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qqqqqqqqqp Offline
#1 Posted : Sunday, February 24, 2013 8:56:06 PM(UTC)
qqqqqqqqqp
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OK i was just thinking to myself (while playing mw2) And i thought Pred drone so then i started on what eles i could add to this mod and now ive went a bit over board and i wanna add lots of units.But i nee to know how to Make a boat,and how to make an unit stealthed.Plz help.
I can do everything eles but the Boats and the Pred. Drone stealthed...Hovercraft 2
AND if you want me to add more to this mod (I ill do my best to release the v.1 of this mod When i get a chance)Just ask and I will do my best Thumb Up BUT if you want modeling... I dont do it srry.

WHAT I WANT TO ADD!!!
American.
Pred. drone
Pow Truck.
Seals.
HoverCraft.
Gunboat
GunTurrent.
Juggernot.

China.
MissleTurrent
Hovercraft
Gunboat


GLA.
Gunturrent .50cal
Gunboat
Barge.

Edited by user Thursday, February 28, 2013 9:07:21 PM(UTC)  | Reason: Me THATS WHY!! :3

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Rrtaya_tsamsiyu Offline
#2 Posted : Sunday, February 24, 2013 9:47:52 PM(UTC)
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to make a boat i would use a land unit's inis, like that of the battlemaster or something, and just change the locomoter to that of a boat (like the PT boat's locomoter).

To make things stealthed, try coping the stealth module from the sniper, a drone, or anything else that uses stealth already.

Also, you can't take things from tibierian sun and add them to generals. completely different stuff. you will have to do the models/animations yourself, find someone to do it, or find someone that will give you some models that have already been made.
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qqqqqqqqqp Offline
#3 Posted : Sunday, February 24, 2013 9:56:13 PM(UTC)
qqqqqqqqqp
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:( Ok beggers can't be choosers i gess Anywho ty But with the boat Wouldn't it just spawn and not move???
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Rrtaya_tsamsiyu Offline
#4 Posted : Sunday, February 24, 2013 10:58:18 PM(UTC)
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Welcome.

i think they tend to move on land until they get into water, then they can't get back out. Haven't actually made a boat myself yet, but thats what ive seen in most mods with navys. Usually they come from some sort of dock, and are spawned in the water by putting the spawn point a little ways in front of the building they're spawned from.

Even if they can't move when on land, that would only make the player build the ship-constructing building where the ships would be spawned in the water instead of using the ships as super-crazy-invincible tanks(because ships usually have alot better armor/weapons than anything on land).
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qqqqqqqqqp Offline
#5 Posted : Wednesday, February 27, 2013 9:55:01 PM(UTC)
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ok so ive got all the units but when i have the gunner(ak47)he has a pistol and so idk why
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Rrtaya_tsamsiyu Offline
#6 Posted : Thursday, February 28, 2013 7:28:11 AM(UTC)
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Is he firing a pistol or is he holding one?
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qqqqqqqqqp Offline
#7 Posted : Thursday, February 28, 2013 8:56:56 PM(UTC)
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Both


Also i was Wondering how to make the docks???tht work
I have the boats they are built at the airfield(becuase idk how to do a correct docks)
But its stuck in one place and will not move but other thean tht i Have everything ive siad but the boats,Docks for the Boats,and the Buildings(and the Cargo plane ,But i would like to know how to make it paradrop men like put them in it and paradrop them over an area)

Edited by user Thursday, February 28, 2013 10:32:10 PM(UTC)  | Reason: Not specified

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Rrtaya_tsamsiyu Offline
#8 Posted : Thursday, February 28, 2013 11:49:34 PM(UTC)
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if the guy looks like he is holding a gun then you need to use a different model, there isn't a way around that.


To make a dock, copy inis so that you have a building that will build the boats, but use one of the civilian dock models. In your inis, if you used one of the factories as a template, you should find something like this;

Behavior = DefaultProductionExitUpdate ModuleTag_09
UnitCreatePoint = X:-18.0 Y: 40.0 Z:0.0
NaturalRallyPoint = X: 60.0 Y: 40.0 Z:0.0
End

change the UnitCreatePoint until it spawns the boat way infront of the building. make the NaturallRallyPoint the same as the UnitCreatePoint. Now, when you go to build the dock ingame, place it next to water so that the boat will spawn in the water.


i'm not sure how to do the paradrops from the plane like your talking about.

Edited by user Thursday, February 28, 2013 11:51:54 PM(UTC)  | Reason: Not specified

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qqqqqqqqqp Offline
#9 Posted : Friday, March 1, 2013 8:20:24 PM(UTC)
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Well I got the docks ,BUT now it wont build anything so imma go back to the warfact modle and see if then it will do tht
...


Found out what it was ... the door tht opens i del. the script for it to open so now Boats work :) ty
(Bumbed about the CargoPlane paradrop...
Next time to work on the turrents,Grandcannon

Forgot one thing and tht is how to get the GLA barge to be able to drop ppl off on the shore like it does on certain missions?

Edited by user Friday, March 1, 2013 8:38:20 PM(UTC)  | Reason: Just Reasons thats Why

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Rrtaya_tsamsiyu Offline
#10 Posted : Friday, March 1, 2013 8:29:36 PM(UTC)
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The model isn't whats causing it. Models don't actually change anything but how the object looks.
Make sure your building has has a production update like this one;

Behavior = ProductionUpdate ModuleTag_12
End

It doesn't need anything inside of it, it just tells the game that this building can produce stuff. Also, when adding modules like the one above, make sure the number on the end of the module name isn't already used.

Edited by user Friday, March 1, 2013 8:40:09 PM(UTC)  | Reason: Not specified

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qqqqqqqqqp Offline
#11 Posted : Friday, March 1, 2013 9:23:26 PM(UTC)
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How would you do the ferry thingy where it drops off ppl on the shore
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Rrtaya_tsamsiyu Offline
#12 Posted : Friday, March 1, 2013 9:35:51 PM(UTC)
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im pretty sure that has to be done by making a map have that, the boat can't do it by itself.

Unless your wanting some sort of hovercraft unit that can go on land and water, which just needs a locomoter that allows both.
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qqqqqqqqqp Offline
#13 Posted : Thursday, March 28, 2013 10:44:28 PM(UTC)
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ok i need elp with akgunner its not building and idk whay i just used the first mob guy on the list here it the Code

;------------------------------------------------------------------------------
Object GLAInfantryAK-47Gunner


;**** ART Parameters ***
Draw = W3DModelDraw DrawTag_01
OkToChangeModelColor = Yes

; WHILE CARRYING PISTOL
;---------------------------------------------------------
DefaultConditionState ;Idle with Pistol Holstered
Model = UIMOB01_SKN
IdleAnimation = UIMOB01_SKL.UIMOB01_IDA1 0 12
IdleAnimation = UIMOB01_SKL.UIMOB01_IDA2 0 5
IdleAnimation = UIMOB01_SKL.UIMOB01_CHA 0 5
IdleAnimation = UIMOB01_SKL.UIMOB01_STA 0 5
AnimationMode = ONCE
AnimationSpeedFactorRange 0.9 1.1
TransitionKey = TRANS_STAND_A

WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = SECONDARY MuzzleAK
WeaponMuzzleFlash = SECONDARY MuzzleAKFX
End

; Drawing pistol
ConditionState = PREATTACK_A
Animation = UIMOB01_SKL.UIMOB01_ATA1_ST ; start firing
AnimationMode = ONCE
End
AliasConditionState = PREATTACK_A FIRING_A
AliasConditionState = PREATTACK_A BETWEEN_FIRING_SHOTS_A

; Firing pistol
ConditionState = FIRING_A
Animation = UIMOB01_SKL.UIMOB01_ATA1_LP ; looping firing
AnimationMode = LOOP
TransitionKey = TRANS_FIRING_A
End
AliasConditionState = BETWEEN_FIRING_SHOTS_A

ConditionState = RELOADING_A
Animation = UIMOB01_SKL.UIMOB01_ATA1_ED ; end firing
AnimationMode = ONCE
End

; This transition allows him to put his gun away when he's finished attacking.
TransitionState = TRANS_FIRING_A TRANS_STAND_A
Animation = UIMOB01_SKL.UIMOB01_ATA1_ED ; end firing
AnimationMode = ONCE
End

ConditionState = MOVING
Animation = UIMOB01_SKL.UIMOB01_RNA
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = MOVING
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = MOVING RELOADING_A
AliasConditionState = MOVING PREATTACK_A
AliasConditionState = MOVING FIRING_A
AliasConditionState = MOVING BETWEEN_FIRING_SHOTS_A
AliasConditionState = MOVING RELOADING_C RELOADING_A
AliasConditionState = MOVING PREATTACK_C BETWEEN_FIRING_SHOTS_A

ConditionState = DYING
Animation = UIMOB01_SKL.UIMOB01_DA1
Animation = UIMOB01_SKL.UIMOB01_DA2
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End


ConditionState = SPECIAL_CHEERING
Animation = UIMOB01_SKL.UIMOB01_CHA
AnimationMode = ONCE
End

;--------------------------------------------------------
; TRANSITION FROM PISTOL TO AK47
TransitionState = TRANS_STAND_A TRANS_STAND_AK
Animation = UIMOB01_SKL.UIMOB01_TA-D
AnimationMode = ONCE
End

; WHILE CARRYING AK47
;---------------------------------------------------------
ConditionState WEAPONSET_PLAYER_UPGRADE ;Idle with AK Slung
Model = UIMOB01_SKN
IdleAnimation = UIMOB01_SKL.UIMOB01_IDD1 0 6
IdleAnimation = UIMOB01_SKL.UIMOB01_IDD2 0 6
IdleAnimation = UIMOB01_SKL.UIMOB01_CHD 0 6
IdleAnimation = UIMOB01_SKL.UIMOB01_STD
AnimationMode = ONCE
AnimationSpeedFactorRange 0.9 1.1
TransitionKey = TRANS_STAND_AK
End

ConditionState = MOVING WEAPONSET_PLAYER_UPGRADE
Animation = UIMOB01_SKL.UIMOB01_RND
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = MOVING_AK
End

ConditionState = DYING WEAPONSET_PLAYER_UPGRADE
Animation = UIMOB01_SKL.UIMOB01_DD1
Animation = UIMOB01_SKL.UIMOB01_DD2
AnimationMode = ONCE
TransitionKey = TRANS_Dying
End

ConditionState = SPECIAL_CHEERING WEAPONSET_PLAYER_UPGRADE
Animation = UIMOB01_SKL.UIMOB01_CHD
AnimationMode = ONCE
End

; Drawing AK47
ConditionState = PREATTACK_B WEAPONSET_PLAYER_UPGRADE
Animation = UIMOB01_SKL.UIMOB01_ATD1_ST ; start firing
AnimationMode = ONCE
End
AliasConditionState = PREATTACK_B FIRING_B WEAPONSET_PLAYER_UPGRADE
AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE

; Firing Gun
ConditionState = FIRING_B WEAPONSET_PLAYER_UPGRADE
Animation = UIMOB01_SKL.UIMOB01_ATD1_LP ; looping firing
AnimationMode = LOOP
WeaponFireFXBone = SECONDARY MuzzleAK
WeaponMuzzleFlash = SECONDARY MuzzleAKFX
TransitionKey = TRANS_FIRING_AK
End
AliasConditionState = BETWEEN_FIRING_SHOTS_B WEAPONSET_PLAYER_UPGRADE


ConditionState = RELOADING_B WEAPONSET_PLAYER_UPGRADE
Animation = UIMOB01_SKL.UIMOB01_ATD1_ED ; end firing
AnimationMode = ONCE
End


; This transition allows him to put his gun away when he's finished attacking.
TransitionState = TRANS_FIRING_AK TRANS_STAND_AK
Animation = UIMOB01_SKL.UIMOB01_ATD1_ED ; end firing
AnimationMode = ONCE
End

; ;Throwing bottle----------------------------------------------------------------
; ConditionState = PREATTACK_C
; Animation = UIMOB01_SKL.UIMOB01_ATCA_BF ; the wind up
; End
; AliasConditionState = PREATTACK_C FIRING_A
; AliasConditionState = PREATTACK_C RELOADING_A
; AliasConditionState = PREATTACK_C BETWEEN_FIRING_SHOTS_A
;
; ConditionState = FIRING_C
; Animation = UIMOB01_SKL.UIMOB01_ATCA_AF ; the release and follow-thru
; TransitionKey = TRANS_THROW
; End
; AliasConditionState = FIRING_C BETWEEN_FIRING_SHOTS_A
;
; ConditionState RELOADING_C
; Animation =UIMOB01_SKL.UIMOB01_IDA1
; WaitForStateToFinishIfPossible = TRANS_THROW ; universal hub for follow-thru
; End
; AliasConditionState = RELOADING_C RELOADING_A
; AliasConditionState = RELOADING_C FIRING_A
; AliasConditionState = RELOADING_C BETWEEN_FIRING_SHOTS_A


; TransitionState = TRANSXXX TRANS_THROW
; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway gun and take out bottle
; End

; TransitionState = TRANS_THROW TRANS_FIRING_A
; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway bottle and get PISTOL
; End

; TransitionState = TRANSXXXAK TRANS_THROW
; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway AK and take out bottle
; End

; TransitionState = TRANS_THROW TRANS_FIRING_AK
; Animation = UIMOB01_SKL.UIMOB01_XXXXXXXXputaway bottle and get AK
; End

;--------------------------------------------------------

TransitionState = TRANS_Dying TRANS_Flailing
Animation = UIMOB01_SKL.UIMOB01_A_ADTE1
Animation = UIMOB01_SKL.UIMOB01_D_ADTE1
AnimationMode = ONCE
End

ConditionState = DYING EXPLODED_FLAILING
Animation = UIMOB01_SKL.UIMOB01_A_ADTE2
Animation = UIMOB01_SKL.UIMOB01_D_ADTE2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End

ConditionState = DYING EXPLODED_BOUNCING
Animation = UIMOB01_SKL.UIMOB01_A_ADTE3
Animation = UIMOB01_SKL.UIMOB01_D_ADTE3
AnimationMode = ONCE
TransitionKey = None
End
End

;**** DESIGN parameters ***

DisplayName = OBJECT:AngryMob
Side = GLA
EditorSorting = INFANTRY
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)

WeaponSet
Conditions = None
Weapon = PRIMARY GLAAngryMobPistolWeapon
End

WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY GLAAngryMobAK47NoDamageWeapon ; for atttacking in AK-proof conditions
Weapon = SECONDARY GLAAngryMobAK47Weapon
End

ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End

VisionRange = 150
ShroudClearingRange = 150
Prerequisites
Object = GLABarracks
End
BuildCost = 100
BuildTime = 0.0

ExperienceValue = 5 5 5 5 ;Experience point value at each level
ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles

; *** AUDIO Parameters ***
VoiceSelect = NoSound
VoiceMove = NoSound
VoiceAttack = NoSound

;**** ENGINEERING Parameters *** ;MOB01
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER

IGNORED_IN_GUI ;NO_COLLIDE ;Lorenzen disables

Body = ActiveBody BodyTag_01
MaxHealth = 50.0
InitialHealth = 50.0
End

Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End

Behavior = MobMemberSlavedUpdate ModuleTag_04
MustCatchUpRadius = 40
NoNeedToCatchUpRadius = 15
Squirrelliness = 0.05
CatchUpCrisisBailTime = 30; this is in calls to this update, not in frames
End

Locomotor = SET_NORMAL AngryMobNormalLocomotor
Locomotor = SET_WANDER AngryMobWanderLocomotor
Locomotor = SET_PANIC AngryMobPanicLocomotor

Behavior = PhysicsBehavior BehaviorTag_01
Mass = 5.0
End

Behavior = SquishCollide ModuleTag_08
;nothing
End

Behavior = WeaponSetUpgrade UpgradeTag_01
TriggeredBy = Upgrade_GLAArmTheMob
End


; --- begin Death modules ---
Behavior = SlowDeathBehavior DeathTag_01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_CivilianArabMaleDie
End
Behavior = SlowDeathBehavior DeathTag_02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior DeathTag_03
DeathTypes = NONE +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_CivilianArabMaleDie
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior DeathTag_04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_GIDie
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_DieByToxinGLA
OCL = INITIAL OCL_ToxicInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
DeathTypes = NONE +POISONED_BETA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinGLA
OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys

instead of green ones
End
Behavior = SlowDeathBehavior ModuleTag_Death07
DeathTypes = NONE +POISONED_GAMMA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinGLA
OCL = INITIAL OCL_ToxicInfantryGamma
End
; --- end Death modules ---

Behavior = PoisonedBehavior BehaviorTag_02
PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me...
PoisonDuration = 3000 ; ... for this long after last hit by poison damage
End

Geometry = CYLINDER
GeometryMajorRadius = 4.0 ; very thin
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT
End
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes

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Rrtaya_tsamsiyu Offline
#14 Posted : Friday, March 29, 2013 4:11:23 PM(UTC)
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try this code for your unit



This code allows the unit to capture stuff, you can take that ability away if you want.
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qqqqqqqqqp Offline
#15 Posted : Friday, March 29, 2013 4:53:05 PM(UTC)
qqqqqqqqqp
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Where is the paradrop special power located (I think i know how to do the plane tht drops ppl)

Also tht code didn't work T_T it says it has a error in the object

Edited by user Friday, March 29, 2013 4:58:25 PM(UTC)  | Reason: Not specified

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qqqqqqqqqp Offline
#16 Posted : Friday, March 29, 2013 5:17:04 PM(UTC)
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Originally Posted by: rrtaya_tsamsiyu Go to Quoted Post
try this code for your unit



This code allows the unit to capture stuff, you can take that ability away if you want.

1.) thiss didn't work
2.) im just going to code another angrymob and only use tht one person in stead of all those other ppl


Got it to work execpt he now shoots with pistol

Edited by user Friday, March 29, 2013 7:44:34 PM(UTC)  | Reason: Not specified

9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes

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qqqqqqqqqp Offline
#17 Posted : Sunday, April 7, 2013 9:36:32 PM(UTC)
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The newist things i have added
qqqqqqqqqp attached the following image(s):
Generals 2013-04-07 21-26-31-47.jpg
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes

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Rrtaya_tsamsiyu Offline
#18 Posted : Sunday, April 7, 2013 10:38:32 PM(UTC)
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Looks interesting. Does the barge work, as in it can load/offload units without going on land?

Also, you might want to look into getting started in modeling. You'll be kinda limited unless you do :/
After you get the hang of it, its not really that hard, same as getting started with INIs.
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qqqqqqqqqp Offline
#19 Posted : Monday, April 8, 2013 11:15:09 AM(UTC)
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No u got to keep getting the barge to hit the surface and click the eject and if u lucky it works.
Also i can't start modeling till i get the things,But I have dail-up and goes at 2/kbs so i have to get Gmax and all tht nice stuff with my laptop (when i fix it) and go somewhere with wi-fi
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes

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#20 Posted : Saturday, April 20, 2013 6:50:33 PM(UTC)
qqqqqqqqqp
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Is it possbile to make All the Superweapons into base defence(Not to OP reduce thw damage)Like make the Scud Missle
Turn it into a tactical missle luncher tht launches at units with less damage missle
Particle cannon make it into a weaker weapon
Turn it into Something Like the Hammer off of gears.
Nuke missle same as the Scud but stronger becuase it lunches one missle instead of one?
(if not possible the ok)
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes

Want a peek? Visit this page
Advanced warfare
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