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Question: Adding cameo for visceroids
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Cabal Mk10
Civilian


Joined: 10 Jul 2003

PostPosted: Mon Jul 21, 2003 2:32 am    Post subject:  Question: Adding cameo for visceroids Reply with quote  Mark this post and the followings unread

How to add a cameo for visceroids? The problem is, there is no visceroid code (VISSML or VISLRG) in the Arts.ini file!

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon Jul 21, 2003 2:43 am    Post subject: Reply with quote  Mark this post and the followings unread

get the voxel it uses and rename it. Now add the code for it in art.ini and its cameo. Then, you clone a visceroid from rules.ini and make it buildable Wink.

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Mon Jul 21, 2003 9:09 am    Post subject: Reply with quote  Mark this post and the followings unread

The visceroid is .SHP...

Maybe you have overlooked at something..

You should add this to art.ini:

[VISSML]
Cameo=E1ICON

[VISLRG]
Cameo=E1ICON

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Mon Jul 21, 2003 5:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

The Visceroid does strange things when you make it buildable. It will sometimes wander off by itself, not reveal terrain, all kinds of strange things. You have to make a new art entry and make the Visceroid work differently for it to be controllable. It's called the Synthetic Visceroid method... You can even make it an infantry unit if you mess around with infantry sequences (it's normally a vehicle).

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Mon Jul 21, 2003 6:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

FinalMoon wrote:
The Visceroid does strange things when you make it buildable. It will sometimes wander off by itself, not reveal terrain, all kinds of strange things.


The visceroid has Sight=0. Change it to 4 or anything below 10.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Mon Jul 21, 2003 6:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

I also use a straight clone for visceroids, they just have sight enables. I like the fact that they wander around and engage enemies by themself. They shouldn't be totally controllable.

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Sk8erkid
INSANE


Joined: 16 Aug 2002

PostPosted: Mon Jul 21, 2003 7:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

is there a way to make all infatry wander on there own afetr a while? or just wonder a bit

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Mon Jul 21, 2003 7:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Civilian=yes
and
Fraidycat=yes

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FinalMoon
Cyborg Cannon


Joined: 21 Apr 2003

PostPosted: Mon Jul 21, 2003 9:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

WRONGO, seaman. Those tags have nothing to do with wandering, I know, I have tested. It's hard-coded into the exe that the 3 infantry units: CIV1, CIV2, and CIV3 wander around.

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Cabal Mk10
Civilian


Joined: 10 Jul 2003

PostPosted: Tue Jul 22, 2003 1:24 am    Post subject: Reply with quote  Mark this post and the followings unread

[quote]
Seaman wrote:
[VISSML]
Cameo=E1ICON
[\quote]

It works. Thx.

[quote]
FinalMoon wrote:
The Visceroid does strange things when you make it buildable. It will sometimes wander off by itself, not reveal terrain, all kinds of strange things
[\quote]

The visceriod stops wandering if you put it in guard mode.

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Tue Jul 22, 2003 9:01 am    Post subject: Reply with quote  Mark this post and the followings unread

FinalMoon wrote:
WRONGO, seaman. Those tags have nothing to do with wandering, I know, I have tested. It's hard-coded into the exe that the 3 infantry units: CIV1, CIV2, and CIV3 wander around.


Are you sure?

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Wed Jul 23, 2003 3:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

SeaMan wrote:
The visceroid is .SHP...

Maybe you have overlooked at something..

You should add this to art.ini:

[VISSML]
Cameo=E1ICON

[VISLRG]
Cameo=E1ICON


My bad, I really need to return to mess up with rules.ini... I'm making so many ridiculous mistakes recently about it...

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Thu Jul 24, 2003 2:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Civilian=yes
and
Fraidycat=yes


no no, where all getting mixed up here, i think you mean if u have

Fearless=yes
+
Fraidycat=yes

then this makes a infantry indefinitly panic if both these tags are set to yes

however the infantry needs a Panic sequence in its infantry sequence or this will not have the desired effect Wink

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SeaMan
Man of the Sea


Joined: 07 Dec 2002
Location: Oulu, Finland

PostPosted: Thu Jul 24, 2003 3:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Atleast it was like that in RA2..
when you put Fraidycat=yes, it would make the unit wander around. And of course it also made units panic when hit.

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