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Creating a new unit
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kopaka649
Energy Commando


Joined: 02 Jan 2003
Location: Earth...

PostPosted: Tue Apr 08, 2003 1:49 am    Post subject: Reply with quote  Mark this post and the followings unread

good idea about the comments. i figured out how to make voxels now BTW sorta but not hva.

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Zolop
Vehicle Drone


Joined: 13 Mar 2003

PostPosted: Tue Apr 08, 2003 2:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Did you read a tutorial on how to make voxels? I would like to make my own voxels but still find it confusing. If you did use a tutorial, whats the web address?
I ran into a problem when trying to add my aircraft to the game. I really want to create a true aircraft jet fighter but it seems I cannot get it to work. Heres what I've done so far, I created the the art statistics and the rules statistics. I made a unique number in the vehicle type listing and put the Jumpjet locomotor to the aircraft statistics. It seems though It could be with my weapons, because the aircraft cannot damage another of itself attacking it (in the air). Also it sometimes doesn't do damage to ground units while attacking it in the air. LAter! Shocked

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Zolop
Vehicle Drone


Joined: 13 Mar 2003

PostPosted: Tue Apr 08, 2003 3:46 am    Post subject: Reply with quote  Mark this post and the followings unread

I just checked my weapons of the aircraft. The projectile statistics of the primary weapon is AA=yes. Also copied the weapon from Banshees post (made changes to projectile)

[AGRail]
Damage=150
ROF=60
Range=6
Projectile=Invisible
Speed=100
Warhead=RailShot2
Anim=GUNFIRE
IsRailgun=True
AttachedParticleSystem=SmallRailgunSys
Report=BIGGGUN1

The aircraft can destroy other flying orcas and JumpJet infantry but it is invincible to its own weapon and to Ground to Air weapons. Also it is invincible to JumpJet weapon, Jump Cannon.

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kopaka649
Energy Commando


Joined: 02 Jan 2003
Location: Earth...

PostPosted: Wed Apr 09, 2003 3:17 am    Post subject: Reply with quote  Mark this post and the followings unread

no i didnt use tutorial. i figured it out when i was playing with a few test models i made put through 3ds to vxl thing.

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WorrBerd0k3
Medic


Joined: 12 Oct 2003
Location: Good 'ol USA

PostPosted: Thu Jan 29, 2004 11:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

chill Zolop, if it cant be damaged by the ground to air and Jump Guns then all the better, just go to town on th AI wit em, butta itsa cool concept, hope it works for yas, and thanks banshee ive been lookin for a good totorial all day, thnx

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#2gunfire Now... I know packing 2 .45's aint as good as a Orca Fighter... but i think they'll do some damage on the Jet Puff Man. Smile

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FireStorm
Stealth Laser Trooper


Joined: 30 Dec 2002

PostPosted: Fri Jan 30, 2004 11:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

didnt you guys know... Jumpjet locomotor/settings for aircraft makes it invincible to enemy fire (AFAIK)... i think ppl like Banshee explained it alot of time already... and you cant have air to air combat in TS either... that's a fact..

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http://www.tiberiumsun.com/tsr/

Damn...Tutorials Links Doesnt Works Anymore

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Fremen5
Commander


Joined: 10 Aug 2003
Location: Laughing at Donald Trump in a rather flat place

PostPosted: Sat Jan 31, 2004 1:36 am    Post subject: Reply with quote  Mark this post and the followings unread

yeah, the closest thing is the jumpjet, which can fly around and shoot flying things while on the ground..

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WorrBerd0k3
Medic


Joined: 12 Oct 2003
Location: Good 'ol USA

PostPosted: Sat Jan 31, 2004 7:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

after snooping around the forum for five hours after that post, i did find that out, thnx, i do remeber that with SunEdit2k i made a Jump Jet clone, it worked fine........absolutely fine. I even changed the image around and stuff..........like to a orcafight. Wish SE2k was a lil better, like better than TibEdit, alas......it had some cool features, and the ease of use was good. No manual edit though, not on Vehicles i dont believe. *sigh* it had so much prospect...............................................welup, sry for spammin i gone to far already.......learned a lot from this tutorial.

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#2gunfire Now... I know packing 2 .45's aint as good as a Orca Fighter... but i think they'll do some damage on the Jet Puff Man. Smile

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat Jun 18, 2005 3:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

maybe a very noobis question, but aren't you guys using SE2K or something like that. if not, i must learn the way you all do

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sat Jun 18, 2005 3:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

NO!, never use SE2k, and try not to reply in old topics, use notepad/wordpad, and look at the tut's around the site thay will help you with what you want to do

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Banshee
Supreme Banshee


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

PostPosted: Sat Jun 18, 2005 3:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

@TShyper: Read this: http://www.ppmsite.com/forum/viewtopic.php?t=5639

@Dutchygamer: No, we don't use Se2k. It's better to use Wordpad for the following reasons:

- SE2k disorganizes the rules.ini file.
- Se2k also has its limits.


All the stuff in rules.ini is easy english. So, you can understand it without the help from Se2K, although Se2k provides a nice interface.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Sat Jun 18, 2005 4:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

oh sorry banshee, i did not know Sad

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Jun 26, 2005 4:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

maybe the wrong topic, but i've readed that you can't use a new weapon as primary if you create a new unit. but thats my problem! i still have problems with the chem sprayer: see my topic :   http://www.ppmsite.com/forum/viewtopic.php?t=7722
how can you copy a weapon code without letting the game crash?

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Worm4981
Cyborg Specialist


Joined: 18 Jan 2005
Location: in front of my PC

PostPosted: Mon Jun 27, 2005 4:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

eerr.. WTF?
adding a new primary to new units works fine for us all...

PM me your weapon code and ill see what i can do.

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go here for my forum!

this is the World War III site!

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Jun 28, 2005 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

sorry, it works already

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TiberianManiac
Civilian


Joined: 23 Jun 2005

PostPosted: Tue Nov 22, 2005 2:48 am    Post subject: Reply with quote  Mark this post and the followings unread

i am new can you help me make a mod pleas Sad  Sad  Sad

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Vincent93
Commander


Joined: 07 May 2005
Location: Behind you!!!

PostPosted: Tue Nov 22, 2005 4:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Bumped Wink

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Banshee
Supreme Banshee


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

PostPosted: Tue Nov 22, 2005 2:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hm... first, you'll need have an objective. What kind of mod would you like to do? Which sides will it have? How will each side differs from each other? What are the unique features that you plan for your mod? etc...


http://www.ppmsite.com/forum/viewtopic.php?t=7398

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TiberianManiac
Civilian


Joined: 23 Jun 2005

PostPosted: Tue Nov 22, 2005 3:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

how about a orca transport thats works so how will you make it

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TiberianManiac
Civilian


Joined: 23 Jun 2005

PostPosted: Tue Nov 22, 2005 3:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

what is voxels and how do you use them

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Tue Nov 22, 2005 5:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

This dosn't belong in here, check other topics and post these in the frigging editing forum.

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Angry Bum Bob
Vehicle Driver


Joined: 22 Jun 2010

PostPosted: Wed Jun 23, 2010 12:25 am    Post subject: Reply with quote  Mark this post and the followings unread

I have buildt my first unit. But for some reason its invisible. I have read through most forums and sites for advice and nothing realy seem to fix it Crying or Very sad

Rules.ini
Quote:

[SMCVD]
Name=Surveyor
ConstructionYard=yes
TechLevel=-1
Strength=600
Points=50
Cost=950
Sight=8
Power=0
Armor=wood
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
MaxDebris=2
UndeploysInto=SMCV
BaseNormal=no
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=500, 500, 400
TogglePower=no
IsBase=yes

; Deployable Surveyor
[SMCV]
Name=Surveyor
Category=Support
Prerequisite=FACTORY
Strength=600
Armor=wood
TechLevel=2
Sight=5
Speed=3
Owner=GDI,Nod
AllowedToStartInMultiplayer=no
Turret=no
Cost=950
Points=30
ROT=5
DeploysInto=SMCVD
Crusher=no
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Normal
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
ZFudgeColumn=8
ZFudgeTunnel=15

Also i added the names in under the [Vehicle] and [Building] Section.

Art.ini
Quote:

[SMCV]
Cameo=LPSTICON
Voxel=yes
Remapable=yes

[SMCVD]
Cameo=SPOTICON
Normalized=yes
Remapable=yes
Foundation=1x1
Buildup=GASPOTMK
DemandLoadBuildup=true
Height=3
NewTheater=yes
ActiveAnim=GASPOT_A
ActiveAnimDamaged=GASPOT_AD
ActiveAnimZAdjust=-100


I can't find the problem Embarassed
Any ideas what i'm doing wrong?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Jun 23, 2010 12:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Whoa!, I know your new and all but make sure to post in the proper place and by all means look at the date on the last post. You just posted in a thread that is 5yrs old. Most things that pertain to editing should go in the Editing Forum.

Where did you put your .vxl and .hva files at? and did you make an Art.ini entry for it as well as add it to the [VehicleTypes] section in the rules?

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Angry Bum Bob
Vehicle Driver


Joined: 22 Jun 2010

PostPosted: Wed Jun 23, 2010 1:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
Whoa!, I know your new and all but make sure to post in the proper place and by all means look at the date on the last post. You just posted in a thread that is 5yrs old. Most things that pertain to editing should go in the Editing Forum.

Where did you put your .vxl and .hva files at? and did you make an Art.ini entry for it as well as add it to the [VehicleTypes] section in the rules?

HAHAHA oh dear Laughing
Not only did i realize that this thread is kinda old, i also realized that i don't have any original vxl or hva files. i just assumed that it was going to be a mobile sensor array. Unfortunately, without the Image= its just gonna be nothing there. Man I'm clumsy. But while we are at it. Were can i find the vxl for the mobile sensor array?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Jun 23, 2010 3:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Man, I've been full of stupidness lately. "Most likely from to much modding and working long hrs in the heat" I asked you if you made an art.ini entry and listed it in the [VehicleTypes] list and it clearly states it in your first post. #Silly I'm losing my frickin mind!

anyway to view and extract .vxl and .hva files as well as every other thing in the game, get XCC Mixer. You might as well get the whole XCC Utility package as your gonna need it anyway.

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Angry Bum Bob
Vehicle Driver


Joined: 22 Jun 2010

PostPosted: Wed Jun 23, 2010 10:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
Man, I've been full of stupidness lately. "Most likely from to much modding and working long hrs in the heat" I asked you if you made an art.ini entry and listed it in the [VehicleTypes] list and it clearly states it in your first post. #Silly I'm losing my frickin mind!

anyway to view and extract .vxl and .hva files as well as every other thing in the game, get XCC Mixer. You might as well get the whole XCC Utility package as your gonna need it anyway.


Check!
I might get something to edit the .hva files.
Ive done a search inside the mix files for the mobile sensor array's .vxl but i can't find it Confused, might need to do some more searchin'

Thanks for the advice Very Happy

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Morpher
General


Joined: 28 Jan 2005

PostPosted: Wed Jun 23, 2010 12:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

local.mix / lpst.vxl

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Angry Bum Bob
Vehicle Driver


Joined: 22 Jun 2010

PostPosted: Wed Jun 23, 2010 4:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Morpher wrote:
local.mix / lpst.vxl

WICKED!thank you my good sir.

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darkjespertje
Civilian


Joined: 22 Nov 2010
Location: Online

PostPosted: Mon Nov 22, 2010 8:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hej guys,

I saw the works posted over here and I really like them. I now have a problem of myself:
How do I turn the Adult Visceroid into a constructable Unit?(I mean i want to be able to train visceroids, and command them) The problem is probably in the Art.ini file, where I cant find the entry for the artwork of the Visceroid.
Helpz me plzz?

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Tue Nov 23, 2010 12:47 am    Post subject: Reply with quote  Mark this post and the followings unread

This is a rules problem, not art. PROTIP: It has to do with the tech level.

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Tue Nov 23, 2010 2:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

and owner #Tongue

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Think of me as Nordos, 'cause Banshee wouldn't rename me

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Tue Nov 23, 2010 7:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ordosherrscher wrote:
and owner #Tongue

IIRC, the visceroid is already GDI and Nod owned.. but I could be wrong.

EDIT: Nope, you were right.

Last edited by Orac on Tue Nov 23, 2010 8:35 pm; edited 1 time in total

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Nov 23, 2010 8:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

In Vanilla TS, ownership of the visceroids belong to the Civilians.

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