Guest Posted October 15, 2003 hi, i need some help bad, i've been using tibEd for 3 days now an used it none stop, its that good!!!!! but im no here to be a suck up im here to get help. im trying to make 2 nuke silo avaibles with 2 nukes, i can do the silos it the nuke part thats hard, in the game when i build the 2 silos it only works for 1 nuke which is not right, so how would i make it 2 silos, 2 nukes. ya know nuke to a silo sort a thing!!! thanks Share this post Link to post
Wildshield 0 Posted October 15, 2003 Sad part with supers is you can't add anymore. The game's engine simply won't allow it. Cloning one is out of the question. But if you would make a normal weapon, with a long range, and mimic like a normal super weapon that could work. Share this post Link to post
Guest Kapitain Dimitrov Posted October 16, 2003 hi, i need some help bad, i've been using tibEd for 3 days now an used it none stop, its that good!!!!! but im no here to be a suck up im here to get help. im trying to make 2 nuke silo avaibles with 2 nukes, i can do the silos it the nuke part thats hard, in the game when i build the 2 silos it only works for 1 nuke which is not right, so how would i make it 2 silos, 2 nukes. ya know nuke to a silo sort a thing!!! thanks Add it like a new structure but make it behavior similar to thw superweapon you´re cloning. Modiy the type so it wont be a superweapon but you can replace spyplane with it, for example. Everything that counts time and it is not deplyed instantly after ready is worth to be modified. Share this post Link to post
Guest Killerwhale333 Posted October 16, 2003 He's right you can't add supers. It's kind of sad but as Stinger said you could add a new weapon and make it a superweapon out of it. For example, you can create a submarine that fires nuclear bombs but be careful that if you do that make sure to make the sub immune to radiation. Hope that helped. I tried to beat Stinger in replying but lost again. :roll: Oh well i've still got some other posts that i replied first to. Share this post Link to post
Guest Posted October 17, 2003 Thanks, for the help, but im wondering, seeing how i can't make any new superweapons i have a few question, ok the editor im using is tibEd v1.54 (1)How do i make them stronger? (2)For the nuke, how do i make the screen shake? (3)Do you know if the is animation in the game for Para Bombs? Thanks, Garf. Share this post Link to post
Guest catman Posted October 17, 2003 1 strength is in combat and damage rules at the bottom 2 screen shaking is in the warhead section I think under NUKE and no no para anim, Are you trying to maka a parabomb super? If so use the paradrop and replace the infantry with a new infintry using a bomb ,such as the kirov, image. Share this post Link to post
Guest catman Posted October 17, 2003 well, there is a parabomb anim but it is in the wrong pallete. Im not for sure how to do that but it ia lengthy and the other way is better Share this post Link to post
Guest Garf Posted October 18, 2003 ok this is great guys thanks for all the help, ur names will be in the credits for sure, but 1 more question HOW DO I ADD CAMEOS, i've been trying for days n these turtoials are mince Share this post Link to post
Wildshield 0 Posted October 18, 2003 [NUKE] ShakeXlo=10 ShakeXhi=10 ShakeYlo=10 ShakeYhi=10 Add those tags for a greater screen shake. [General] ShakeScreen=400 Mess with that tag to tweak your screen on explosions ecacheXX (XX can be numbers from 02-99) for RA2 cameos and voxels ecachemdXX for YR. If you have art ini rules and such expandXX would be used for RA2. expandmdXX for YR. If you have cameos converted into a mix file simply place them in your games directory. Then switch/add the cameo for the unit. Share this post Link to post
Guest Garf Posted October 18, 2003 With the shake screen thing thanks, but its those dam cameos, i've did all this n it don't show, up in game or in tibEd??? Share this post Link to post
Guest catman Posted October 18, 2003 first make sure the cameos are in .shp format . if they are just put them in the filebag and in the art section give a unit the cameo, type it in manually (the name of the cameo). If it is in pcx format, put them in the filebag, but dont give it to a unit, instead apply the changes. Dont play the game, but instead go into the xcc mixer (downloadable at tiberiumsun.com) and in the menu go under file --> found --> your game ---> expand01 or somthing like that the file that is in pcx format should show up. If it doesnt look around at the other echache or expand files , right click on it and select (copy as shp (TS) ). once you are done with that close xcc mixer and go back to tibed. Inside your xcc directory the cameo is in shp format. Use the filebag to get it out and into the game.If that still doesnt work do it again but in the xcc mixxer copy it as shp(without the little TS). then give it to a unit. MAKE sure that Xcc is closed when you do put he new one into the game, for me it caused a crash that deleted my filebag. Share this post Link to post
Guest Garf Posted October 19, 2003 Ok, that work abit, i got ma icon in the game but now the sub don't show, which is well, not right, now i know the enemy can't see them anyway, but if i play ma friends they'll think im cheatin so i don't want that. So heres the deal, if someone very kind would make me the file THAT WOULD BE FANTASTIC, and they would recieve full credits, or someone can correct this code, now all i have done is cloned the SUB and changed bits, same with the icon : ; Nuclear Sub [NSUB] ** UIName=Name:NSUB ** Name=Nuclear Sub Prerequisite=NAYARD Primary=SubTorpedoE NavalTargeting=5 LandTargeting=1 FireAngle=64 Category=AFV Strength=800 Naval=yes Armor=heavy TechLevel=2 Underwater=yes Sight=12 Sensors=yes SensorsSight=7 Speed=8 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=1000 Soylent=1000 Turret=no Points=30 ROT=2 Crusher=no;gs yes Crewed=no Weight=4 Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=TyphoonSubSelect VoiceMove=TyphoonSubMove VoiceAttack=TyphoonSubAttackCommand VoiceFeedback=SubFear DieSound=GenSmallWaterDie MoveSound=SubMoveStart Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1} SpeedType=Float MovementZone=Water ThreatPosed=20 ; This value MUST be 0 for all building addons Accelerates=true Cloakable=yes CloakingSpeed=1 VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF TooBigToFitUnderBridge=true Size=20 BuildTimeMultiplier=0.6 Image=NSUB ** Explodes=yes Secondary=none DeathWeapon=NukePayload ** = These are what im no sure about, see the sub has them as SUB but if a do that then i won't get my icon which is this : Now i know this mod may suck, but its ma first mod, and im just getting to grips with editing, so please i need all the help i can get! Share this post Link to post
Guest Ranma-chan Posted October 19, 2003 can someone please tell me how to get the editing done in TiBed into the map's ini code. Ok so i am a noob at this. someone please help........if you will help reply to my post/thread or whatever it is called........Please someone help me! Also i know this doesn't belong here but how do you get the pictures to represent you in the forums like everyone else has. Please reply in my other thread/post thingy Through the stars lies a closed door. Forever locked for no key has been found ~Frost Crystal Share this post Link to post
Guest Garf Posted October 19, 2003 Why you posting in my thread man, thats way rude, if you want someone to pst in your thread you have to wait!!!, im trying to get help with a mod here dude, so next time, post in your own thread. Now can we please get back to the subject Share this post Link to post
Guest Ranma-chan Posted October 19, 2003 please accept my apologies. i should have known better than to do that. again please accept my apologies. Share this post Link to post
Guest Garf Posted October 19, 2003 Its kewl, but don't do it again. The sub thing i worse now, both of them don't show up in the game :shock: Share this post Link to post
Guest Ranma-chan Posted October 19, 2003 I know exactly wha you are going through.........and i will try to help where ever i can. Share this post Link to post
Wildshield 0 Posted October 20, 2003 So heres the deal, if someone very kind would make me the file THAT WOULD BE FANTASTIC, and they would recieve full credits, or someone can correct this code, now all i have done is cloned the SUB and changed bits, same with the icon : ; Nuclear Sub [NSUB] ** UIName=Name:NSUB ** Image=NSUB ** Explodes=yes Secondary=none DeathWeapon=NukePayload ** = These are what im no sure about, see the sub has them as SUB but if a do that then i won't get my icon which is this : Now i know this mod may suck, but its ma first mod, and im just getting to grips with editing, so please i need all the help i can get! Alrighty my first request would be can you post the ART rules for this unit. Because if the Voxel is named correctly in that section then you wouldn't need the "Image" entry for your unit. Other than maybe your unit needs "string" in the CSF section and the mix file is in your game's directory. The unit should be working fine. Share this post Link to post
Guest Garf Posted October 20, 2003 Well first off, i don't have the text for the art because i've been doing this all with XCC Mixer and TibEd V1.54 so i don't know if this is where things are going wrong, all i can say and hope is that someone makes me the file.. but it doesn't look that way right now Share this post Link to post
Wildshield 0 Posted October 21, 2003 It could look like [NSUB] ;soviet submarine Cameo=SubICON Voxel=yes Remapable=yes PrimaryFireFLH=150,0,0 Since the voxel has the art entry. The INI rule shouldn't need the IMAGE tag. Share this post Link to post
Guest Garf Posted October 22, 2003 Ok found it, my file is called artmd.ini, well its this, [NSUB] ; Nuclear Sub [NSUB] Cameo=NSUB 0000 (Thats what my .shp is called) Voxel=yes Remapable=yes PrimaryFireFLH=150,0,0 Share this post Link to post
Wildshield 0 Posted October 22, 2003 For the art file delete the second line that repeats [NSUB]. There should only be one entry for each Voxel/SHP. Now for the ini rules your should be able to get rid of the ** after the text.[NSUB] ** UIName=Name:NSUB ** Then the unit should appear normal. Everything else looks fine from my point of view. Share this post Link to post
Guest Garf Posted October 22, 2003 i put ** only for the post, this is the bit im stuck at see, i got the typhoon back but the nuke sub can't seem to find the voxel, i haven't created a voxel for it so i think this is where its going wrong Share this post Link to post
Wildshield 0 Posted October 23, 2003 Yes, that would be it. You can use the normal sub's image until you have one ready. Share this post Link to post
Guest Garf Posted October 25, 2003 Ok got it working, i just deleted the typhoon attack sub beacause basicly theres no point in it anymore, an inside of sef destructing i have made it a new weapon where a torpedo will fire out the sub and when it hits it target a nuke will go off, this is the most powerful thing in the game, also when a Kirov get blown up, a nuke goes off, basicly this is a soviet mod, i felt they where ripped off when Yuri took all his stuff, so im givin them better stuff, i will do some allied stuff later, an i will also post a FULL list of mod tweaks and changes, but heres a few :- Typhoon Attack Sub - Gone, Now a Nuclear Attack Sub. Terriost can now desgiuse like a spy. Tesla Tank,Terriorts, Demo Truck,Desloter can all be built by any Soviet country but when you e.g Russia the and you buil the tesla tank it will be vertian. Mig and airforce command added to all soviet countrys. All superweapons have bigger range. Force sheild can cover more space than before. More will be added in next list... Share this post Link to post