Leigen_Zero 0 Posted May 22, 2007 Hi, I am trying to create a mod that gives NOD tiberium mutants. I am trying to make a unit that deploys into the mouth-thingy that grows tiberium weed, I have found it and it is classed as terrain, and I am wondering how I can make the unit i described above, so that on deployment it becomes a tiberium weed monster thing. Any help would be much appreciated thanks Share this post Link to post
Judgedshrike 0 Posted June 24, 2007 sorry but as far as i know something cant deploy into terrain and you cant build terrain like the vien hole monster or the train track or a tree the mutants. what do you want them to do eg health and cost Share this post Link to post
Judgedshrike 0 Posted June 24, 2007 there are already 3 mutants witch are in the game but you should create new one because on many missions there are mutants that may change the game. if you dont already have TibEd download it unless you like going through the ini files its up to you but its easy and fast if you hate paying for stuff there is a 30 day free trial or a harder free editor found in cnc utilities with other stuff Share this post Link to post
Leigen_Zero 0 Posted June 25, 2007 Basically the idea is that an offshoot of NOD scientists have started messing around with tiberium and mutation and have split from NOD to do thier own research, as for costs and stuff i will work all that out i have tibed already, that is what i am using for all my editing would it be possible to create a building that causes tiberium weed to spread from it, then i could make a vehicle based mutant that deploys into a vein hole monster like the tick tank turns into a turret Share this post Link to post
Judgedshrike 0 Posted June 28, 2007 no you cant do that you can make a building that looks like the monster but it will not act like it. I had a look into it for u. oh ye if u ever find out that u can do it the ground were ur going to place the monster must be one level lower then the ground around it or i think the ERROR message may come up Share this post Link to post
Judgedshrike 0 Posted June 28, 2007 if u need my help il be in this forum from thursday to sunday. its a good idea i would of liked it to work it sounds grate Share this post Link to post
Doctor Destiny 40 Posted June 28, 2007 You can build terrain in a sense. Think Pavement on this one but constructing terrain is fairly specific. However, weeds are tied to the Veinhole Monster terrain type. Theoretically, you could plop one down as a building or possibly use a vehicle deployer but I wouldn't expect much. I'm willing to bet it won't work. One more thing, avoid TibEd like the plague. Share this post Link to post
Judgedshrike 0 Posted June 28, 2007 why avoid TibEd i have been making units for ra2 from the day i joined this forum lol but i still dont know how to make a projectile fire from the barrel not the center of the turret could u please help me Share this post Link to post
Doctor Destiny 40 Posted June 29, 2007 TibEd is extremely limiting and it rapes the INI files, even Koen admits to that. As for firing coordinates, use PrimaryFireFLH on the unit's art code. Share this post Link to post
Judgedshrike 0 Posted June 29, 2007 oh well thanks and on ra2 were do i put muliplayer loading screen because i changed the name of iraq to rebels for this mod im making but there is no loading screen an error comes up. SS if u want il give u the not finished trial mod with some of the units and stuff but no missions to see wat u think and if its good il finish it and if its better il put it on yr Share this post Link to post