for selection bracket


art.ini


[PHEONIX] ; Pheonix Trooper
Cameo=PHEOICON
AltCameo=PHEOUICO
Sequence=GuardianGISequence
;ClegSequence
Crawls=yes
Remapable=yes
FireUp=2
PrimaryFireFLH=100,-25,135


and i had this cinda problem before but then i also can't fix it -_-




Try removing the cleg sequence and use a different sequence

[PHEONIX] ; Pheonix Trooper
Cameo=PHEOICON
AltCameo=PHEOUICO
Sequence=GuardianGISequence
;ClegSequence ------------------------------Remove this one and see what happens
Crawls=yes
Remapable=yes
FireUp=2
PrimaryFireFLH=100,-25,135


Ill keep trying to find the problem but idk LOL

#26 SSTG

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Posted 08 December 2007 - 12:01 AM

I'm gonna have alook at that too cause I planed to use the shp for a different use

as for the RAD tank its possible to make a better beam make it look much heaver like my one

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its using a particle system came out very nice
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#27 SSTG

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Posted 08 December 2007 - 02:58 AM

The50 worked out your problem so it works fine he'll post up the code
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#28 the50

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Posted 08 December 2007 - 03:05 AM

I am hmmmm kk lol

Rulesmd INi

[PHEONIX]
UIName=PHEONIX
Name=PHEONIX
Category=Soldier
Image-PHEONIX
Primary=PUT YOUR WEAPON HERE
OpenTransportWeapon=1;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress
Occupier=no;yes ; I can Occupy UC buildings
Prerequisite=NAHAND
CrushSound=InfantrySquish
Strength=100
Pip=white
Armor=none
TechLevel=2
Sight=6
Speed=3
Owner=Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
Cost=400
Soylent=150
Points=10
IsSelectableCombatant=yes
VoiceSelect=GuardianGISelect
VoiceMove=GuardianGIMove
VoiceAttack=GuardianGIAttackCommand
VoiceFeedback=GuardianGIFear
VoiceSpecialAttack=GuardianGIMove
DieSound=GuardianGIDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10 ; This value MUST be 0 for all building addons
ImmuneToVeins=yes
ImmuneToPsionics=no
Bombable=yes
Deployer=yes
DeployFire=yes
; DeployTime=.022 ; PCG; Unused for now. Was maybe going to make its way in if we did
; a more explicit state machine for deploying b/c of autodeploy.
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
ElitePrimary=SELECT YOUR WEAPON HERE !!!!
IFVMode=2
PixelSelectionBracketDelta=-6;gs higher number draws lower. Pixel difference from normal for selection bracket


Artmd ini


[PHEONIX] ; Pheonix Trooper
Cameo=PHEOICON
AltCameo=PHEOUICO
Sequence=ClegSequence
Crawls=yes
Remapable=yes
FireUp=2
PrimaryFireFLH=100,-25,135

yaya :p :)

lol
Tested it and works fine as well as SSTG tested also

Edited by the50, 08 December 2007 - 03:57 AM.


#29 Anubisnl7

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Posted 08 December 2007 - 01:20 PM

HOW THE FUCK DID YOU GET THAT BEAM !!!!!!!!?


niiiiicccceeeee ^^

ow and i wil try the flame trooper when i am home

#30 SSTG

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Posted 08 December 2007 - 01:28 PM

Learned how to add animations and then found a railgun tutorial on project perfect mod forums

http://ppmsite.com/f...opic.php?t=4825 (railgun tutorial)

its kinda advanced though to learn correctly (well for me took me awhile to learn how to do it right)

Just find the SHP animation you want and add the art entry in artmd and then put the entry in the animation list in the rulesmd ini

and also add it to your railgun system

Though theres still I bug it causes anything in the way of the beam friendly or otherwise to take damage and sometimes the unit firing takes damage I think might of been something else though I think theres ways around that

Edited by SSTG, 08 December 2007 - 01:35 PM.

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#31 Anubisnl7

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Posted 08 December 2007 - 04:36 PM

OOOOWWWW MAN THE F***ING FLAME TROOPER WORKS ^^³


WOOT THANKS :p :) :)

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#32 Anubisnl7

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Posted 08 December 2007 - 07:09 PM

hola other question.. ya i am full of them :p

i have a prob with choppers, when i give them weapons, and the fire them they look at the other direction.. is there a way to undo that?

so that they will look at the direction that i point them...

Edited by Anubisnl7, 08 December 2007 - 07:10 PM.


#33 OmegaBolt

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Posted 08 December 2007 - 08:58 PM

No, jumpjet units need to OmniFire otherwise they won't fire at the target unless EXACTLY facing it, and they won't turn to it automatically either.

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#34 Anubisnl7

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Posted 10 December 2007 - 08:54 AM

oke oke, i have a BIG question..

i like found this BIG battleship ^^ with 3 turret's on it but, i realy don't know how to make a weapon for it...

that atleast the 2 front turrets will shoot.. and i don't know where I fond that ship, it was on revora i gues.. with a lot others voxels

but can someone please help me with that weapon and settings for the weapon?

#35 TX1138

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Posted 10 December 2007 - 09:32 AM

No unit can have more then 1 working turret.
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#36 some_weirdGuy

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Posted 10 December 2007 - 09:40 AM

if its really big, maybe have a grand cannon type weapon?

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#37 the50

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Posted 10 December 2007 - 11:59 PM

yup the extra cannons are there just for art lol

#38 Anubisnl7

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Posted 18 February 2008 - 01:57 PM

hey, back again.

how are you guy's?
I'm fine :lol:


but to the point, in ra2, there is a light tank, and in yuri there is the lasher tank.. where can I find that light tank?

and i need a tip for the weapon of a laser trooper, (prism trooper but difrent :p)

#39 EcclairLS

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Posted 18 February 2008 - 02:04 PM

if the RA2 one... its in the ra2.mix.. find it.. XD
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#40 genobreaker

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Posted 18 February 2008 - 03:55 PM

lol... still use lasers... thinner and 2 chained laser shot will do...
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