i see... well, i decide than to just have limited ammo for rockets.
And add following lines
PipScale=Ammo
PipWrap=8
Ammo=8
InitialAmmo=8
Reload=150
EmptyReload=300
That's was for rockets, but ammo also consume minigun. So after 8 infantry kills i can't use rockets, and must also long wait for another shot with mingun.
/facepalm
What did i do wrong? How can i make only rockets use ammo?
So much trouble with that heli.
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kaa
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In Topic: Fire weapons independently
26 February 2012 - 03:10 PM
In Topic: Psychic Reveal
04 February 2012 - 12:14 PM
Last question - is there some tutorials for XCC mod creator? I can't create proper .xmlf file.
In Topic: Psychic Reveal
03 February 2012 - 12:11 PM
Well, rulesmd.ini is not overriden
I guess, i will just make my own MO launcher with my files?
Btw, one more question - is it possible to make spawned aircraft (from SW airstrike i make) to have unique icon on radar? Or something else so it can be easily spotted?
I guess, i will just make my own MO launcher with my files?
Btw, one more question - is it possible to make spawned aircraft (from SW airstrike i make) to have unique icon on radar? Or something else so it can be easily spotted?
In Topic: Psychic Reveal
02 February 2012 - 01:29 PM
Thanks again for reply, it's like you alone alive out hereAirstrike? Copy Boris's weapon, or grab NPatch/Ares and play with it's SpyPlane SWs.
Everything works, but... how to fix this "missing:name" strings?
I take it I should make changes in ra2md.csf, but the problem is that MO launcher rewrite it with her own file.
If i set read-only flag, mod will not activate.
What should i do? Can I somehow force mod launcher to use my file?
In Topic: Psychic Reveal
30 January 2012 - 03:37 PM
Okay, thanks for the answer.
What about an airstrike then? How to make it?
I see one in Generals mod.
What about an airstrike then? How to make it?
I see one in Generals mod.
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