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 The Wehrmacht - an Axis mod - WWII 
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Joined: Fri Apr 30, 2010 2:12 pm
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Post Re: Wehrmacht / German / Axis forces mod WWII [Updated]
If you were thinking about something handheld, one of the most funky troops
developed by nazis are "the vampire troops" which had nightvission-attachable,
you could emulate the sci-fi looking and make it luadicriously stuff.
Anyway, if you have to look onto dinasors, be sure to do it rite...


Tue Oct 18, 2011 8:23 am
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Joined: Mon Oct 25, 2010 5:51 am
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Location: Sydney
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Post Re: Wehrmacht / German / Axis forces mod WWII [Updated]
Yeah, I'll look into doing a lightning gun. Seems far beyond my capabilities at the moment. I've got a couple of ideas to make it work, rest assured.

@Naxete: I'd love to make the Vampir, but it would be completely pointless, as I don't think there's any way to effectively implement infrared cameras into CC.


Tue Oct 18, 2011 9:11 am
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Post Re: Wehrmacht / German / Axis forces mod WWII [Updated]
I like the way you think, kettengrad, lua electric effects are serious hell...
trigonometry and hiperbolic/cuantical calculations (definitely not my kind of thing)

Anyway, the vampire troops are more like some kind of graphical suggestion,
you can make it and say it creates a super advance system of accuracy,
with retro-lasers and stuff, making the bullets always RAM enemy asses :twisted:


Tue Oct 18, 2011 4:15 pm
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Joined: Sat Oct 15, 2011 4:19 pm
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Post Re: Wehrmacht / German / Axis forces mod WWII [Updated]
Uhh.....i have enabled most of the content that WAS disabled(exluding U-boat[no files],zombies and mutants) and only one error hits me in the face(in attachments).(note,medium and heavy tank.ini work perfectly)


Attachments:
File comment: here is the error it's self.
Untitled.png
Untitled.png [ 7.24 KiB | Viewed 5086 times ]
File comment: Here is the file name,the line # got blocked
abortscreen.bmp
abortscreen.bmp [ 358.41 KiB | Viewed 5086 times ]
Wed Oct 19, 2011 3:30 pm
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Data Realms Elite
Data Realms Elite
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Joined: Tue May 25, 2010 8:27 pm
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Location: Constant motion
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Post Re: Wehrmacht / German / Axis forces mod WWII [Updated]
FrameCount is obviously more than 1 somewhere for Base.rte/Null.bmp.


Wed Oct 19, 2011 6:39 pm
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Post Re: Wehrmacht / German / Axis forces mod WWII [Updated]
Roast Veg wrote:
FrameCount is obviously more than 1 somewhere for Base.rte/Null.bmp.

huh?


Thu Oct 20, 2011 12:46 am
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Post Re: Wehrmacht / German / Axis forces mod WWII [Updated]
Oi, Is it possible to use the "Explore" game mode and reveal territory with a green tint then, when the device is switched off, "Unreveal" it? That'd be one use for NVG in CC.


Thu Oct 20, 2011 12:51 am
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Post Re: Wehrmacht / German / Axis forces mod WWII [Updated]
@Galacticruler

Code:
AddAmmo = Magazine
   PresetName = Magazine Strike
   Mass = 0
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Null.bmp
   FrameCount = 1        <------------------------------- Here
   SpriteOffset = Vector
      X = -3
      Y = -3


This is some example code, but it shows you Framecount. Just search the .ini file for "FrameCount" until you find the one referencing Base.rte/Devices/Null.bmp, change it to Base.rte/Null.bmp (it's not in the Devices folder anymore), and change the Framecount to 1. Hope this helps.


Thu Oct 20, 2011 12:54 am
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Post Re: Wehrmacht / German / Axis forces mod WWII [Updated]
Disabled content is disabled because it is disabled. For a reason.
But yes I probably changed a sprite from something animated to null. And then disabled the .ini because the tanks didn't work well. I was doing some work on this mod yesterday, mainly just adding / replacing some sounds and sprites. The Luftfaust, flechette gun, and plasma carbine have received the most love. Some changes:


I will update the new version as soon as I smooth out some problems.
Me and Mehman are working on a mod together for the contest, so my additions to die Wehrmacht will not be very impressive until said contest is over. If the next contest theme is water, then updates will be further postponed.

EDIT: Oh and I cannibalized some ronin heads and made most of the infantry's heads randomized. Not much difference in head sprites, some have beards, different coloured hair / eyes, etc.
Image
That blond dude is definitely a Nazi. Just look at him.


Thu Oct 20, 2011 5:36 am
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Post Re: Wehrmacht / German / Axis forces mod WWII [Updated]
Kettenkrad wrote:
EDIT: Oh and I cannibalized some ronin heads and made most of the infantry's heads randomized. Not much difference in head sprites, some have beards, different coloured hair / eyes, etc.
Image
That blond dude is definitely a Nazi. Just look at him.


No kidding. I wouldn't trust him at all!

Good idea on the randomization too. I was contemplating something similar for the Imperial Guard in the 40K Compilation, maybe with random helmets as well.


Thu Oct 20, 2011 6:16 am
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Post Re: Wehrmacht / German / Axis forces mod WWII [Updated]
uberhen wrote:
@Galacticruler

Code:
AddAmmo = Magazine
   PresetName = Magazine Strike
   Mass = 0
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Null.bmp
   FrameCount = 1        <------------------------------- Here
   SpriteOffset = Vector
      X = -3
      Y = -3


This is some example code, but it shows you Framecount. Just search the .ini file for "FrameCount" until you find the one referencing Base.rte/Devices/Null.bmp, change it to Base.rte/Null.bmp (it's not in the Devices folder anymore), and change the Framecount to 1. Hope this helps.

i have one in devices folder,i had to put it there for some VERY old mods. and yes,this helped!


Thu Oct 20, 2011 2:03 pm
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Post Re: Wehrmacht / German / Axis forces mod WWII [Updated]
I'm agreed with Nonsequitorian, the new heads are a great improvement
but can't exist a paratrooper troop without parachute, its completely SPARTA.


Thu Oct 20, 2011 6:45 pm
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Post Re: Wehrmacht / German / Axis forces mod WWII [Updated]
Sorry to get back here and complain again that you should include a vechile, but now I really know what I was missing!

V-2 Rockets. Or even V-4's if you want to get a bit sci-fi and keep Von Braun in Nazi Germany anno 1947. And how's it going with other things as new weapons and the possibility of vechiles?

Oh and on the Swastikas and such from some posts ago (read if you want, I wont push you to do so)


Keep on going!


Sun Oct 30, 2011 10:51 pm
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Post Re: Wehrmacht / German / Axis forces mod WWII [Updated]
sabasNL wrote:
Sorry to get back here and complain again that you should include a vechile, but now I really know what I was missing!

V-2 Rockets. Or even V-4's if you want to get a bit sci-fi and keep Von Braun in Nazi Germany anno 1947. And how's it going with other things as new weapons and the possibility of vechiles?

Oh and on the Swastikas and such from some posts ago (read if you want, I wont push you to do so)


Keep on going!


No problems, there was a (severely overpowered and poorly sprited) V-2 a few updates a go, but it has since been removed. I'll tone it down and re sprite it now. Any special features / unique ideas that should be implemented into it? Dropship, orbital, or launcher / module deployment? V-2, (Soviet?) V-4, or (my personal favourite) the V-1 flying bomb?

Vehicles are getting nowhere atm, I'm sorry to report. As for the swastikas, I take no offence, but there's nowhere that they would really fit at the moment. If you can suggest some uses for them, please do.


Mon Oct 31, 2011 8:05 am
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Joined: Sat Oct 22, 2011 4:49 am
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Post Re: Wehrmacht / German / Axis forces mod WWII [Updated]
I have a suggestion for the V-1/2, see if you can have permission to borrow's Mehman transport cannon (code wise, although im aware that you had sprited it) and convert it into a V-1/2 platform, along with this you could also put a swastikas banners on the plat from as well.


Mon Oct 31, 2011 10:02 am
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