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Guest HuAn

Making a mod with the most units ever

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Guest HuAn

Hy! So I've started modifying (basicly Overmind's mod, the Apocalypse). I've found a lot of interesting voxels, and shps, so I decided to make an own mod. I don't have any problem with the tanks or ships or any vehicle infantry building at all. I'm only stuck at the AI and the "Verses" section of the weapons. If anyone could help me with editing this verses and maybe someone to help me modify the AI, I'd be more than thankful.

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Well for the verses part...

 

Verses = damage value verses various armor types (as percentage of full damage)...-vs-

None, Flak, Plate //infantry first three numbers

Light, Medium, Heavy //units second three numbers

Wood, Steel, Concrete //buildings third three numbers

Special_1, Special_2 //overlays/missiles last two numbers

3-17 Special_1 is the Shock Trooper's electric armor.

5-11 Special_1 is now the Terror Drone's "I'm a unit with infantry vulnerabilities" armor

5-11 Special_2 is now spawn rockets' armor to keep them from blowing each other up when shot

 

NOTE: (Double Note, a float math bug caused 2% to be used when 1% broke down. Fixing the bug is why I made 2%)

A 0% means no force fire, no retaliate, no passive aquire

A 1% means no retaliate, no passive aquire

A 2% means no passive aquire

 

The AI part is unique for each mod. But looking at the normal scripts should give an idea.

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Guest HuAn

Thx Stinger 4 the help, I needed this, to make a tank shot with cannon at buildings...etc and with rockets at infantry.....

So thx anyway you helped me a lot....

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Guest HuAn

Hi! It's me again! One small thing: how can I prevent the AI from building high-tech units after 10 mins? It can build units that require some special buildings, but it doesn't have them....

plz help

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This is somewhat an AI glitch. If they happen to have the building for the script to build the unit and/or building. They will do so. Let's say they had the battle lab to create the iron curtain. Even though you destroyed the battle lab they will still produce the iron curtain once it's completed. To fix this problem you would need to check a few things. The AI teams/script section to make sure the units are right. Another way to prevent them is to add the tag "AIBuildThis=no" to the building. This way they won't activate the trigger to create those high tech units.

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Guest HuAn

Well, the problem with the structures is the smaller problem, but this is my 1st mod, so actually i don't have a clue what to look for...

The best thing is to keep trying... :))

thx Stinger again...

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Guest HuAn

So, finally I counted the vehicles, and buildings the sum is about 150 but there will be other units added on so the final number will be about 170.

If I add the units from the Apocalyypse mod it ill be over 300( !!!!!!! ).

This is why the seperate nations are important, but Ill have to solve this somehow else. My biggest problem is that I haven't recived an answer from Overmind, so I don't know if I'm allowed to use his mod.

The other reason is I'm writing here is that I'd like to know what units would you like in a new mod, and what didn't you like in the Apocalypse mod, if there was anything.

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people love the stuff from concept art... i myself am trying to recreate that really good hammerhead vehicle for one of my mods... but for some reason it isnt working right, just causes a crash... damn thing..

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Guest HuAn

the concept art is a god idea, but ther are 2 problems:

1. I can't draw good, so...

2. the bigger, I don't have as much time as I'd like to, so the creating of new units must wait until summer.

but any good idea, voxel, shp or anything is welcome... so if you suggest something I'll see what I can do.

A very serious question: how can I make a tank, that can disguise itself, just like the spy, but from vehicles.... I don't have a clue...

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ah... now here we go:

 

Give it the weapon:

[TankMakeupkit]

Damage=1

ROF=100

Range=-2 ; infinite

Projectile=InvisibleAll

Speed=100

FireOnce=yes ; Firing clears TarCom so only one shot is fired

Warhead=Snapshot2

RevealOnFire=no ; Doesn't clear shroud when fired

FireInTransport=no;can't fire out of the BattleFortress

TerrainFire=yes

 

and the warhead:

 

[snapshot2]

Verses=0%,0%,0%,100%,100%,100%,0%,0%,0%,0%,0%

MakesDisguise=yes

 

 

I havent tested this... this may not work. However, what it does let you do is disguise as any tree you target, so you dont stand out.

 

to make the tank permenantly disguised, put PermaDisguise=yes

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Guest HuAn

well thx 4 the idea, but I'v tried this also but didn't work.... :cry: , any other ideas are welcome

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Try this...

 

Primary=TankMakeupKit

Secondary=MirageGun; Or your tank's weapon here

 

[TankMakeupKit] ; Mirage tank's version since he targets different things

;Also add

Report=MirageTankDisguise

 

[TankSnapshot]

Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%

 

It will disguise itself as any land target. Trees, Rocks, street poles, some small buildings and other such stuff. If I remember right tanks could not be used for this idea. This is something I add to the Mirage tank's stats.

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Guest Spydr331

dude, that question you sent me the message about, you need VXL_editor

i got wills voxel editor version beta 4 A... you can change the proportions of a unit by changing its scale to a lower value in the header info...

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