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Everything posted by Doctor Destiny
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High school makes you aware of more things than you'd ever need to know.
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Well all know about paradropping with a fake weapon. That's old news and we've perfected it too. We can drop infantry and tanks with no trouble at all.
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These don't have an entry. You have to make up your own. He's talking about the unused voxels. These: 1TNK - RA Light Tank 2TNK - RA Medium Tank 3TNK - RA Heavy Tank 4TNK - RA Mammoth Tank MRJ - RA Mobile Radar Jammer MNLY - RA Mine Layer FTNK - TD Flame Tank APC - TS Amphibious APC M113 - RA APC HIND - RA Hind HELI - RA Apache TRNSPORT - TS Orca Transport/Dropship SAPC - TS Subterannean APC ORCAB - TS Orca Bomber There's a few more but I can't remember them.
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Actually, that would be ForbiddenHouses=.
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Well now you know. Anything else you'd like to know?
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Sometimes you just have to say something over and over.
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If you try the C&C Guild you might have a better chance of getting some help. There's quite a few talented people there and many would lend you a hand. I CAN help, but not at this very moment. I'm a coder for all things and I'm also a cameo artist. Just try other places. You might find some help where you least expect it.
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Actually CPLANE already exists but is unused. It looks so much better than TRNSPORT which is the TS Carryall. Great for TS but HORRID for YR. Read other threads for adding a new unit.
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Just set IonStorms=yes. :|
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This ought to be very interesting. This might be the wrong place to ask for help though. You might try the C&C Guild, DeeZire, CGEN and Savage War. You'll have better luck there. http://www.cncguild.net/ http://www.deezire.net/ http://www.cannis.net/ http://www.savagewar.co.uk/ I'd help but I am super busy with my projects and I'm helping a lot of other people as well. If and when I'm not so busy, I can lend a hand with ALL INI coding, including the AI.
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Did anyone even read my post yet? :'(
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Air pickerupper? :| Whatever, it's your mod. Use CPLANE. It looks MUCH better. Yes, you can change the name if you have a CSF string editor. UIName=Name:CARY or whatever and fill in what you want.
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You could use the Paradrop plane or the unused CPLANE voxel. Both would look great for this. Transport looks crappy since it's a TS voxel.
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Ah carryall logic how we miss thee. Make an aircraft. It must be a pad type as none else will do it properly. After that just add the tag Carryall=yes to the plane and it will pick up units. Just make sure you remove AirportBound=yes.
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Emperor! Emperor! That game kicks ass!
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Most of the TD, RA and TS units till exist in the game files. It's all a matter of enabling them.
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It won't look at the originating file. It will only look at the name, the original has no real effect.
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1) No, you have to tell the game to give you the building. And you must also forbid the other houses from getting it too. 2) JP is residual from Tiberian Dawn. It's a joke by the programmers and it stands for Jurassic Park. Tiberian Dawn has a secret campaign that has dinosaurs.
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Yes, that's all you needed to do. No HVA editing/creating necessary.
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You have to tell me that as I will always assume RA2/YR unless stated otherwise. You have to be specific.
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Find the Chrono Miner body and first IFV turret. Extract the voxel and the hva and rename them. cmin.vxl -> ctnk.vxl fvtur.vxl -> ctnktur.vxl cmin.hva -> ctnk.hva fvtur.hva -> ctnktur.hva All you need to do is some renaming while you extract with the XCC Mixer.
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You need an art entry linking the Barricades to your rules entry.
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Oh boy, yet another great feature unattainable with TibEd. Two FULLY INDEPENDANT nuke attacks superweapons is VERY possible and it HAS been done before. The trick is getting the second nuke independant using residual Red Alert tags. There is an unused Action for a second called Nuke_0. This links to the AtomDamage= tag in the [CombatDamage] section. You're not done yet. There's a still a lot more left to go. The next step is coding the structure. This can be very tricky and rather annoying if you're new. Make your structure as normal, cloning the Soviet Nuclear Silo is a pretty good idea here and if you have Yuri's Revenge, you can use Yuri's Rocket Pad as a makeshift silo. Attach your superweapon as normal BUT you cannot use the tags NukeSilo= and ChargeAnimTime= in the rules file. You cannot have the special superweapon animations either. You can simulate those features by using Tesla Coil charge logic in the art file. Next would be coding the art and I haven't gotten that far yet. I'm still working on getting the nukes to be independent. And I know some of you are saying why can't we just clone the Nuke Silo AND the superweapon.... Well here's why: The game is hardcoded to only recognize the NukeSilo= tag ONE time; it cannot be used again unless you remove it from the Nuke Silo and slap it some place else. That's for the structure. The superweapon cannot simply be cloned as you cannot use the Action twice. Types can be used as many times as you can make it functionable. That's where Action=Nuke_0 comes into play. The third problem with cloning is the super anims business. If you just clone the silo and the super and you have the new structure and the old in the same game at the same time, the original Nuke Silo will go loopy and start playing the 1 minute super anim over and over again. This is where is the Tesla Coil charge logic comes into play. If I can ever get the second nuke indpendent, I'll write a full tutorial on how to enable the second nuke using the Yuri Rocket Pad as you won't need any big time art coding.
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Okay. Good. I'll say it one more time: ART DOES NOT CONTROL THE TURRET IMAGE! PERIOD, END OF STORY!
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No, not really. All the HVA does is tell the voxel how to animate. It can control locations of the turret and barrel and even the body itself.