https://modenc.renegadeprojects.com/api.php?action=feedcontributions&user=Morpher&feedformat=atomModEnc - User contributions [en]2024-03-28T21:21:35ZUser contributionsMediaWiki 1.30.0https://modenc.renegadeprojects.com/index.php?title=Correctly_Working_Naval_Yards&diff=4614Correctly Working Naval Yards2005-09-03T16:44:07Z<p>Morpher: </p>
<hr />
<div>The way to make a working naval yard. <br />
<br />
Yes it can be done but it is fairly complicated and can only be done by these following ways. <br />
<br />
1.It can work if captured. <br />
2.It can work if deployed from a building. <br />
<br />
<br />
Ok,how this works.When you play with GDI and you capture a Nod war factory you have access to build Nod vehicles. <br />
However the Nod vehicles will only come out of the Nod warfactory and not the GDI war factory not even if you set it to primary. <br />
Also if you set your captured Nod war factory to primary and build a GDI unit it will come the GDI warfactory. <br />
<br />
Basically if the war factories owner is GDI it can only build units that are owned by GDI and the same for applies to Nod. <br />
If there was a 3rd war factory and its owner was say Neutral and you captured it,the Neutral war factory would only be able to build <br />
any units owned by Neutral,so if you set your GDI war factory to primary and built a Neutral unit it would only come out of the Neutral war factory. <br />
That means if Neutral could build only boats,then if you captured a Neutral warfactory you would get access to their boats and they would not be able <br />
to come out of your GDI or Nod war factory but the Neutral one instead.That means you would not have to switch between primary between warfactories. <br />
<br />
But that only works if you capture a building which was orignally owned by someone else.But you can build these types of war factory/naval yards. <br />
Basically make a mobile naval yard with at least this. <br />
<br />
[MOBILEYARD] <br />
Owner=GDI/Nod ----depends on who you want to be. <br />
DeploysInto=MOBILEYARDD <br />
<br />
Then you would have to make a new house that you cant play as.Call this new house naval.Now give naval some diferent types of boat units. <br />
Then you need to make the mobile naval yard in its deployed mode.Which MUST be like this. <br />
<br />
[MOBILEYARDD] <br />
Owner=naval ---------------THIS IS REQUIRED <br />
WaterBound=yes ------so it can only be deployed on water. (This is only needed for a naval<br />
yard) <br />
UnDeploysInto=NAVALYARD <br />
<br />
When your GDI mobile naval yard deploys it will switch its house to naval but you will still have control over it and also be able to build any <br />
units that the naval house can build.They will also only come out of the deployed naval yard as it is naval's war factory and cannot build GDI <br />
or Nod units but only naval and GDI/Nod war factories can't build any units owned by naval. <br />
<br />
It is also possible to make a 2nd unplayable house.Call this house test.Make the following unit. <br />
<br />
[MOBILETEST] <br />
Owner=GDI/Nod ----depends on who you want to be. <br />
DeploysInto=MOBILETESTD <br />
<br />
Then make the following building as a warfactory <br />
<br />
[MOBILETESTD] <br />
Owner=test--------------THIS IS REQUIRED <br />
UnDeploysInto=MOBILETEST <br />
<br />
Now for test give them some of their own units all must have the owner test and test only,the same applies for naval.You will be able <br />
to build their units out of that specific war factory only regardless of primary settings. <br />
<br />
This could also be used well in missions or for things like a dog kennel. <br />
<br />
Here are the codes used for a version of the naval yard and its units <br />
<br />
<br />
<br />
[Naval] <br />
Name=Naval <br />
Suffix=Nvy <br />
Prefix=N <br />
Color=NeonBlue <br />
Side=Naval <br />
SmartAI=yes <br />
MultiplayPassive=true <br />
<br />
; Mobile Naval Yard <br />
[MBNAV] <br />
Image=MBNAV <br />
Name=GDI Mobile Naval Yard <br />
Prerequisite=GAWEAP <br />
Strength=210 <br />
Category=Support <br />
Armor=heavy <br />
DeploysInto=GASHIPY <br />
TechLevel=3 <br />
Sight=5 <br />
Speed=4 <br />
CrateGoodie=yes <br />
Owner=GDI <br />
AllowedToStartInMultiplayer=no <br />
Cost=800 <br />
Points=25 <br />
ROT=5 <br />
Crusher=yes <br />
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 <br />
VoiceSelect=25-I000,25-I002,25-I004,25-I006 <br />
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022 <br />
VoiceAttack=25-I014,25-I022,25-I024,25-I026 <br />
VoiceFeedback= <br />
MaxDebris=4 <br />
DebrisTypes=TIRE <br />
DebrisMaximums=6 <br />
SpeedType=Amphibious <br />
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} <br />
MovementZone=AmphibiousCrusher <br />
ThreatPosed=10 ; This value MUST be 0 for all building addons <br />
DamageParticleSystems=SparkSys,SmallGreySSys <br />
SpecialThreatValue=1 <br />
ZFudgeColumn=10 <br />
ZFudgeTunnel=13 <br />
<br />
[SHIP1] <br />
Name=Attack Ship <br />
Prerequisite=GASHIPY <br />
Strength=460 <br />
Category=AFV <br />
Primary=MammothTusk <br />
Secondary= <br />
Armor=heavy <br />
TechLevel=8 <br />
Sight=7 <br />
Speed=2.0 <br />
CrateGoodie=no <br />
Owner=Naval <br />
AllowedToStartInMultiplayer=no <br />
Cost=1200 <br />
Points=30 <br />
ROT=1 <br />
Crusher=no <br />
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 <br />
VoiceSelect=25-I000,25-I002,25-I004,25-I006 <br />
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022 <br />
VoiceAttack=25-I014,25-I022,25-I024,25-I026 <br />
VoiceFeedback= <br />
MaxDebris=4 <br />
DebrisTypes=TURRET <br />
DebrisMaximums=6 <br />
SpeedType=Amphibious <br />
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} <br />
MovementRestrictedTo=Water <br />
ThreatPosed=20 ; This value MUST be 0 for all building addons <br />
DamageParticleSystems=SparkSys,SmallGreySSys <br />
SpecialThreatValue=1 <br />
<br />
; Heavy Boat <br />
[HSHIP] <br />
Name=Heavy Attack Boat <br />
Prerequisite=GASHIPY <br />
Strength=560 <br />
Category=AFV <br />
Primary=150mm <br />
Secondary= <br />
Armor=heavy <br />
TechLevel=8 <br />
Sight=7 <br />
Speed=2.0 <br />
CrateGoodie=no <br />
Owner=Naval <br />
AllowedToStartInMultiplayer=no <br />
Cost=1200 <br />
Points=30 <br />
ROT=2 <br />
Crusher=no <br />
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 <br />
VoiceSelect=25-I000,25-I002,25-I004,25-I006 <br />
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022 <br />
VoiceAttack=25-I014,25-I022,25-I024,25-I026 <br />
VoiceFeedback= <br />
MaxDebris=4 <br />
DebrisTypes=TURRET <br />
DebrisMaximums=6 <br />
SpeedType=Amphibious <br />
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} <br />
MovementRestrictedTo=Water <br />
ThreatPosed=20 ; This value MUST be 0 for all building addons <br />
DamageParticleSystems=SparkSys,SmallGreySSys <br />
SpecialThreatValue=1 <br />
<br />
Naval Yard <br />
<br />
GDI Naval Facility <br />
; GDI Naval Yard <br />
[GASHIPY] <br />
Name=GDI Naval Yard <br />
WeaponsFactory=yes <br />
Prerequisite=PROC,GAPILE <br />
Factory=UnitType <br />
DeployTime=.0 <br />
Strength=1500 <br />
Armor=heavy <br />
TechLevel=-1 <br />
Sight=8 <br />
Adjacent=4 <br />
Owner=Naval <br />
Cost=0 <br />
Points=80 <br />
Power=-40 <br />
Capturable=true <br />
Crewed=no <br />
Bib=no <br />
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 <br />
MaxDebris=8 <br />
ThreatPosed=0 ; This value MUST be 0 for all building addons <br />
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys <br />
DamageSmokeOffset=408, 880, 435 <br />
AIBuildThis=no <br />
WaterBound=Yes <br />
<br />
Thanks To <br />
TShyper for testing this and Big Jah for reveiwing the logic.Have fun.</div>Morpherhttps://modenc.renegadeprojects.com/index.php?title=Adding_An_Airstrike_To_TS&diff=4613Adding An Airstrike To TS2005-09-03T16:15:45Z<p>Morpher: </p>
<hr />
<div>This is a relatively simple method of making an airstrike. <br />
However there are obviously good things and bad things.The only bad thing is,is that the plane can't be shot down.I will supply you with some template shps to use (bear in mind there not perfect). <br />
<br />
First of all you need to add the following to your rules.ini <br />
<br />
I used a chemical missile to base this off. <br />
<br />
; Chem weapon. <br />
[ChemicalSpecial] <br />
Name=Air Strike <br />
IsPowered=true <br />
RechargeVoice= <br />
ChargingVoice= <br />
ImpatientVoice= <br />
SuspendVoice= <br />
RechargeTime= <br />
Type=AttackWaypoint <br />
SidebarImage=MltiIcon <br />
Action=AttackWaypoint ---nicer target icon<br />
WeaponType=ChemLauncher --- nothing special there just a name change <br />
and stopped it needing weeds. <br />
<br />
This is the weapon that we will edit orignally from the chemical missile <br />
<br />
; Chemical missile launcher <br />
[ChemLauncher] <br />
Damage=0 <br />
ROF=1 ; 0 <br />
Range=6 <br />
Projectile=Invisible <br />
Speed=35 -------depending on the speed you could make it have a delay or make it longer <br />
for the plane to reach its destination<br />
Report=none <br />
<br />
your warhead for the airstrike <br />
<br />
; Air Strike Warhead <br />
[STRIKE] <br />
Spread=3 <br />
Wall=no <br />
Wood=no <br />
Rocker=no <br />
Verses=1%,1%,1%,1%,1% <br />
Conventional=no <br />
InfDeath=3 <br />
AnimList=BOMBPAS <br />
ProneDamage=0% <br />
<br />
Thats the rules done. <br />
<br />
Now we move onto to art.ini <br />
<br />
Simply add the following <br />
<br />
As I said earlier I have supplied templates for this to work <br />
<br />
[BOMBPAS] ----plane flying over dropping bombs/mines <br />
Normalized=yes <br />
Translucent=no <br />
AltPalette=yes <br />
Rate=370 <br />
Next=SEXPB <br />
<br />
[SEXPB] --- 1st bomb going off (starts from the left on this tut) <br />
Translucent=yes <br />
UseNormalLight=yes <br />
Report=EXPNEW13 <br />
Damage=30 <br />
Crater=yes <br />
Scorch=yes <br />
Rate=900 <br />
Next=SEXPB2 <br />
<br />
[SEXPB2] --- 2nd bomb <br />
Translucent=yes <br />
UseNormalLight=yes <br />
Report=EXPNEW13 <br />
Crater=yes <br />
Damage=30 <br />
Scorch=yes <br />
Rate=900 <br />
Next=SEXPB3 <br />
<br />
[SEXPB3] --- 3rd bomb <br />
Translucent=yes <br />
UseNormalLight=yes <br />
Report=EXPNEW13 <br />
Crater=yes <br />
Damage=30 <br />
Scorch=yes <br />
Rate=900 <br />
Next=SEXPB4 <br />
<br />
[SEXPB4] --- 4th bomb <br />
Translucent=yes <br />
UseNormalLight=yes <br />
Report=EXPNEW13 <br />
Crater=yes <br />
Scorch=yes <br />
Damage=30 <br />
Rate=900 <br />
Next=SEXPB5 <br />
<br />
[SEXPB5] --- 5th bomb <br />
Translucent=yes <br />
UseNormalLight=yes <br />
Report=EXPNEW13 <br />
Crater=yes <br />
Scorch=yes <br />
Damage=30 <br />
Rate=900 <br />
Next=SEXPB6 <br />
<br />
[SEXPB6] -- 6th bomb <br />
Translucent=yes <br />
UseNormalLight=yes <br />
Report=EXPNEW13 <br />
Crater=yes <br />
Damage=30 <br />
Scorch=yes <br />
Rate=900 <br />
<br />
You can make each indivual bomb more powerful than the last,or just change all of their damages to the same.30 damage is a weak damage amount and the explosions occur in different places,you may wish to increase the damage. <br />
<br />
Also remember the building you wish this to be triggered by or effectively come from must have NukeSilo=yes. <br />
<br />
Enjoy this. <br />
<br />
[[Media:Airstrike.zip|Airstrike tools]]</div>Morpherhttps://modenc.renegadeprojects.com/index.php?title=Adding_A_Spy_Plane&diff=4422Adding A Spy Plane2005-09-03T15:50:57Z<p>Morpher: </p>
<hr />
<div>This is a relatively simple method of making an airstrike. <br />
However there are obviously good things and bad things.The only bad thing is,is that the plane can't be shot down.I will supply you with some template shps to use (bear in mind there not perfect). <br />
<br />
First of all you need to add the following to your rules.ini <br />
<br />
I used a chemical missile to base this off. <br />
<br />
; Chem weapon. <br />
[ChemicalSpecial] <br />
Name=Air Strike <br />
IsPowered=true <br />
RechargeVoice= <br />
ChargingVoice= <br />
ImpatientVoice= <br />
SuspendVoice= <br />
RechargeTime= <br />
Type=AttackWaypoint <br />
SidebarImage=MltiIcon <br />
Action=AttackWaypoint ---nicer target icon<br />
WeaponType=ChemLauncher --- nothing special there just a name change <br />
and stopped it needing weeds. <br />
<br />
This is the weapon that we will edit orignally from the chemical missile <br />
<br />
; Chemical missile launcher <br />
[ChemLauncher] <br />
Damage=0 <br />
ROF=1 ; 0 <br />
Range=6 <br />
Projectile=Invisible <br />
Speed=35 -------depending on the speed you could make it have a delay or make it longer <br />
for the plane to reach its destination<br />
Report=none <br />
<br />
your warhead for the airstrike <br />
<br />
; Air Strike Warhead <br />
[STRIKE] <br />
Spread=3 <br />
Wall=no <br />
Wood=no <br />
Rocker=no <br />
Verses=1%,1%,1%,1%,1% <br />
Conventional=no <br />
InfDeath=3 <br />
AnimList=BOMBPAS <br />
ProneDamage=0% <br />
<br />
Thats the rules done. <br />
<br />
Now we move onto to art.ini <br />
<br />
Simply add the following <br />
<br />
As I said earlier I have supplied templates for this to work <br />
<br />
[BOMBPAS] ----plane flying over dropping bombs/mines <br />
Normalized=yes <br />
Translucent=no <br />
AltPalette=yes <br />
Rate=370 <br />
Next=SEXPB <br />
<br />
[SEXPB] --- 1st bomb going off (starts from the left on this tut) <br />
Translucent=yes <br />
UseNormalLight=yes <br />
Report=EXPNEW13 <br />
Damage=30 <br />
Crater=yes <br />
Scorch=yes <br />
Rate=900 <br />
Next=SEXPB2 <br />
<br />
[SEXPB2] --- 2nd bomb <br />
Translucent=yes <br />
UseNormalLight=yes <br />
Report=EXPNEW13 <br />
Crater=yes <br />
Damage=30 <br />
Scorch=yes <br />
Rate=900 <br />
Next=SEXPB3 <br />
<br />
[SEXPB3] --- 3rd bomb <br />
Translucent=yes <br />
UseNormalLight=yes <br />
Report=EXPNEW13 <br />
Crater=yes <br />
Damage=30 <br />
Scorch=yes <br />
Rate=900 <br />
Next=SEXPB4 <br />
<br />
[SEXPB4] --- 4th bomb <br />
Translucent=yes <br />
UseNormalLight=yes <br />
Report=EXPNEW13 <br />
Crater=yes <br />
Scorch=yes <br />
Damage=30 <br />
Rate=900 <br />
Next=SEXPB5 <br />
<br />
[SEXPB5] --- 5th bomb <br />
Translucent=yes <br />
UseNormalLight=yes <br />
Report=EXPNEW13 <br />
Crater=yes <br />
Scorch=yes <br />
Damage=30 <br />
Rate=900 <br />
Next=SEXPB6 <br />
<br />
[SEXPB6] -- 6th bomb <br />
Translucent=yes <br />
UseNormalLight=yes <br />
Report=EXPNEW13 <br />
Crater=yes <br />
Damage=30 <br />
Scorch=yes <br />
Rate=900 <br />
<br />
You can make each indivual bomb more powerful than the last,or just change all of their damages to the same.30 damage is a weak damage amount and the explosions occur in different places,you may wish to increase the damage. <br />
<br />
Also remember the building you wish this to be triggered by or effectively come from must have NukeSilo=yes. <br />
<br />
Enjoy this. <br />
<br />
[[Media:Airstrike.zip|Airstrike tools]]</div>Morpherhttps://modenc.renegadeprojects.com/index.php?title=File:Airstrike.zip&diff=5898File:Airstrike.zip2005-09-03T15:49:59Z<p>Morpher: </p>
<hr />
<div></div>Morpherhttps://modenc.renegadeprojects.com/index.php?title=Adding_A_Spy_Plane&diff=4420Adding A Spy Plane2005-09-03T14:38:08Z<p>Morpher: </p>
<hr />
<div>Making a spy plane Super Weapon **** <br />
<br />
Ok here is a tutorial on making a spy plane superweapon.Before we continue here are the down sides. <br />
You must replace your droppods. <br />
You must replace an animation of an infantry on fire. <br />
E1 and E2 infantry will be sacrificed. (you can just make another pair) <br />
<br />
You will need a to make replace some animations and add your own.I have included a pack of the animations <br />
you will need which can be downloaded at the end of the tutorial <br />
<br />
Anyway,firstly you will have to edit your droppod tags,and make them like the following; <br />
<br />
DropPodInfantryMinimum=1 <br />
DropPodInfantryMaximum=1 <br />
DropPodWeapon=none <br />
AtmosphereEntry=SPYPAS ---add this to your animation list <br />
DropPod=INVISO6 ---add this to your animation list <br />
<br />
Also <br />
<br />
<br />
InfantryExplode=none make sure that tag is none <br />
<br />
<br />
Then move onto your E1 and E2 infantry; <br />
<br />
; rifle soldier <br />
[E1] <br />
Name=Light Infantry <br />
Category=Soldier <br />
Primary=none<br />
Prerequisite=BARRACKS <br />
Strength=0.01 <br />
Pip=green <br />
Armor=none <br />
TechLevel=-1 <br />
Sight=9 <br />
Speed=5 <br />
Owner=none <br />
Cost=0<br />
Points=0 <br />
VoiceSelect=15-I000,15-I004,15-I012,15-I048 <br />
VoiceMove=15-I018,15-I024,15-I044 <br />
VoiceAttack=15-I044,15-I050,15-I044,15-I046 <br />
VoiceFeedback=15-I058,15-I064 <br />
VoiceDie=none <br />
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} <br />
PhysicalSize=1 <br />
MovementZone=AmphibiousDestroyer<br />
ThreatPosed=10 ; This value MUST be 0 for all building addons <br />
Elite=M1Carbine <br />
EliteAbilities=SCATTER <br />
ImmuneToVeins=yes <br />
Insignificant=no<br />
<br />
[E2] <br />
Name=Disc Thrower <br />
Category=Soldier <br />
Primary=none<br />
Prerequisite=GAPILE <br />
Strength=0.1 <br />
Armor=none <br />
TechLevel=-1 <br />
Pip=green <br />
Sight=9 <br />
Speed=4 <br />
Owner=none <br />
Cost=200 <br />
Points=0 <br />
VoiceSelect=15-I000,15-I004,15-I012,15-I048 <br />
VoiceMove=15-I018,15-I024,15-I044 <br />
VoiceAttack=15-I044,15-I050,15-I044,15-I046 <br />
VoiceFeedback=15-I058,15-I064 <br />
VoiceDie=none <br />
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} <br />
PhysicalSize=1 <br />
MovementZone=AmphibiousDestroyer<br />
ThreatPosed=15 ; This value MUST be 0 for all building addons <br />
EliteAbilities=SCATTER <br />
ImmuneToVeins=yes <br />
Insignificant=yes <br />
<br />
Make this warhead <br />
<br />
[AP6] <br />
Spread=7 <br />
Wall=no <br />
Wood=no <br />
Verses=100%,0%,0%,0%,0% <br />
Conventional=yes <br />
AnimList=Inviso6 <br />
ProneDamage=50% <br />
InfDeath=3 <br />
<br />
Now add this to your art.ini <br />
<br />
[SPYPAS] <br />
Normalized=yes <br />
Translucent=no <br />
Rate=450 <br />
<br />
[INVISO6] <br />
Normalized=yes <br />
Translucent=yes <br />
Report=none <br />
UseNormalLight=yes <br />
Rate=900 <br />
Crater=no <br />
Scorch=no <br />
Damage=7 <br />
Warhead=AP6 <br />
InfDeath=0 <br />
<br />
Now in the following pack below,you will find the animations needed and the animations that will replace some of the <br />
current ones in TS. <br />
<br />
Current Bugs. <br />
When you use your spy plane the eva will say unit lost.If you wish to stop that then you must give the DropPod <br />
SW a charging and voice.Also in the package below are 2 voices for your spyplane. <br />
<br />
Remember the voices have to be in speech01 and 02 people <br />
<br />
Enjoy spying on people.<br />
<br />
[[Media:Spyplanetools.zip|Spy plane tools]]</div>Morpherhttps://modenc.renegadeprojects.com/index.php?title=Adding_A_Spy_Plane&diff=4419Adding A Spy Plane2005-09-03T14:36:59Z<p>Morpher: </p>
<hr />
<div>Making a spy plane Super Weapon **** <br />
<br />
Ok here is a tutorial on making a spy plane superweapon.Before we continue here are the down sides. <br />
You must replace your droppods. <br />
You must replace an animation of an infantry on fire. <br />
E1 and E2 infantry will be sacrificed. (you can just make another pair) <br />
<br />
You will need a to make replace some animations and add your own.I have included a pack of the animations <br />
you will need which can be downloaded at the end of the tutorial <br />
<br />
Anyway,firstly you will have to edit your droppod tags,and make them like the following; <br />
<br />
DropPodInfantryMinimum=1 <br />
DropPodInfantryMaximum=1 <br />
DropPodWeapon=none <br />
AtmosphereEntry=SPYPAS ---add this to your animation list <br />
DropPod=INVISO6 ---add this to your animation list <br />
<br />
Also <br />
<br />
<br />
InfantryExplode=none make sure that tag is none <br />
<br />
<br />
Then move onto your E1 and E2 infantry; <br />
<br />
; rifle soldier <br />
[E1] <br />
Name=Light Infantry <br />
Category=Soldier <br />
Primary=none<br />
Prerequisite=BARRACKS <br />
Strength=0.01 <br />
Pip=green <br />
Armor=none <br />
TechLevel=-1 <br />
Sight=0 <br />
Speed=5 <br />
Owner=none <br />
Cost=0<br />
Points=0 <br />
VoiceSelect=15-I000,15-I004,15-I012,15-I048 <br />
VoiceMove=15-I018,15-I024,15-I044 <br />
VoiceAttack=15-I044,15-I050,15-I044,15-I046 <br />
VoiceFeedback=15-I058,15-I064 <br />
VoiceDie=none <br />
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} <br />
PhysicalSize=1 <br />
MovementZone=AmphibiousDestroyer<br />
ThreatPosed=10 ; This value MUST be 0 for all building addons <br />
Elite=M1Carbine <br />
EliteAbilities=SCATTER <br />
ImmuneToVeins=yes <br />
Insignificant=no<br />
<br />
[E2] <br />
Name=Disc Thrower <br />
Category=Soldier <br />
Primary=none<br />
Prerequisite=GAPILE <br />
Strength=0.1 <br />
Armor=none <br />
TechLevel=-1 <br />
Pip=green <br />
Sight=0 <br />
Speed=4 <br />
Owner=none <br />
Cost=200 <br />
Points=0 <br />
VoiceSelect=15-I000,15-I004,15-I012,15-I048 <br />
VoiceMove=15-I018,15-I024,15-I044 <br />
VoiceAttack=15-I044,15-I050,15-I044,15-I046 <br />
VoiceFeedback=15-I058,15-I064 <br />
VoiceDie=none <br />
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} <br />
PhysicalSize=1 <br />
MovementZone=AmphibiousDestroyer<br />
ThreatPosed=15 ; This value MUST be 0 for all building addons <br />
EliteAbilities=SCATTER <br />
ImmuneToVeins=yes <br />
Insignificant=yes <br />
<br />
Make this warhead <br />
<br />
[AP6] <br />
Spread=7 <br />
Wall=no <br />
Wood=no <br />
Verses=100%,0%,0%,0%,0% <br />
Conventional=yes <br />
AnimList=Inviso6 <br />
ProneDamage=50% <br />
InfDeath=3 <br />
<br />
Now add this to your art.ini <br />
<br />
[SPYPAS] <br />
Normalized=yes <br />
Translucent=no <br />
Rate=450 <br />
<br />
[INVISO6] <br />
Normalized=yes <br />
Translucent=yes <br />
Report=none <br />
UseNormalLight=yes <br />
Rate=900 <br />
Crater=no <br />
Scorch=no <br />
Damage=7 <br />
Warhead=AP6 <br />
InfDeath=0 <br />
<br />
Now in the following pack below,you will find the animations needed and the animations that will replace some of the <br />
current ones in TS. <br />
<br />
Current Bugs. <br />
When you use your spy plane the eva will say unit lost.If you wish to stop that then you must give the DropPod <br />
SW a charging and voice.Also in the package below are 2 voices for your spyplane. <br />
<br />
Remember the voices have to be in speech01 and 02 people <br />
<br />
Enjoy spying on people.<br />
<br />
[[Media:Spyplanetools.zip|Spy plane tools]]</div>Morpherhttps://modenc.renegadeprojects.com/index.php?title=Adding_A_Spy_Plane&diff=4418Adding A Spy Plane2005-09-03T14:36:23Z<p>Morpher: </p>
<hr />
<div>Making a spy plane Super Weapon **** <br />
<br />
Ok here is a tutorial on making a spy plane superweapon.Before we continue here are the down sides. <br />
You must replace your droppods. <br />
You must replace an animation of an infantry on fire. <br />
E1 and E2 infantry will be sacrificed. (you can just make another pair) <br />
<br />
You will need a to make replace some animations and add your own.I have included a pack of the animations <br />
you will need which can be downloaded at the end of the tutorial <br />
<br />
Anyway,firstly you will have to edit your droppod tags,and make them like the following; <br />
<br />
DropPodInfantryMinimum=1 <br />
DropPodInfantryMaximum=1 <br />
DropPodWeapon=none <br />
AtmosphereEntry=SPYPAS ---add this to your animation list <br />
DropPod=INVISO6 ---add this to your animation list <br />
<br />
Also <br />
<br />
<br />
InfantryExplode=none make sure that tag is none <br />
<br />
<br />
Then move onto your E1 and E2 infantry; <br />
<br />
; rifle soldier <br />
[E1] <br />
Name=Light Infantry <br />
Category=Soldier <br />
Primary=none<br />
Prerequisite=BARRACKS <br />
Strength=0.01 <br />
Pip=green <br />
Armor=none <br />
TechLevel=-1 <br />
Sight=0 <br />
Speed=5 <br />
Owner=none <br />
Cost=0<br />
Points=0 <br />
VoiceSelect=15-I000,15-I004,15-I012,15-I048 <br />
VoiceMove=15-I018,15-I024,15-I044 <br />
VoiceAttack=15-I044,15-I050,15-I044,15-I046 <br />
VoiceFeedback=15-I058,15-I064 <br />
VoiceDie=none <br />
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} <br />
PhysicalSize=1 <br />
MovementZone=Infantry <br />
ThreatPosed=10 ; This value MUST be 0 for all building addons <br />
Elite=M1Carbine <br />
EliteAbilities=SCATTER <br />
ImmuneToVeins=yes <br />
Insignificant=no<br />
<br />
[E2] <br />
Name=Disc Thrower <br />
Category=Soldier <br />
Primary=none<br />
Prerequisite=GAPILE <br />
Strength=0.1 <br />
Armor=none <br />
TechLevel=-1 <br />
Pip=green <br />
Sight=0 <br />
Speed=4 <br />
Owner=none <br />
Cost=200 <br />
Points=0 <br />
VoiceSelect=15-I000,15-I004,15-I012,15-I048 <br />
VoiceMove=15-I018,15-I024,15-I044 <br />
VoiceAttack=15-I044,15-I050,15-I044,15-I046 <br />
VoiceFeedback=15-I058,15-I064 <br />
VoiceDie=none <br />
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} <br />
PhysicalSize=1 <br />
MovementZone=InfantryDestroyer <br />
ThreatPosed=15 ; This value MUST be 0 for all building addons <br />
EliteAbilities=SCATTER <br />
ImmuneToVeins=yes <br />
Insignificant=yes <br />
<br />
Make this warhead <br />
<br />
[AP6] <br />
Spread=7 <br />
Wall=no <br />
Wood=no <br />
Verses=100%,0%,0%,0%,0% <br />
Conventional=yes <br />
AnimList=Inviso6 <br />
ProneDamage=50% <br />
InfDeath=3 <br />
<br />
Now add this to your art.ini <br />
<br />
[SPYPAS] <br />
Normalized=yes <br />
Translucent=no <br />
Rate=450 <br />
<br />
[INVISO6] <br />
Normalized=yes <br />
Translucent=yes <br />
Report=none <br />
UseNormalLight=yes <br />
Rate=900 <br />
Crater=no <br />
Scorch=no <br />
Damage=7 <br />
Warhead=AP6 <br />
InfDeath=0 <br />
<br />
Now in the following pack below,you will find the animations needed and the animations that will replace some of the <br />
current ones in TS. <br />
<br />
Current Bugs. <br />
When you use your spy plane the eva will say unit lost.If you wish to stop that then you must give the DropPod <br />
SW a charging and voice.Also in the package below are 2 voices for your spyplane. <br />
<br />
Remember the voices have to be in speech01 and 02 people <br />
<br />
Enjoy spying on people.<br />
<br />
[[Media:Spyplanetools.zip|Spy plane tools]]</div>Morpherhttps://modenc.renegadeprojects.com/index.php?title=Adding_A_Spy_Plane&diff=4417Adding A Spy Plane2005-09-03T14:28:29Z<p>Morpher: </p>
<hr />
<div>Making a spy plane Super Weapon **** <br />
<br />
Ok here is a tutorial on making a spy plane superweapon.Before we continue here are the down sides. <br />
You must replace your droppods. <br />
You must replace an animation of an infantry on fire. <br />
E1 and E2 infantry will be sacrificed. (you can just make another pair) <br />
<br />
You will need a to make replace some animations and add your own.I have included a pack of the animations <br />
you will need which can be downloaded at the end of the tutorial <br />
<br />
Anyway,firstly you will have to edit your droppod tags,and make them like the following; <br />
<br />
DropPodInfantryMinimum=1 <br />
DropPodInfantryMaximum=1 <br />
DropPodWeapon=none <br />
AtmosphereEntry=SPYPAS ---add this to your animation list <br />
DropPod=INVISO6 ---add this to your animation list <br />
<br />
Also <br />
<br />
<br />
InfantryExplode=none make sure that tag is none <br />
<br />
<br />
Then move onto your E1 and E2 infantry; <br />
<br />
; rifle soldier <br />
[E1] <br />
Name=Light Infantry <br />
Category=Soldier <br />
Primary=none<br />
Prerequisite=BARRACKS <br />
Strength=0.01 <br />
Pip=green <br />
Armor=none <br />
TechLevel=-1 <br />
Sight=0 <br />
Speed=5 <br />
Owner=none <br />
Cost=0<br />
Points=0 <br />
VoiceSelect=15-I000,15-I004,15-I012,15-I048 <br />
VoiceMove=15-I018,15-I024,15-I044 <br />
VoiceAttack=15-I044,15-I050,15-I044,15-I046 <br />
VoiceFeedback=15-I058,15-I064 <br />
VoiceDie=none <br />
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} <br />
PhysicalSize=1 <br />
MovementZone=Infantry <br />
ThreatPosed=10 ; This value MUST be 0 for all building addons <br />
Elite=M1Carbine <br />
EliteAbilities=SCATTER <br />
ImmuneToVeins=yes <br />
Insignificant=no <br />
<br />
[E2] <br />
Name=Disc Thrower <br />
Category=Soldier <br />
Primary=none<br />
Prerequisite=GAPILE <br />
Strength=0.1 <br />
Armor=none <br />
TechLevel=-1 <br />
Pip=green <br />
Sight=0 <br />
Speed=4 <br />
Owner=none <br />
Cost=200 <br />
Points=0 <br />
VoiceSelect=15-I000,15-I004,15-I012,15-I048 <br />
VoiceMove=15-I018,15-I024,15-I044 <br />
VoiceAttack=15-I044,15-I050,15-I044,15-I046 <br />
VoiceFeedback=15-I058,15-I064 <br />
VoiceDie=none <br />
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} <br />
PhysicalSize=1 <br />
MovementZone=InfantryDestroyer <br />
ThreatPosed=15 ; This value MUST be 0 for all building addons <br />
EliteAbilities=SCATTER <br />
ImmuneToVeins=yes <br />
Insignificant=yes <br />
<br />
Make this warhead <br />
<br />
[AP6] <br />
Spread=7 <br />
Wall=no <br />
Wood=no <br />
Verses=100%,0%,0%,0%,0% <br />
Conventional=yes <br />
AnimList=Inviso6 <br />
ProneDamage=50% <br />
InfDeath=3 <br />
<br />
Now add this to your art.ini <br />
<br />
[SPYPAS] <br />
Normalized=yes <br />
Translucent=no <br />
Rate=450 <br />
<br />
[INVISO6] <br />
Normalized=yes <br />
Translucent=yes <br />
Report=none <br />
UseNormalLight=yes <br />
Rate=900 <br />
Crater=no <br />
Scorch=no <br />
Damage=7 <br />
Warhead=AP6 <br />
InfDeath=0 <br />
<br />
Now in the following pack below,you will find the animations needed and the animations that will replace some of the <br />
current ones in TS. <br />
<br />
Current Bugs. <br />
When you use your spy plane the eva will say unit lost.If you wish to stop that then you must give the DropPod <br />
SW a charging and voice.Also in the package below are 2 voices for your spyplane. <br />
<br />
Remember the voices have to be in speech01 and 02 people <br />
<br />
Enjoy spying on people.<br />
<br />
[[Media:Spyplanetools.zip|Spy plane tools]]</div>Morpherhttps://modenc.renegadeprojects.com/index.php?title=Adding_A_Spy_Plane&diff=4416Adding A Spy Plane2005-09-03T14:22:27Z<p>Morpher: </p>
<hr />
<div>Making a spy plane Super Weapon **** <br />
<br />
Ok here is a tutorial on making a spy plane superweapon.Before we continue here are the down sides. <br />
You must replace your droppods. <br />
You must replace an animation of an infantry on fire. <br />
E1 and E2 infantry will be sacrificed. (you can just make another pair) <br />
<br />
You will need a to make replace some animations and add your own.I have included a pack of the animations <br />
you will need which can be downloaded at the end of the tutorial <br />
<br />
Anyway,firstly you will have to edit your droppod tags,and make them like the following; <br />
<br />
DropPodInfantryMinimum=1 <br />
DropPodInfantryMaximum=1 <br />
DropPodWeapon=none <br />
AtmosphereEntry=SPYPAS ---add this to your animation list <br />
DropPod=INVISO6 ---add this to your animation list <br />
<br />
Also <br />
<br />
<br />
InfantryExplode=none make sure that tag is none <br />
<br />
<br />
Then move onto your E1 and E2 infantry; <br />
<br />
; rifle soldier <br />
[E1] <br />
Name=Light Infantry <br />
Category=Soldier <br />
Primary=none<br />
Prerequisite=BARRACKS <br />
Strength=0.01 <br />
Pip=green <br />
Armor=none <br />
TechLevel=-1 <br />
Sight=0 <br />
Speed=5 <br />
Owner=none <br />
Cost=0<br />
Points=0 <br />
VoiceSelect=15-I000,15-I004,15-I012,15-I048 <br />
VoiceMove=15-I018,15-I024,15-I044 <br />
VoiceAttack=15-I044,15-I050,15-I044,15-I046 <br />
VoiceFeedback=15-I058,15-I064 <br />
VoiceDie=none <br />
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} <br />
PhysicalSize=1 <br />
MovementZone=Infantry <br />
ThreatPosed=10 ; This value MUST be 0 for all building addons <br />
Elite=M1Carbine <br />
EliteAbilities=SCATTER <br />
ImmuneToVeins=yes <br />
Insignificant=no <br />
<br />
[E2] <br />
Name=Disc Thrower <br />
Category=Soldier <br />
Primary=none<br />
Prerequisite=GAPILE <br />
Strength=0.1 <br />
Armor=none <br />
TechLevel=-1 <br />
Pip=green <br />
Sight=0 <br />
Speed=4 <br />
Owner=none <br />
Cost=200 <br />
Points=0 <br />
VoiceSelect=15-I000,15-I004,15-I012,15-I048 <br />
VoiceMove=15-I018,15-I024,15-I044 <br />
VoiceAttack=15-I044,15-I050,15-I044,15-I046 <br />
VoiceFeedback=15-I058,15-I064 <br />
VoiceDie=none <br />
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1} <br />
PhysicalSize=1 <br />
MovementZone=InfantryDestroyer <br />
ThreatPosed=15 ; This value MUST be 0 for all building addons <br />
EliteAbilities=SCATTER <br />
ImmuneToVeins=yes <br />
Insignificant=yes <br />
<br />
Make this warhead <br />
<br />
[AP6] <br />
Spread=7 <br />
Wall=no <br />
Wood=no <br />
Verses=100%,0%,0%,0%,0% <br />
Conventional=yes <br />
AnimList=Inviso6 <br />
ProneDamage=50% <br />
InfDeath=3 <br />
<br />
Now add this to your art.ini <br />
<br />
[SPYPAS] <br />
Normalized=yes <br />
Translucent=no <br />
Rate=450 <br />
<br />
[INVISO6] <br />
Normalized=yes <br />
Translucent=yes <br />
Report=none <br />
UseNormalLight=yes <br />
Rate=900 <br />
Crater=no <br />
Scorch=no <br />
Damage=7 <br />
Warhead=AP6 <br />
InfDeath=0 <br />
<br />
Now in the following pack below,you will find the animations needed and the animations that will replace some of the <br />
current ones in TS. <br />
<br />
Current Bugs. <br />
When you use your spy plane the eva will say unit lost.If you wish to stop that then you must give the DropPod <br />
SW a charging and voice.Also in the package below are 2 voices for your spyplane. <br />
<br />
Remember the voices have to be in speech01 and 02 people <br />
<br />
Enjoy spying on people.</div>Morpherhttps://modenc.renegadeprojects.com/index.php?title=File:Spyplanetools.zip&diff=5895File:Spyplanetools.zip2005-09-03T14:17:37Z<p>Morpher: These are basic images to show you what the spy plane can look like when its being used.</p>
<hr />
<div>These are basic images to show you what the spy plane can look like when its being used.</div>Morpher