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				 Exalion 
				
				
					 Joined: Fri Mar 02, 2007 6:59 am Posts: 1726 Location: NSW, Australia
				 
				 
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				  Re: W40k:Tau U-P-D-A-T-E !!!!  
					
						Are the held offsets for that final? looks like you hold it like a minigun! 
					
  
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			| Mon Feb 16, 2009 9:05 am | 
			
				
					 
					
					 
				  
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				 Miles_T3hR4t 
				
				
					 Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
				 
				 
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				  Re: W40k:Tau U-P-D-A-T-E !!!!  
					
						Exalion wrote: Are the held offsets for that final? looks like you hold it like a minigun! Actually those held offsets are only temporary, its supposed to 'hold' a spot in the air 4 pixels towards the front... Its supposed to be an arm-mount, that square part there holding, is supposed to go on the side of the arm of a broadside, and the whole gun should sort of hang under it. Its just that... well... the vanilla actors can't hold it that way... they gib if they look down, or just drop it when they walk and sharp aim... even though there sharp aim doesn't move... And for some reason in my head this is being read by Dr Girlfriend from venture bros.... how do I stop this... fictional character voices are reading in my head.... what's wrong with me....  
					
  
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			| Mon Feb 16, 2009 9:42 am | 
			
				
					 
					
					 
				      
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				 Disst 
				
				
					 Joined: Thu Feb 12, 2009 1:47 am Posts: 1182
				 
				 
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				  Re: W40k:Tau U-P-D-A-T-E !!!!  
					
						we need tyranids. 
					
  
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			| Mon Feb 16, 2009 3:50 pm | 
			
				
					 
					
					 
				  
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				 Metal_militia 
				
				
					 Joined: Fri Jan 23, 2009 2:01 pm Posts: 60 Location: London, UK
				 
				 
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				  Re: W40k:Tau U-P-D-A-T-E !!!!  
					
						wrong forum for that crud, go to requests 
					
  
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			| Mon Feb 16, 2009 8:33 pm | 
			
				
					 
					
					 
				  
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				 411570N3 
				
				
					 Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
				 
				 
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				  Re: W40k:Tau U-P-D-A-T-E !!!!  
					
						-_-" I dislike the sprites, chances are I'll submit at least recoloured ones when I get time. 
					
  
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			| Tue Feb 17, 2009 8:01 am | 
			
				
					 
					
					 
				    
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				 NaXx 
				
				
					 Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
				 
				 
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				  Re: W40k:Tau U-P-D-A-T-E !!!!  
					
						Who its working in the Tau stealth Xv15 actor?   (In future afirmative reply,) need help?  
					
  
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			| Tue Feb 17, 2009 7:19 pm | 
			
				
					 
					
					 
				  
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				 grenade 
				
				
					 Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
				 
				 
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				  Re: W40k:Tau U-P-D-A-T-E !!!!  
					
						I've made burstcannon for xv15 . I thought that you worked on the xv15 . 
					
  
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			| Tue Feb 17, 2009 8:28 pm | 
			
				
					 
					
					 
				  
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				 NaXx 
				
				
					 Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
				 
				 
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				  Re: W40k:Tau U-P-D-A-T-E !!!!  
					
						grenade wrote: I've made burstcannon for xv15 . I thought that you worked on the xv15 .   Holy jesus christ.... I was anger about the Ionblaster problem and I stoped to look the post until today  Edit: I gonna put myself on it right now...  
					
  
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			| Tue Feb 17, 2009 8:46 pm | 
			
				
					 
					
					 
				  
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				 NaXx 
				
				
					 Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
				 
				 
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				  Re: W40k:Tau U-P-D-A-T-E !!!!  
					
						First sprite problem :  As you can see the 2 shoulders haven't the same armor design... We must sprite the two of them or just one? I vote for sprite 2 diferents and leave the genious of code "Miles_T3hR4t" do the rest     
					
  
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			| Tue Feb 17, 2009 9:21 pm | 
			
				
					 
					
					 
				  
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				 vagyr 
				
				
					 Joined: Sun Jan 11, 2009 10:54 am Posts: 365
				 
				 
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				  Re: W40k:Tau U-P-D-A-T-E !!!!  
					
						gaaah!!! i wanted to give you a new and complete pulse rifle code(with added coolnes)... but i have strange errors... and since no 1 is helping me at the new thread i opened i will post it here... hopefuly some1 will help me... it says error on line 5(it cannot mach property) and sometimes it will say error on line 43(it cannot mach property)!?!?!? what do i do wrong??? it has an error on the mass?!?!? and on the color?!?!? please help... the pulse rifle will look much better like this... (fine tuning will come after the code is fixed) Code: AddEffect = Attachable    InstanceName = Sniper Pulse Muzzle    ScreenEffect = ContentFile       FilePath = Tau.rte/Pulse Rifle auto fire/pulseglow.bmp    Mass = 0.0001    HitsMOs = 0    GetsHitByMOs = 0    SpriteFile = ContentFile       FilePath = Tau.rte/Pulse Rifle auto fire/pulsebeam.bmp    FrameCount = 2    SpriteOffset = Vector       X = 0 //-8       Y = -9    AtomGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Air       Resolution = 2       Depth = 100    DeepGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Air       Resolution = 3       Depth = 100    DeepCheck = 0    JointStrength = 10000    JointStiffness = 1    DrawAfterParent = 0
  AddEffect = MOPixel    InstanceName = Particle Rail Glow    Mass = 0.013    //RestThreshold = 500    GlobalAccScalar = 0    LifeTime = 500    Sharpness = 0.0001    HitsMOs = 0    GetsHitByMOs = 0    Color = Color       R = 0       G = 0       B = 200    Atom = Atom       Material = Material          CopyOf = Bullet Metal       TrailColor = Color          R = 200          G = 200          B = 255       TrailLength = 4    ScreenEffect = ContentFile       FilePath = Base.rte/Effects/Glows/BlueSmall.bmp    EffectStartTime = 0    EffectStopTime = 500    EffectStartStrength = 1.0    EffectStopStrength = 0.1    EffectAlwaysShows = 1
  AddEffect = MOPixel    InstanceName = Particle 1    Mass = 0.05    RestThreshold = 500    LifeTime = 300    Sharpness = 50    HitsMOs = 1    GetsHitByMOs = 0    Color = Color       R = 255       G = 255       B = 255    Atom = Atom       Material = Material          CopyOf = Metal       TrailColor = Color          R = 100          G = 100          B = 255       TrailLength = 40
  AddAmmo = AEmitter    PresetName = Particle Rail Rifle    Mass = 4    HitsMOs = 0    GetsHitByMOs = 0    SpriteFile = ContentFile       FilePath = Coalition.rte/Devices/Rifles/SniperCasing.bmp    LifeTime = 1    FrameCount = 1    SpriteOffset = Vector       X = 0       Y = -9    EntryWound = AEmitter       CopyOf = Dent Metal    ExitWound = AEmitter       CopyOf = Dent Metal    AtomGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Military Stuff       Resolution = 2       Depth = 0    DeepGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Military Stuff       Resolution = 4       Depth = 1    DeepCheck = 1    AddEmission = Emission       EmittedParticle = MOPixel          CopyOf = Particle 1       ParticlesPerMinute = 1       BurstSize = 2       Spread = 0.0       MaxVelocity = 220       MinVelocity = 190       PushesEmitter = 0    AddEmission = Emission       EmittedParticle = MOPixel          CopyOf = Particle Rail Glow       ParticlesPerMinute = 1       BurstSize = 6       Spread = 0.0       MaxVelocity = 120       MinVelocity = 10       PushesEmitter = 0    AddEmission = Emission       EmittedParticle = MOPixel          CopyOf = Particle Rail Glow          PresetName = Particle Rail Glow Large          ScreenEffect = ContentFile             FilePath = Base.rte/Effects/Glows/BlueBig.bmp          EffectStartTime = 0          EffectStopTime = 500          EffectStartStrength = 0.9          EffectStopStrength = 0.1          EffectAlwaysShows = 1       ParticlesPerMinute = 1       BurstSize = 3       Spread = 0.0       MaxVelocity = 100       MinVelocity = 10       PushesEmitter = 0    EmissionEnabled = 1    EmissionsIgnoreThis = 0    BurstTriggered = 1
  AddAmmo = Round    InstanceName = Round 1    ParticleCount = 1    Particle = AEmitter       CopyOf = Particle Rail Rifle    Shell = None    FireVelocity = 10    ShellVelocity = 0    Separation = 0
  AddAmmo = Magazine    InstanceName = Magazine Pulse    Mass = 2    HitsMOs = 0    GetsHitByMOs = 0    SpriteFile = ContentFile       FilePath = Base.rte/Null.bmp    FrameCount = 1    SpriteOffset = Vector       X = 28       Y = -5    EntryWound = AEmitter       CopyOf = Dent Metal    ExitWound = AEmitter       CopyOf = Dent Metal    AtomGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Grass       Resolution = 2       Depth = 0    DeepGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Grass       Resolution = 3       Depth = 1    DeepCheck = 1    JointStrength = 200    JointStiffness = 1    JointOffset = Vector       X = 0       Y = -3    ParentOffset = Vector       X = 1       Y = 0    DrawAfterParent = 0    RoundCount = 50    RTTRatio = 4    RegularRound = Round       CopyOf = Round 1    AddGib = Gib       GibParticle = MOSParticle          CopyOf = Tiny Smoke Ball 1       Count = 10       Spread = 1       MaxVelocity = 4       MinVelocity = 4    GibImpulseLimit = 0.00001
  AddDevice = HDFirearm    PresetName = Pulse Rifle/single fire    Description = The Tau have developed rifle-sized plasma weapons immune to ovetrheat and catostrophic failure, a feat never before acheived, not even by the Eldar. They are used as standard-issue weapons. They have a high armor penetration value(medioum range)this weapon has been seted on single fire.    AddToGroup = Weapons    AddToGroup = T'au    Mass = 20    HitsMOs = 0    GetsHitByMOs = 1    SpriteFile = ContentFile       FilePath = Tau.rte/Pulse Rifle 1shot/pulserifle.bmp    FrameCount = 2    SpriteOffset = Vector       X = -16       Y = -7    EntryWound = AEmitter       CopyOf = Dent Metal    ExitWound = AEmitter       CopyOf = Dent Metal    GoldValue = 150    AtomGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Military Stuff       Resolution = 4       Depth = 0    DeepGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Military Stuff       Resolution = 4       Depth = 10    DeepCheck = 1    JointStrength = 75    JointStiffness = 0.5    JointOffset = Vector       X = -3       Y = 3    DrawAfterParent = 0    StanceOffset = Vector       X = 6       Y = 5    SharpStanceOffset = Vector       X = 7       Y = -2    SupportOffset = Vector       X = 5       Y = 4    SharpLength = 480    Magazine = Magazine       CopyOf = Magazine Pulse       ParentOffset = Vector          X = 3          Y = 1    Flash = Attachable       CopyOf = Sniper Pulse Muzzle    FireSound = Sound       AddSample = ContentFile          FilePath = Tau.rte/Pulse Rifle 1shot/shot.ogg       AddSample = ContentFile          FilePath = Tau.rte/Pulse Rifle 1shot/shot2.ogg    EmptySound = Sound       AddSample = ContentFile          FilePath = Tau.rte/Pulse Rifle 1shot/empty.ogg    ReloadStartSound = Sound       AddSample = ContentFile          FilePath = Tau.rte/Pulse Rifle 1shot/relostart.ogg    ReloadEndSound = Sound       AddSample = ContentFile          FilePath = Tau.rte/Pulse Rifle 1shot/reloend.ogg    RateOfFire = 50    ReloadTime = 2000    FullAuto = 0    FireIgnoresThis = 1    ShakeRange = 0    SharpShakeRange = 0    NoSupportFactor = 0    ParticleSpreadRange = 2    ShellSpreadRange = 8    ShellAngVelRange = 2    MuzzleOffset = Vector       X = 40       Y = 0    EjectionOffset = Vector       X = -8       Y = -1    AddGib = Gib       GibParticle = MOPixel          CopyOf = Spark Yellow 1       Count = 6       Spread = 2.25       MaxVelocity = 20       MinVelocity = 8    AddGib = Gib       GibParticle = MOPixel          CopyOf = Spark Yellow 2       Count = 5       Spread = 2.25       MaxVelocity = 20       MinVelocity = 8    AddGib = Gib       GibParticle = MOPixel          CopyOf = Drop Oil       Count = 4       Spread = 2.25       MaxVelocity = 10       MinVelocity = 1    AddGib = Gib       GibParticle = MOSParticle          CopyOf = Gib Metal Rust Micro A       Count = 6       Spread = 2.25       MaxVelocity = 15       MinVelocity = 5    AddGib = Gib       GibParticle = MOSParticle          CopyOf = Gib Metal Grey Micro A       Count = 18       Spread = 2.25       MaxVelocity = 15       MinVelocity = 5    GibWoundLimit = 18  
					
  
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			| Tue Feb 17, 2009 9:29 pm | 
			
				
					 
					
					 
				  
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				 NaXx 
				
				
					 Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
				 
				 
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				  Re: W40k:Tau U-P-D-A-T-E !!!!  
					
						right, copy the folder "effects" folder inside the tau.rte or the folder where are you working. And all the files with some reference in the correct folder and it must be fixed     It happend to me when I was making the "bannedcannon" EDIT: file 5... mph... can be a mass problem, any other idea?  
					
  
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			| Tue Feb 17, 2009 9:55 pm | 
			
				
					 
					
					 
				  
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				 Miles_T3hR4t 
				
				
					 Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
				 
				 
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				  Re: W40k:Tau U-P-D-A-T-E !!!!  
					
						NaXx wrote: First sprite problem :  As you can see the 2 shoulders haven't the same armor design... We must sprite the two of them or just one? I vote for sprite 2 diferents and leave the genious of code "Miles_T3hR4t" do the rest    the difference in shoulder-pads is the size of the cept marking.. that circle thing with the tau symbol thing on it... thats about the only difference... Ignore it, I only just realized this.... (then again, I can't paint and got someone else to do it T_T)  
					
  
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			| Wed Feb 18, 2009 1:17 am | 
			
				
					 
					
					 
				      
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				 grenade 
				
				
					 Joined: Mon Aug 18, 2008 5:29 pm Posts: 607 Location: Ukraine,Odessa in the ASC bunker-base
				 
				 
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				  Re: W40k:Tau U-P-D-A-T-E !!!!  
					
						Well the main difference between xv15 and fire warrior is color and jetpack . 
					
  
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			| Wed Feb 18, 2009 8:20 am | 
			
				
					 
					
					 
				  
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				 411570N3 
				
				
					 Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
				 
				 
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				  Re: W40k:Tau U-P-D-A-T-E !!!!  
					
						And the fact that it's wearing a suit.... 
					
  
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			| Wed Feb 18, 2009 8:58 am | 
			
				
					 
					
					 
				    
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				 NaXx 
				
				
					 Joined: Mon Feb 02, 2009 9:18 pm Posts: 618 Location: Ancient Hispania
				 
				 
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				  Re: W40k:Tau U-P-D-A-T-E !!!!  
					
						My sprite skills arrive since it arrive... talking about actors... I don't like how ended the helmet, please re-sprite it freely.
  Things to fix :
  1. Background arm and hand must be positionated where they must be.
  2. Make awesomer the jetpack fire
  3. Replace the description by some geek tau data
  (Re-adjust or Re-sprite what you need to fix, this file its free to modification for tau's benefits.) I adjusted the stealth digger for look like this stealth troop...
  PLEASE, productive criticism. 
					
  
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			| Wed Feb 18, 2009 4:58 pm | 
			
				
					 
					
					 
				  
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