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Breathe-0ut

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Posts posted by Breathe-0ut


  1. 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.


  2. :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.


  3. ;;;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.


  4. 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.


  5. 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)


  6. 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.)


  7. 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
    

     

     


  8. 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.


  9. 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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