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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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Re: Command&Conquer V.1 [20-8-2010] (WIP)
Clockwork wrote: I have a small problem with the mod. When I use the Zone Troopers rail gun, it breaks automatically after the first shot. How can I fix this problem? Tips: Don't aim to your legs. Do not shoot jetpacking, use common sense dude... I'll retouch a bit the code to avoid the railgun impact against itself...
Attachments:
File comment: ComConq.rte\GDI\Weapons\ Overwrite without fear.
RRifle.ini [10.23 KiB]
Downloaded 281 times
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Tue Aug 24, 2010 12:55 am |
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Clockwork
Joined: Wed Apr 08, 2009 6:14 am Posts: 30
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Re: Command&Conquer V.1 [20-8-2010] (WIP)
The file overwrite completely fixed the problem, the rail gun is truly a sight to behold.
Thanks!
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Tue Aug 24, 2010 2:33 am |
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b75498
Joined: Fri Jan 28, 2011 3:32 am Posts: 39
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Re: Command&Conquer V.1 [20-8-2010] (WIP)
Why is the rifleman and the commando so fragile? the rifleman tried to reload and he blew up and the commando got hit by a little fire and he died instantly
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Wed Feb 09, 2011 3:18 am |
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armyguy
Joined: Sat Jul 11, 2009 3:57 pm Posts: 1
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Re: Command&Conquer V.1 [20-8-2010] (WIP)
Will you be doing any Red Alert 2 Soviet Units? (Apocalypse tank )
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Sat Feb 12, 2011 12:52 am |
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Mrkabab
Joined: Sat Dec 11, 2010 8:46 pm Posts: 3
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Re: Command&Conquer V.1 [20-8-2010] (WIP)
armyguy wrote: Will you be doing any Red Alert 2 Soviet Units? (Apocalypse tank ) Yea,Sounds Good
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Sat Feb 26, 2011 11:29 am |
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Galacticruler
Joined: Sat Oct 15, 2011 4:19 pm Posts: 322
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Re: Command&Conquer V.1 [20-8-2010] (WIP)
im running into a problem where the FGM - 90 has no ammo,and still has none after reload.........any ideas?
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Sun Oct 16, 2011 8:50 pm |
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Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
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Re: Command&Conquer V.1 [20-8-2010] (WIP)
Awesome spriting on those units, kudos to you. I'm a huge fan of NOD though, would you consider...? EDIT: It would rock so much playing NOD vs. GDI in Unmapped Lands. EDIT2: Damn, not B26 compatible. EDIT3: B26 version, Enjoy.
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Mon Oct 17, 2011 6:11 am |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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Re: Command&Conquer V.1 [20-8-2010] (WIP)
Thank you Jack trades, spriting and sharing process are the only parts I enjoy modding, aaand thank you so much for upgrading it to B26 I hate upgrading my mods... Do you think I should make another side for NODs? like one balanced side compared to GDI's? Also, a could use a little bit of help creating such enormous factions, scripting help...
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Mon Oct 17, 2011 3:58 pm |
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Jack Trades
Joined: Fri Sep 16, 2011 4:40 pm Posts: 234
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Re: Command&Conquer V.1 [20-8-2010] (WIP)
I'm a decent pixel artist, I know CC code quite well and I know Lua quite a bit as well BUT I've never done my own mods for CC (except for a simple mission, called Covert Assault). If you want, I would gladly help you out in creating NOD faction and polishing GDI. Go ahead and PM me if you want my help.
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Mon Oct 17, 2011 5:36 pm |
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Galacticruler
Joined: Sat Oct 15, 2011 4:19 pm Posts: 322
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Re: Command&Conquer V.1 [20-8-2010] (WIP)
Galacticruler wrote: im running into a problem where the FGM - 90 has no ammo,and still has none after reload.........any ideas? hello?
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Mon Oct 17, 2011 10:09 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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Re: Command&Conquer V.1 [20-8-2010] (WIP)
Hello! ^_^ For some reason the following line is present in the magazine bit: Code: ScriptPath = ComConq.rte/Scripts/GibThis.lua This way the magazine gets gibbed right when it starts existing, leading to an empty gun. Open the following file: ComConq.rte\GDI\Weapons\FGM-90.ini Go to line 177 Delete or uncomment this line by putting // in front of it.
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Mon Oct 17, 2011 10:19 pm |
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Galacticruler
Joined: Sat Oct 15, 2011 4:19 pm Posts: 322
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Re: Command&Conquer V.1 [20-8-2010] (WIP)
thank you! now.......lets go down some drop-ships
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Mon Oct 17, 2011 10:33 pm |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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Re: Command&Conquer V.1 [20-8-2010] (WIP)
For the followers of NOD, I'll share my pain, some sprites never seen before: Nod MilitantNod Roquet-Squad(you can't realize how difficult is to sprite one poncho, really) Nod FanaticsNod Shadow-Squad(this one had special wing sprites which supposedly will used akblabla glider codes) I've also started spriting some but didn't finished, like black hand's and confessors, due this project sinking. The plan was I should sprite NOD units and GDI was being fixed meanwhile Jack started coded NOD, I still waiting... If anyone wants to know why this is not going to be released, ask Jack Tradesperhaps he's brave enough to letting us know why he abandoned the project
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Fri Nov 04, 2011 7:05 pm |
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Galacticruler
Joined: Sat Oct 15, 2011 4:19 pm Posts: 322
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Re: Command&Conquer V.1 [20-8-2010] (WIP)
I was like then i was all like . we need NOD for the full effect,also,why not ask the maker of Tiberium mod to let you encorperate it in?
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Fri Nov 04, 2011 10:12 pm |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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Re: Command&Conquer V.1 [20-8-2010] (WIP)
Galacticruler wrote: we need NOD for the full effect,also,why not ask the maker of Tiberium mod to let you encorperate it in? I'm growing kind of strict and distrustful plus I barely know that guy
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Fri Nov 04, 2011 11:14 pm |
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