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Posts posted by Breathe-0ut
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Yes.
Are you using a patched version of the game?
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For rules.ini does youe Spetznaz unit have
Image=Spetz
and not
Image=Spetz.shp ?
Further more, you might now be including what the SHP file is for Spetz in art.ini
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I kinda knew that RA2 and TS graphics would go together like Black Hat and Engineer, but unforchantly I started playing OpenRA a couple days ago and am interested in developing mods there.
If i could stop playing OpenRA itself...
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I usually play C&C or CoD, maybe chill with a documentary on animals, but it's not cutting it this time and my eyes are just having a civil war going on right now.
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If properly converted to the correct palette, the shp files should work fine. Not sure how backward compatible voxels are though.
The most obvious issue you might face is that RA2/YR graphics are designed on a larger scale and may appear oversized in TS, but this isn't really a serious problem.
Fine, Ill resize the SHP's.
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Will any Red Alert 2/Yuri's Revenge graphics work with Tiberian Sun?
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Dude, just write your stuff down on Notepad (The windows program.)
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Wouldn't you know where you got it from in the first?
Also nice looking m0d.
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:This list is just to keep track of how EC is going and how it's going to turn out.
EC v1.0 is just going to be a revamp of Yuri's Revenge. Include everything that was left out ad improve all units. End Crisis 1.0 is already finished, just testing it out everything and looking for bugs.
EC v2.0 is going to come out with new factions, new units, new maps, a campaign(maybe), and ZOMBIE maps.
Here is a list of units you may expect to see in EC 2.0
Allied Units:
Infantry:
Prisim Trooper
Medic
Naval:
Battleship
Units:
CSD (Cyclops ground robot)
(I have yet to name this unit)
Chrono Prison
Humvee
M1A1 Arbhams Tank
METAL GEAR R.E.X.
Soviet Units:
Air:
J20 AA Jet
Buildings:
(A realistic version of the Soviet Barracks.)
Radar Dome
Infantry:
Volkov & Chitzkoi
Natalya (I have yet to conclude if she will be in the m0d)
(unnamed unit)
SpetzNaz O.P.
Medic
Naval:
HeliCarrier (May not include this)
Units:
Iron Dragon
(unnamed unit)
Yuri Units:
Air:
Overseer
StarFlare
Buildings:
Revealer
Yuri Air Pad
Yuri Repair Depot
Yuri Battle Bunker (If someone will provide me with a SHP)
Infantry:
Stalker/Alien
Droideka
Defiler
Harpoon
Jango Fett
Parasite
(unnamed unit)
JuggerNaunt 560
Bears
Naval:
Kraken
Sting Ray
Gattling Boat
Units:
Centurion
(unnamed unit)
Graveller Device
K.H.A.N.
Psychic Miner
Mental Tank
Shadow Tank
Trike Bike
ZOMBIE MAPS
Yuri's Grave (Part of the Zombies Story)
A revamp of the amateur map Yuri's Hill. It was to be another one of Yuri's secret bases. Acts as a underground bunker which takes up a large hill. 2 player map. Humans vs. Zombies. Defend the hill from endless onslaughts of zombies and find the answer to the madness.
Dead Snow
Average town in the frozen soviet wastelands. 5 player map. 4 human teams vs. zombies. The teams can either work with each other or fight against themselves.
Kremlin Corpse
Revamp of the infamous "Kremlin Hour" map. 5 player map. 4 human teams vs. zombies vs. Moscow. The teams can either work with each other or fight against themselves. Beware of Moscow's forces.
Desert Cadvre
Somewhere in Afghanistan. 5 player map. 4 human temas vs. zombies & mummies. (Maybe mummies. its a stupid idea though). The teams can either work with each other or fight against themselves.
Area 51
Revamp of the Aera 51 Map. 2 player map. Humans vs. Zombies. Take over Area 51 and dig deeper into the mystery of what the hell happened. Map includes some ailled structures, Weather Control device, Chronosphere, and 3 Nuke silos.
Moon
Lunar Theatre of Yuri's desolate moon base. 2 player map. Humans vs. Zombies. Defend the base and survive the endless carnage. Genetic Mutator included.
3 more zombies maps I may add.
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;;;Any building that creates the zombies can be made invincible, so which building that should be is irrelevant as far as infinite zombie production is concerned.
*Only it should look like they are comming out of no where, so an invisible light post would be a good choice.
[EDIT: Civilian buildings are a good idea too.]
;;;Technically, the building would probably not be doing anything anyway, as it would make more sense to add zombies via map triggers.
*I plan on doing this as well
;;;If you want the zombies to never end, are you talking about making this a time survival type match, where you will inevitably lose, but want to last as long as possible?*Yes. I thought who gets more/most kills (it's a penis joke). I might think about time surivial though.
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What if Player in control of the zombies made zombies through the Invisible light posts? That way the zombies would never end.
How should it work out? That would be up to you to decide since it's your project in the end.
I know, this was just for discussion.
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I think someone is working on something like this already. EVA-251 as I recall but it might have been a different implementation. Regardless, the whole idea can only be done through maps with a lot of scripts, which may not be a bad thing but you'll have to design all of your maps from scratch... or work on existing ones I guess.
I know but how should it work out and everything? I'm already thinking of a bunch of other things to add to End Crisis v1.0 (Im adding zombies in 2.0 though he he)
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How do you think a Zombies game mode would work in Yuri's Revenge?
(My idea, Team vs. Computer/Player. Team is in control of humans and the one other player is in control of the Zombies. The teams can either work with each other or fight against each other. Com/Player in control of zombies and cannot be defeated what so ever. Maybe his buildings where he trains zombies is out of map or zombies are paradropped or chronoshifted.)
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Oh the humanity...
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Actually yes, that was the issue.
I re-created Rexxy as a infantry unit. Source code for kicks:
; T-Rex [YREX] UIName=Name:Tyrannosaurus Rex Name=Tyrannosaurus Rex Image=DNOA Category=Soldier Primary=TRexInfBite Secondary=TRexBite Prerequisite=YABRCK,YATECH Crushable=no Strength=500 Armor=plate TechLevel=10 Pip=purple Sight=16 Speed=8 Owner=YuriCountry Cost=1750 Soylent=250 Points=69 IsSelectableCombatant=yes VoiceSelect=TRexSelect VoiceMove=TrexMove VoiceAttack=TrexMove VoiceSecondaryWeaponAttack=TrexMove VoiceFeedback= DieSound=TrexDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} PhysicalSize=1 MovementZone=Infantry ThreatPosed=20 ; This value MUST be 0 for all building addons VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ImmuneToVeins=yes Size=1;that's right. this bitch can fit in IFV's AllowedToStartInMultiplayer=no ElitePrimary=TRexInfBiteE EliteSecondary=TRexBiteE IFVMode=0 Unnatural=yes CloseRange=yes DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting GuardRange=2 SelfHealing=yes ImmuneToPsionics=yes Trainable=yes Parasiteable=no [TRexBiteE] ; T-Rex elite vehicle bite or in this case CHOW DOWN Range=2 CellRangefinding=yes Projectile=InvisibleLow Speed=50 Damage=500 ROF=15 Warhead=TRexWH; need to change InfDeath HowitzerWH Report=TrexAttack [TRexInfBiteE] ; REXXY'S 'ELITE' HUMAN BEING EATING SPREE Range=2 CellRangefinding=yes Projectile=InvisibleLow Speed=50 Damage=500 ROF=15 Warhead=TRexInfWH; need to change InfDeath HowitzerWH Report=TrexAttack ;YEAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH
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Ah right, I overlooked that.
I don't know if Image can cause your problem, but you don't need it. Its Image by default is DNOA, but you are restating it.
I could 'attempt' to recreate T-Rex as a infantry.
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Trainable means it can be promoted to veteran and elite status, it is not a requirement to be built.
The T-Rex is coded as a vehicle, not infantry. As you have a barracks as a prerequisite, but not a war factory, I assume you intended him to be an infantry unit. Might he not be showing up on the sidebar because you are not building a war factory during your tests?
Actually I am using War Factories, and I would have to anyway, YATECH requires the Psychic Radar AND War Factory.
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For my mod I want the T-Rex to be put into Yuri's forces (i.e. Yuri(Headquaters), and my new factions, #UriOps, Splinter Cell, and Psi Corps)
Here is Rexxy's orinigal ini data:
[DNOA] UIName=Name:DNOA Name=Animal T-Rex NoShadow=yes Category=AFV Primary=TRexInfBite Secondary=TRexBite;VirtualScanner Strength=300 ;200 Organic=yes Armor=Plate TechLevel=-1 Turret=no IsTilter=no SelfHealing=yes CrateGoodie=no Sight=5 GuardRange=5 DefaultToGuardArea=yes ; SJM: Squid should move to use its two range 1 weapons like dogs and TDs Speed=8 Owner=Russians,Confederation,Africans,Arabs,YuriCountry Cost=2700;1000 Points=20 ROT=40 AllowedToStartInMultiplayer=no Crewed=no IsSelectableCombatant=yes VoiceSelect=TRexSelect VoiceMove=TrexMove VoiceAttack=TrexMove VoiceSecondaryWeaponAttack=TrexMove VoiceFeedback= DieSound=TrexDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} MovementZone=Infantry ThreatPosed=25 ; This value MUST be 0 for all building addons Weight=.5 ImmuneToPsionics=yes Explodes=no AccelerationFactor=0.01 ZFudgeColumn=8 ZFudgeTunnel=13 Bombable=yes Size=30 VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=STRONGER,FIREPOWER,ROF TooBigToFitUnderBridge=true Crushable=no Parasiteable=no Trainable=no NotHuman=yes CloseRange=yes;gs such a short range attack that he needs to be able to do a intracell move OmniCrushResistant=yes
So I figured making "TechLevel" and "Trainable" to 'X' and 'yes' would do they trick.
TechLevel=10 Trainable=yes
Further more I increased it's strength and lower the cost for multiplayer purposes.
Strength=400 Cost=1750
And because this is going to be for Yuri's Forces only,
Country=YuriCountry ;Country=YuriCountry,UriOps,SplinterCell,PsiCorps
But despite all this it still isn't showing up on Yuri's sidebar.
EDIT:
This is what I currently have it to:
[DNOA] UIName=Name:DNOA Image=DNOA Name=T-Rex NoShadow=yes Category=AFV Primary=TRexInfBite Secondary=TRexBite;VirtualScanner Prerequisite=YABRCK,YATECH Strength=400 Organic=yes Armor=Plate TechLevel=10 Turret=no IsTilter=no SelfHealing=yes CrateGoodie=yes Sight=10 GuardRange=5 DefaultToGuardArea=yes ; SJM: Squid should move to use its two range 1 weapons like dogs and TDs Speed=8 Owner=YuriCountry Cost=1750 Points=20 ROT=40 AllowedToStartInMultiplayer=no Crewed=no IsSelectableCombatant=yes VoiceSelect=TRexSelect VoiceMove=TrexMove VoiceAttack=TrexMove VoiceSecondaryWeaponAttack=TrexMove VoiceFeedback= DieSound=TrexDie Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} MovementZone=Infantry ThreatPosed=25 ; This value MUST be 0 for all building addons Weight=.5 ImmuneToPsionics=yes Explodes=yes AccelerationFactor=0.01 ZFudgeColumn=8 ZFudgeTunnel=13 Bombable=no Size=30 VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER TooBigToFitUnderBridge=true Crushable=no Parasiteable=no Trainable=yes NotHuman=yes CloseRange=yes;gs such a short range attack that he needs to be able to do a intracell move OmniCrushResistant=yes
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For my current mod I am aiming to make the infantry smaller, or in this case, fix the porportions (spell check) equal. (i.e. The Infantry are as big as tanks and shouldn't even fit in buildings, however some mods like Apoclapyse 1.50 and Mental Omega fix this.)
I'm not sure weather I should reramp all the .shp files or if there is a code to do this however.
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I made a fatal error while modding and now all units fire insanely fast and they deal no damage.
I'm using Launch Base and rulesmd.ini
Tw3 construction yard
in Editing Discussion
Posted
I think he's using TibEd 2, which im not sure is even compatable with Tiberian Wars or Kane's Wrath.