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Everything posted by Galacticruler
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dem' after effects....they rock.
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How do i scale up TS infantry to RA2 (YR) Scale without losing detail?
Galacticruler replied to Galacticruler's topic in Editing Discussion
hmm.....ok then, i just set the warheads for the M60 and PARA and their Elite forms to default. EDIT: fixed the problem, and my shotgunner is a tad tall, and my Hydrogen Bomb silo wont launch its bomb, and a bunch of animations are messed up. -
How do i scale up TS infantry to RA2 (YR) Scale without losing detail?
Galacticruler replied to Galacticruler's topic in Editing Discussion
they exist, the guns are defaulted.......should i default the warheads? i made no changes to InvisibleLow projectile..... would un-installing N-patch do this, it still crashed when using the patch, but still does afterwards? -
How do i scale up TS infantry to RA2 (YR) Scale without losing detail?
Galacticruler replied to Galacticruler's topic in Editing Discussion
i just went and reset them all to default a minute ago. and yes, when he is trained and spawns, the game throws a internal error at me and i have to duck for cover and take a chill pill before i explode. not sure if yuri's initiate and the soviet conscript do this also. -
How do i scale up TS infantry to RA2 (YR) Scale without losing detail?
Galacticruler replied to Galacticruler's topic in Editing Discussion
my GI and shotgun trooper are as unrelated as can be. here is the code for my GI(i set it to default with tibed, but it still gives an internal error.) [E1] UIName=Name:E1 Name=GI Image=GI Category=Soldier Primary=M60 Secondary=Para Occupier=yes ; I can Occupy UC buildings OccupyWeapon=UCPara; The weapon I use while Occupying. Defaults to 0 (Primary) EliteOccupyWeapon=UCElitePara; The weapon I use while Occupying. Defaults to 0 (Primary) OpenTransportWeapon=1;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress Prerequisite=GAPILE CrushSound=InfantrySquish Strength=125 Pip=white OccupyPip=PersonBlue Armor=none TechLevel=1 Sight=5 Speed=4 Owner=British,French,Germans,Americans,Alliance Cost=200 Soylent=100 Points=10 IsSelectableCombatant=yes VoiceSelect=GISelect VoiceMove=GIMove VoiceAttack=GIAttackCommand VoiceFeedback=GIFear VoiceSpecialAttack=GIMove DieSound=GIDie 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 Crushable=yes DeploySound=GIDeploy UndeploySound=GIUndeploy ElitePrimary=M60E EliteSecondary=ParaE IFVMode=2 -
How do i scale up TS infantry to RA2 (YR) Scale without losing detail?
Galacticruler replied to Galacticruler's topic in Editing Discussion
Hmmm.....i would test the unit...but my GI crashes the game when spawned, but i have done little to nothing to it. -
How do i scale up TS infantry to RA2 (YR) Scale without losing detail?
Galacticruler replied to Galacticruler's topic in Editing Discussion
i redid it and its kicking out the same error. EDIT: im going to use slav.shp instead, he has a shotgun to begin with too. but that means i need to go find a new cameo. -
How do i scale up TS infantry to RA2 (YR) Scale without losing detail?
Galacticruler replied to Galacticruler's topic in Editing Discussion
the edited shp for the unit(not the cameos) creates this error: ? there is a download link to it a few posts up. -
How do i scale up TS infantry to RA2 (YR) Scale without losing detail?
Galacticruler replied to Galacticruler's topic in Editing Discussion
odd......i loaded it in the SHP editor after converting it to SHP format with XCC mixer and it came up like it had inverted colors. thanks though! any idea on where to begin on a shotgun weapon? -
How do i scale up TS infantry to RA2 (YR) Scale without losing detail?
Galacticruler replied to Galacticruler's topic in Editing Discussion
here: its crappy, i know, but its what i got. -
How do i scale up TS infantry to RA2 (YR) Scale without losing detail?
Galacticruler replied to Galacticruler's topic in Editing Discussion
yeah, it looks ok, but it has some sliding color issues(please dont ask me to explain, its really hard to do so.) and the cameo thing: not what i mean...i need some sort of infantry that looks sorta like the E1 infantry in TS with allied colors, but also needs to be realistic, i got one, but it is WAY out of the cameo pallet. EDIT: hmm...cant upload the .shp. here is a link: http://www.mediafire.com/?6ng4j186enfumkv -
How do i scale up TS infantry to RA2 (YR) Scale without losing detail?
Galacticruler replied to Galacticruler's topic in Editing Discussion
i was using the OS SHP Editor to do this(also, i removed some frames so my shotgunner has 456 frames now) and just used Resize in the edit tab. Now if i could get a RA2 YR style cameo......but im no good with cameos. -
hmm...nice...but whats with the C&C 3 style carrier?
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Units from the filebag are not showing in the game
Galacticruler replied to Senky's topic in Editing Discussion
nope, it had no required house, only the soviet factions owned it and it required the soviet battle lab, radar and barracks also, the V4 rocket still flys in the wrong direction(the actual rocket is facing the right way, but it launches and does a 180 and goes off map.) [V4 Rocket] UIName=Name:V4ROCKET Name=V4 Rocket FireAngle=1 Category=AirPower Armor=special_2 Spawned=yes MissileSpawn=yes TechLevel=-1 Sight=15 RadarInvisible=no Landable=yes MoveToShroud=yes Ammo=1 Speed=25 Owner=Russians,Confederation,Africans,Arabs Cost=50 Points=40 ROT=2 Crewed=no Explodes=yes GuardRange=30 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 Maxdebris=2 Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8} MovementZone=Fly ThreatPosed=20 DamageParticleSystems=BigGreySmokeSys,LGSparkSys AuxSound1=V3Attack ImmuneToPsionics=yes NoShadow=yes Selectable=no Trainable=no DontScore=yes Strength=100 Image=SVICBMROCKET Primary=V4WH DeathWeapon=V4WH ImmuneToPoison=yes ImmuneToPsionicWeapons=yes ImmuneToRadiation=yes ImmuneToVeins=yes PitchSpeed=.4 PitchAngle=90 RollAngle=30 Bombable=yes Insignificant=yes anything in here that might be wrong? -
Units from the filebag are not showing in the game
Galacticruler replied to Senky's topic in Editing Discussion
oh.....well, i found out that i had them set to start in a game and fixed that, i also have a problem, my soviet sniper(diffrent icon, same name[different art file{home made}])is broken, the soviets cant buy it, and the allies get 2 snipers that are identical.......also, thanks for the link to that building.(i would give you the code, but i scrapped it, i deemed it OP, 45 rifle range(custom hunting rifle) with AP bullets(new warhead) that do 175 dmg at 300 ROF.). -
Units from the filebag are not showing in the game
Galacticruler replied to Senky's topic in Editing Discussion
I resolved all but the backwards flight issue, and thank you x1000 for helping me with the unit invisibility problem. i have now managed to add: 1. Humvee to the allies that will replace grizzly's use at the beggining of a game 2. Soviet attack buggy, same function as above 3. Viper buggy for Yuri, it is simmilar to the above 2 but has a rocket-launcher instead. 4. M1A1 Abrams for the allies 5. (needs bug fixing)Soviet Base Expansion Vehicle(and node[deploys into it], but it uses the base NAHAND art) 6. Railgun commando, two problems though, the AI builds 2(max is 1) and the railgun particle fx lag, i am already using the lag fix you made for them though. -
Units from the filebag are not showing in the game
Galacticruler replied to Senky's topic in Editing Discussion
man......i have been doing this whole thing wrong..... i have been using TibEd for this mod and i could not get anything to work propely unless it was default art. thanks for letting me know this. also, why would my V4 launcher cause an internal error when its told to fire at the ground...or anything at all? is it simply a lack of art that i need? [V4 Rocket Launcher] UIName=Name:V4RL Name=V4 Rocket Launcher Category=Support Prerequisite=NAWEAP,NARADR,NATECH Primary=V4Launcher CanPassiveAquire=no Spawns=V4 Rocket SpawnsNumber=1 SpawnRegenRate=800 SpawnReloadRate=0 NoSpawnAlt=yes Strength=300 Armor=medium TechLevel=7 Turret=no CrateGoodie=no Sight=7 Speed=3 Owner=Russians,Confederation,Africans,Arabs Cost=1600 Soylent=800 Points=40 ROT=3 AllowedToStartInMultiplayer=no Crusher=yes Crewed=no IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=V3Select VoiceMove=V3Move VoiceAttack=V3AttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=V3MoveStart CrushSound=TankCrush Maxdebris=3 Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Destroyer ThreatPosed=40 DamageParticleSystems=GasCloudSys,SparkSys,SmallGreySSys Weight=3.5 VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF AccelerationFactor=0.01 ZFudgeColumn=8 ZFudgeTunnel=13 Size=3 GuardRange=9 TooBigToFitUnderBridge=true Bunkerable=no SpeedType=Wheel Image=V4 DeathWeapon=V4WH (i made this for the death weapon on the V4 rocket.) Explodes=yes EDIT: i fixed it....but now the missiles fly the OPPOSITE direction from their target. -
odd....i have a 10 year old pc and it only ever lags(well....it crashes on start up if i forget to remove contra 007 before launching shockwave, but thats normal, also it crashes if i exit a 2nd match on a mod, always 100% of the time.) because of unit spam from AI on custom maps(my understanding of it is that the AI cant find a path to my/anothe AI's base and just turtles.)
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From what i can tell, its hard coded
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Units from the filebag are not showing in the game
Galacticruler replied to Senky's topic in Editing Discussion
Im modding YR, but my Obyekt 279 Heavy Tank and V4 ICBM(improved range,missile speed and damage) are invisible heres the art code: [V4] Cameo=V3ICON AltCameo=V3UICO PrimaryFireFLH=-160,0,75 VisibleLoad=yes Voxel=yes Remapable=yes Image=svicbm, svicbmwo [V4 Rocket] Voxel=yes Remapable=yes SpawnDelay=3 CanBeHidden=no Image=svicbmrocket [OBY] Cameo=HTNKICON AltCameo=HTNKUICO Voxel=yes Remapable=yes Image=279, 279tur i lack cameos though so i used default ones. i got the units over at YRA i had been using the .vxl extentions, but removed them, they still remain invisible w/wo -
Units from the filebag are not showing in the game
Galacticruler replied to Senky's topic in Editing Discussion
Would adding the file extentions be a bad idea? that what i did(and probably the same thing Senky did too). -
Units from the filebag are not showing in the game
Galacticruler replied to Senky's topic in Editing Discussion
i had this same problem and wound up scrapping the unit. i also had this problem with these files: http://yrarg.cncguil...d=3&cid=257 and http://yrarg.cncguil...d=3&cid=259 only the turrets would appear, the rest just stayed invisible. but still YR rocks without them, i just made the soviets AT gun use the sentry shp isntead and scrapped the allied one.
