General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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Originally Posted by: KlingonDragon (Note, this is not an attack but some constructive advice.)
I Know , Thanks . |
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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Originally Posted by: adrianemapmaker Originally Posted by: KlingonDragon (Note, this is not an attack but some constructive advice.)
I Know , Thanks . That was for acidbrain. Every time they say they're done with me, they start up another fight somewhere else. My off hand comments about people's use of English are one of the quirks of British humour yet they get taken seriously. I just wanted to cover my bases and ensure I didn't get anymore unjustified hate thrown my way. |
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Colonel Joined: 12/27/2013(UTC) Posts: 681 Location: MLP Thanks: 181 times Was thanked: 143 time(s) in 119 post(s)
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General Joined: 12/30/2011(UTC) Posts: 982
Thanks: 95 times Was thanked: 574 time(s) in 364 post(s)
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You know what the problem is adriane, mister klingon said something which he meant because he said it multiple times in multiple threads, people confronted him with it and now he wiggles his way out of it by saying it was all a joke. When someone says something what mr klingon doesnt like then he starts crying that he is attacked or that people ventilate unjustified hate towards him. He starts a charm offensive by starting a mod project right after he got a warning and now he acts like the big boy, it is really laughable... Try to make some lgbt jokes and see how he likes that, just say that people do that often in the place where you live and that it just a joke for you and see how mr. klingon likes that... Oh btw me calling mr klingon mr is just a joke, lmao over here, so much fun... Edited by user Thursday, January 12, 2017 1:05:31 PM(UTC)
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Panem et kirkinses |
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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I've been thinking about that mod for months and I was talking about it in the staff forums for days before that argument even started. This is no charm offensive. It's a genuine mod that we're developing together (as a community). One of the many aspects of British Humour is jokes about stereotypes. Sorry if those jokes don't work internationally. And, now I've seen that people are actually getting offended, I've stopped. You continue to call me 'mr klingon', even though I have told you I don't like it. |
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Colonel Joined: 12/27/2013(UTC) Posts: 681 Location: MLP Thanks: 181 times Was thanked: 143 time(s) in 119 post(s)
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I think you both might be forgetting this : Originally Posted by: adrianemapmaker Can You Stop Guys I dont Want To Do another Thread ... I dont want to talk about this.. ok Lets start Again ..
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2 users thanked zero hour mad map maker for this useful post.
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Major Joined: 2/21/2015(UTC) Posts: 386 Thanks: 80 times Was thanked: 132 time(s) in 96 post(s)
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There's another thing you can't do with map.inis: Create locomotors, you can only use or modify existing ones. |
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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That explains why my crop-duster ini (made to help someone in another thread) only worked when I used existing locomotors. |
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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Question:15How to Do A New CommandButton For CommandSet? i Noticed that In CommandSet.. The Names Of There Button's Is Not The Same Ex: In CommandSet 1 = Command_DetonateConvoyTruckNuke (The Name of The Button In The CommandSet) In CommandButtonCommandButton ConvoyTruckSuicideWeapon (The Name of The Button) Edited by user Friday, January 13, 2017 2:10:09 AM(UTC)
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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That's because that's a different commandbutton. The names have to be identical. To create a new commandbutton: copy an existing one and make the required modifications; To add it to the commandset: add the line: ' # = Command_Whatever_You_Called_It'. |
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1 user thanked klingondragon for this useful post.
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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Can AnyOne Helpme..... i Dont Know How To Work With this Command's thingy i Know Only How Rename them and To Replace Them (TheCode's) This Is for The Vehicle ConvoyTruckNuke That Being Used To My Infantry Terrorist,It Look Like Completed But When I Tried To Just Rename To What i want ,In Game-They Crash Why? -Need Help- Code:
CommandSet GLAInfantryTerroristCommandSet
1 = Command_DetonateConvoyTruckNuke
12 = Command_Stop
End
CommandButton Command_DetonateConvoyTruckNuke
Command = FIRE_WEAPON
WeaponSlot = PRIMARY
Options = OK_FOR_MULTI_SELECT
TextLabel = CONTROLBAR:DetonateNuke
ButtonImage = SNNukeLaunch
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipDetonateNuke
End
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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I've found, when you want to mess with commandsets in map.inis, that renaming the commandset and giving the object the new commandset works (when just modifying the existing one doesn't). Also, if I understand what you want to do, you need not actually change the commandset and commandbutton. merely the weapon the terrorist has when he runs into things. As such, you should probably just have some code which looks like this: Code:Object Terrorist
WeaponSet
PRIMARY = Nuke
End
End
Obviously with the correct names and stuff. It is important never to make more changes than you actually need to (at least, not until you get it working). |
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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is this the code you're using?: http://www.cnclabs.com/forums/c...snippets.aspx#post142874If so I think I found a problem: Code:Object GLAInfantryTerrorist
WeaponSet
Conditions = None
Weapon = PRIMARY TerrorNuke
End
End
Object GLAInfantryTerrorist
RemoveModule ModuleTag_02
AddModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
MaxHealth = 3000
InitialHealth = 3000
End
End
Scale = 2
RemoveModule ModuleTag_03
AddModule ModuleTag_03
Behavior = AIUpdateInterface ModuleTag_03_Override
AutoAcquireEnemiesWhenIdle = Yes
End
End
Locomotor = SET_NORMAL BasicAmphibiousLocomotor
End
Should look like: Code:Object GLAInfantryTerrorist
WeaponSet
Conditions = None
Weapon = PRIMARY TerrorNuke
End
ReplaceModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
MaxHealth = 3000
InitialHealth = 3000
End
End
Scale = 2
ReplaceModule ModuleTag_03
Behavior = AIUpdateInterface ModuleTag_03_Override
AutoAcquireEnemiesWhenIdle = Yes
End
End
Locomotor = SET_NORMAL BasicAmphibiousLocomotor
End
What I have done is have only one entry for the whole terrorist (instead of 2 (I think this was what caused the crash)). I also changed your remove and add modules to replace modules (although this shouldn't matter). Edited by user Friday, January 13, 2017 6:45:07 AM(UTC)
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1 user thanked klingondragon for this useful post.
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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yah , thanks ... i love this community guys
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Colonel Joined: 12/27/2013(UTC) Posts: 681 Location: MLP Thanks: 181 times Was thanked: 143 time(s) in 119 post(s)
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Originally Posted by: adrianemapmaker yah , thanks ... i love this community guys
Don't we all? It definitely grows on ya |
Ready for Anything! --- C&C Labs Staff , Maps Staff , Moderator
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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Hey Guys,New.Question:16In a mod,How you can do another unique Buildcost and also The Buildtime,is it possible in a mod? Question:17the art folder , it will popup after you extract it on the gameroot by using finalbig? Question:18Where do i found some unique Images like tga\dds file for my new unit(I am using the gmax now with the Non-virus renegade mod tool) is there a purposed program to do this?Need help on this guys thanks Thanks in advance . Edited by user Monday, January 16, 2017 6:30:44 AM(UTC)
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General Joined: 4/10/2014(UTC) Posts: 1,591 Location: Laniakea; Virgo Supercluster; Local Sheet; Local Group; Milky Way Galaxy; Orion–Cygnus Arm; Gould Belt; Local Bubble; Local Interstellar Cloud; Sol System; Sol III; Europe; United Kingdom of Great Britain and Northen Ireland; Great Britain; England; Essex Thanks: 16 times Was thanked: 247 time(s) in 217 post(s)
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16. Yes. Simply change that line of code in the object's ini code.
17. Do you mean "When you extract the art big files, Will the art folder be created?"? If so, Yes but I wouldn't advise doing this. I'd advise extracting the folders to your documents and copying files to the game folder when you need to use them.
18. Try paint.net. You can either create an image in there, or load an existing image and change the file type. |
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Colonel Joined: 12/27/2013(UTC) Posts: 681 Location: MLP Thanks: 181 times Was thanked: 143 time(s) in 119 post(s)
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Originally Posted by: adrianemapmaker Hey Guys,New.Question:18Where do i found some unique Images like tga\dds file for my new unit(I am using the gmax now with the Non-virus renegade mod tool) is there a purposed program to do this?Need help on this guys thanks Thanks in advance . Paint.Nethas full support of those files and can convert any image file into dds or tga. If you want a new image either make one yourself, or find one. (Most likely they'll be in png, jpeg, or bmp format) Once you have your image, you can open it with Paint.net and click the save-as feature. Then from the drop down list, you'll be able to save it as any format you like. In this case you'll want to save it as a tga, or a dds. I use Paint.net as my photoshop, lol. |
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