Apollyon Posted November 17, 2002 Posted November 17, 2002 [FRAndrewworm]WormRider = TRUEHouse = FremenTerrain = Sand, infrockCost = 150Size = 3Speed = 10.0 //game coord per updateTurnRate = 0.05 //radians per updateArmour = BPVHealth = 10000//SoundSelected = Selected//SoundOrdered = OrderedViewRange = 24Resource = FRandrewTurretAttach = WormRiderGunChaosEffect = LargeChaosFXHawkEffect = LargeHawkFXAiFoot = TRUECanBeDeviated = FALSE[FRandrew]AdvancedFremen = TRUEHouse = FremenPrimaryBuilding = FRCampUnitGroup = FromFRCampUpgradedPrimaryRequired = TRUETerrain = Rock, Sand, NBRock, InfRock, RampSpecialGround = Sand //only deploy thumper on sandCost = 600BuildTime = 589Stealthed = TRUESize = 1Speed = 8.0 //game coord per updateTurnRate = 0.2 //radians per updateArmour = BPV, 50, InfRockHealth = 4000Infantry = true//SoundSelected = Selected//SoundOrdered = Ordered//SoundID = 47ViewRange = 12Aispecial = TRUETechLevel = 5Resource = FRandrewwormObjectTypeWhenGone = WormSign0ChaosEffect = SmallChaosFXHawkEffect = SmallHawkFXTastyToWorms = TrueWormAttraction = 0Crushable = FalseCanMoveAnyDirection = TRUECrateGift = TRUECanBeDeviated = FALSEAIThreat = 70CanBeRepaired = FALSE
guusr5644 Posted November 17, 2002 Author Posted November 17, 2002 ex atreides im glad you in any way all happy with the status apollyon made for them?
guusr5644 Posted November 17, 2002 Author Posted November 17, 2002 i need art apollyon and also in the ethan section in level 5 and 6 see them and quess it yourself *coughnoveterencylevelcough* ::)
Andrew Posted November 17, 2002 Posted November 17, 2002 thanks appollyn if i have "2" units, does this mean you pay to create the first one and then to change into the other it costs money too? can the worm auto heal?
Apollyon Posted November 17, 2002 Posted November 17, 2002 [ATEthan] Icon = "iconsAt_Minotaurus.tga" IconGrey = "iconsgrey_AT_Minotaurus.tga" Xaf = "AT_minotaurus" SideBarType = "Units" ClipSphere = 60 [FRandrewwworm] Icon = "iconsworm.tga" IconGrey = "iconsGrey_worm.tga" Xaf = "WORM" SideBarType = "Infantry" CrapShadowSize = 0 [FRandrew] Icon = "iconsFR_ADVFremen.tga" IconGrey = "iconsgrey_FR_ADVFremen.tga" Xaf = "FR_ADVFremen" SideBarType = "Infantry"
Apollyon Posted November 17, 2002 Posted November 17, 2002 thanks appollyn if i have "2" units, does this mean you pay to create the first one and then to change into the other it costs money too? can the worm auto heal?well the first unit, when deployed on sand will turn into the worm, then after a while the worm will turn back into the infantry unit. Then you can re-deploy it as you want.
Inoculator9 Posted November 17, 2002 Posted November 17, 2002 Off topic, I cant post for a while so if the mod comes out and you dont here from me dont wonder. I will probably be back on the boards in a week or two.
ethan Posted November 17, 2002 Posted November 17, 2002 :D ;D thanks appolyn!! do you care if i use that in my mod and give credit to you?? uh, what do i put weapons under?
Apollyon Posted November 17, 2002 Posted November 17, 2002 go ahead and use it.Do you mean where do you declare the weapon or put the actual coding?if its the coding then just put it directly below where you put the unit.If you meand declaring put it in the turrettypes bit in the new declaration section.
ethan Posted November 17, 2002 Posted November 17, 2002 i dont know where to add the weapons stats in the rules.txt .
IxianMace Posted November 18, 2002 Posted November 18, 2002 [ATEthangun_B]MissileTrail=1MissileTrailSize=4MissileTrailWiggleFreq = 100MissileTrailWiggleScale=8MissileTrailLength = 15MissileTrailDelta = 0.7MaxRange = 14ExplosionType = ShellHitDebris = DebrisLargeDamage = 750BlastRadius = 96Warhead = Howitzer_WBlowUp = TRUE //infantry death animFriendlyDamageAmount = 50antiair = truespeed = 40This is just IMO, but if you're going to have an anti-aircraft weapon, you should at least make it homing. (Homing = TRUE) Unless the bullet is almost conceptual. :- Is 40 as fast as a bullet can go without being instant hit?[ATethangun]TurretMinXRotation = -80.0 // 90 degrees up...TurretMaxXRotation = 30.0 // downTurretXRotationAngle = 2.0//TurretMinYRotation = -45//TurretMaxYRotation = 180//TurretYRotationAngle = 2.0TurretMuzzleFlash = Muzzle3Bullet = ATEthangun_BReloadCount = 120That's the default reload count for the Minotaurus gun. Ethan said he wanted his unit to have a faster reload time.[ATEthan]Score = 5House = AtreidesStormDamage=10 //only damages is never picked upPrimaryBuilding = ATFactory //only built in ATFactoryUnitGroup = FromFactoryTerrain = Rock, Sand, NBRock, RampUpgradedPrimaryRequired = TRUECost = 2500BuildTime = 889Size = 2Speed = 8 //6.0 //3 //game coord per updateMechSpeed = 2TurnRate = 0.15 //radians per updateMech = 1TurretAttach = ATethangunArmour = HeavyHealth = 4500//SoundSelected = Selected//SoundOrdered = Ordered//SoundID = 39ExplosionType = ExplosionViewRange = 4,8,InfRockDebris = DebrisLargeAitank=TRUETechLevel = 5Starportable = TRUE //order from starport (if atreides)ReinforcementValue = 7Crushes = TRUEDamageEffect = MediumDamageFXChaosEffect = MediumChaosFXHawkEffect = MediumHawkFXTastyToWorms = TrueWormAttraction = 7HitSlowDownAmount = 50 // Percent (100 = complete stop)HitSlowDownDuration = 100 // ticksRoofheight = 44AIThreat = 90// LEVEL 1 ----------------------------------VeterancyLevel = 20 // Score requiredExtraArmour = 50ExtraDamage = 50 // 50% more damage - applied to all weaponscanselfrepair = 1// LEVEL 2 ----------------------------------VeterancyLevel = 38ExtraArmour = 75// LEVEL 3 ----------------------------------VeterancyLevel = 60ExtraDamage = 75// LEVEL 4 ----------------------------------VeterancyLevel = 90ExtraDamage = 50canselfrepair = 2// LEVEL 5 ----------------------------------VeterancyLevel = 120StealthedWhenStill = TRUE// LEVEL 6 ----------------------------------VeterancyLevel = 160stealthed = trueThis unit is starportable? :O If Ethan's unit is starportable, then all the other heroes should be starportable as well, IMO, since it would allow the unit to be built/created too quickly through the starport, which would defeat the purpose of build times, and probably unbalance the game. :(
ethan Posted November 18, 2002 Posted November 18, 2002 so, under what subtitles in rules do i put that stuff under?
IxianMace Posted November 18, 2002 Posted November 18, 2002 After you've put the turret and bullet names in their appropriate declaration sections, you should add the turret and bullet attributes to the their appropriate declaration sections as well. Turret attributes will go under the 'turret attributes section' and bullet attributes will go under the 'bullet attributes section'. Make sure you get the names correct as well, if there are spelling errors and the turrets/bullets don't match their names in the declaration section, then it won't work. (Sorry, I know this might be a bit unclear, but I don't have time to get a really detailed explanation right now. This is just in a nutshell.) :P :-
Dante Posted November 18, 2002 Posted November 18, 2002 [ORDustScout]Score = 2DustScout = TRUEHouse = OrdosStormDamage=10 //only damages is never picked upPrimaryBuilding = ORFactory //only built in ORFactoryUnitGroup = FromFactoryTerrain = Rock, Sand, NBRock, Ramp, DustBowlCost = 1350BuildTime = 150 //was 260Size = 2Speed = 18.2 //game coord per updateTurnRate = 1.3 //0.05 //radians per updateArmour = LightHealth = 2800 //was 900StealthedWhenStill = TRUETurretAttach = ORDustGunSpecialGround = DustBowl //should be DustBowlCanSelfRepair = 3 //per model tick//SoundSelected = Selected//SoundOrdered = OrderedExplosionType = SmExplosionViewRange = 16,8,InfRockDebris = DebrisSmallAiTank = TRUETechLevel = 2Starportable = TRUE //order from starport (if ordos)ReinforcementValue = 5crushes = TRUEDamageEffect = MediumDamageFXChaosEffect = SmallChaosFXHawkEffect = MediumHawkFXTastyToWorms = TrueWormAttraction = 4CanMoveAnyDirection = TRUEUnstealthRange = 7HitSlowDownAmount = 87 // Percent (100 = complete stop)HitSlowDownDuration = 40 // ticksGetsHeightAdvantage = FALSERoofheight = 10AIThreat = 50// LEVEL 1 ----------------------------------VeterancyLevel = 8 // Score requiredExtraArmour = 50 // Takes 50% less damage// LEVEL 2 ----------------------------------VeterancyLevel = 20ExtraArmour = 75 // Takes 75% less damage// LEVEL 3 ----------------------------------VeterancyLevel = 40ExtraDamage = 50 // 50% more damage - applied to all weaponsExtraRange = 50 // 50% extra rangeI decided to keep the gun, just modify it slightly. This is because I can alter anything I like in Emperor, but if I invent anything, anything at all, it refuses to run. I tested this in game, so it works. but I don't know how to make sure there's only one of them. You might have to do that yourself.
guusr5644 Posted November 18, 2002 Author Posted November 18, 2002 apollyon can ya help this guy out?
Dunenewt Posted November 18, 2002 Posted November 18, 2002 [iXSlave]House=IxStormDamage=10UnitGroup=FromIXResCentreTerrain = Rock, Sand, NBRock, InfRock, RampCost=40Size=1Speed=2.0TurnRate=0.2Armour=None, 50, InfRockHealth=400Infantry=trueCanBeSuppressed=TRUEViewRange = 7AiSpecial=TRUETechLevel=1Crushable=falseChaosEffect=SmallChaosFXHawkEffect=SmallHawkFXTastyToWorms=FalseWormAttraction=3TurretAttach=IXSlaveKnifeCanMoveAnyDirection=TRUEGetsHeightAdvantage=FALSECanBeDeviated=FALSECanBeRepaired=FALSEScore=2AIThreat=40BuildTime=40PrimaryBuilding=IXResCentre[iXSlaveKnife]Bullet = UBULLET001ReloadCount = 40; Clone of IXPlasma_B[uBULLET001]Trajectory = trueMaxRange = 255Debris = DebrisSmallDamage = 3000Warhead = Flame_WBlowUp = TRUEBlastRadius = 160ReduceDamageWithDistance = FalseFriendlyDamageAmount = 50
ethan Posted November 18, 2002 Posted November 18, 2002 uh, dustscout, you will need to have the buildtime slower among other things. otherwise, they will just pump dusties and always win.
exatreide Posted November 19, 2002 Posted November 19, 2002 Either some kind of atreides god like infantry that shoots laser out of his eyes and hurls balls of fire from his ass or...some kind of elite atreides inf...maybe Sadukaur...or fremanbut atreides..if not them sadukaurif not them freman
guusr5644 Posted November 19, 2002 Author Posted November 19, 2002 ok alpha i need you to make a new (working) model coz i maked some model but it dosent work for my bad luck... any one can help?
Dante Posted November 19, 2002 Posted November 19, 2002 uh, dustscout, you will need to have the buildtime slower among other things. otherwise, they will just pump dusties and always win. I made it fast because I believed that the mod would have only one of each of us. Therefore it can be built fast but not again.And I forgot something...[ORDustGun]TurretMuzzleFlash = Muzzle1Bullet = MMG_BReloadCount = 50[MMG_B]//Data taken from straight bombSpeed = -1 // Conceptual (was 20)MaxRange = 9Debris = DebrisSmallDamage = 700 //was 313Warhead = LMG_WExplosionType = mghitShot = TRUE //infantry death anim[LMG_W]None = 100Earplugs = 100BPV = 790Light = 320Medium = 300Heavy = 700Concrete = 100Walls = 120Building = 20 //was 20 CY = 15 //was 15Harvester = 25 //was 25Invulnerable = 1Aircraft = 800Is that alright?
guusr5644 Posted November 19, 2002 Author Posted November 19, 2002 news: i changed that the computer will now on use pink (yes you can now use red in skirmish) and till alpha model wont be finished the mod progress is stuck.. come on guys im not the only 1 here who can make models plz help..
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