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GDI Fortress Tower (Heavy Base Defense), new version 1.1 |
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Apr 27 2007, 11:06 AM
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Stealth Tank

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\EDIT new version 1.1 rendered with antialiasing and no secondary upgrade pod. It also has improved damage frames and an active anim (with damageanim) of a glowing dome in the centre of the ringrails. Download Zip with the SHPs and art/rules.ini examples:
LKOFTWRv11.zip ( 158.13K )
Number of downloads: 1837Ingame:  Buildup:  Cameos: MG, Single Cannon, Double Cannon, SAM, Artillery, Disruptor (following Denmon0728 example of good cameos for the old version  )  The turrets: MG, Single Cannon, Double Cannon, SAM, Artillery, Disruptor  \EDIT the old version below Hi after being a while on vacation here sth new from me. As written in the Thread Upgradable Defense Building with 2 or more Turrets in the advanced editing forum i tried to make a Base Defense with 2 upgrades/Turrets. Even if i didn't get it work, because i can't even make a duplicate of the Component Tower (the CTWR seems to be hard coded), i still made the Heavy Base Defense, because i hate the weakness of the ctwr (i spend much money for a good turret but only few shots are needed to get it destroyed, making the ctwr useless in my eyes). I also tried it with the code from the GDI upgrade Centre, but the main problem is, that even if those upgrades can have each his own weapon, they can't have any Turret animation. Only looped animations are working for this. Thats why this idea isn't usable too. At least i made for my little mod 5 different tower with each having a different turret. I know it's not perfect, but since it isn't possible in an other way, or someone finds a better one i leave it. OK, here is the result It's a 2x2 Base Defense with 5 different Turrets. MG, Single Cannon, Double Cannon, Missile Turret and Artillery turret. The main (Primary) Turret is turning on 2 big metal rings going aroung the main building. The Secondary Turret (not done yet) can be placed on top similar to the ctwr upgrades. Ingame:  _____MG turret_____Single Cannon turret___Double Cannon turret_____Sam turret_______Artillery turret_____  Zip with all shp's and art.ini/rules.ini code example:
LKOftwr.zip ( 98.17K )
Number of downloads: 986the example code includes code for 5 towers with fixed installed turrets and the not working code for the upgradeable tower.Denmon0728 made some better cameos. These you can find HERENote: i didn't made the secondary upgrades yet. i will make them later \EDIT (no i don't think i will make secondary upgrades anymore) Final Note: I hope someone finds out how to make it work with 2 upgradable turrets and post his/her solution here. Even a solution for only 1 upgrade would make me happy because i didn't even get this work without replacing the original ctwr. (in addition the replacement of the ctwr would only allow 3 different turret images, seems to be hardcoded too)
This post has been edited by Lin Kuei Ominae: Oct 2 2007, 10:15 PM
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Oct 2 2007, 10:11 PM
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Stealth Tank

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version 1.1 finished and uploaded it has no more a secondary upgrade pod and the art/rules.ini example shows them as seperate buildings. 1 Building for each turret. I think now it is more suitable for mods and hasn't this unfinished status anymore. And as a compensation therefor that it took quite long, i made an extra turret the "Disruptor Turret". I hope this makes an end to weak GDI Base Defenses.
This post has been edited by Lin Kuei Ominae: Oct 2 2007, 10:19 PM
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Oct 5 2007, 01:11 AM
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Stealth Tank

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the problem is, if i make a higher "thing" than the dome in the centre, i have to remake all the turrets too. Because they have to be hidden by the "thing" while facing north. (like the old version turrets having a black area where the upgrade pod is located). But with antialiasing i can't render the turret and mask it with the "thing"s 3dmodel (or it antialiases into the "thing"s 3dmodel), so i have to work on the final pictures frame by frame and cut out the "thing"s silhouette. And that is too much work. So no third version from me. But if you want you can remove the activeanim and replace it by your own. Then all you have to do is to adjust all the turrets.
This post has been edited by Lin Kuei Ominae: Oct 5 2007, 01:15 AM
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Oct 6 2007, 06:31 PM
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Tick Tank

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QUOTE (Team Black @ Oct 6 2007, 05:28 PM)  You just proved my point. GDI lies on heavy units, not heavy defenses.
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Oct 12 2007, 09:49 PM
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Ghost Stalker

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QUOTE (Omen @ Oct 6 2007, 02:31 PM)  not heavy defenses. RPG tower?
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Oct 12 2007, 11:44 PM
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Attack Buggy

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QUOTE (Corsair @ Oct 12 2007, 07:49 PM)  RPG tower? The RPG tower isn't a heavy defense, as it's quite fragile. Though GDI had heavy defenses in dawn, and it has heavy defenses in TW; but GDI's defenses have been allways significantly weaker than Nod's defenses.
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Oct 15 2007, 08:08 AM
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Stealth Tank

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Oh my... LKO, this owns! Awesome work ^_^
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Oct 15 2007, 01:36 PM
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Tick Tank

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QUOTE (Rico @ Oct 15 2007, 04:36 AM)  I found the advanced guard tower more effective then the obalisk in defence if you ask me  Apparently you haven't played TD enough. Try to put an obelisk vs adv. guard tower, and see what happens. Obelisk looses only a half of it's health. You may think that the adv. guard tower is more effective because Nod only possesses light units that are vulnerable to the tower's missiles. Offtopic: Anyone ever found out where exactly adv. guard tower launches its missiles? It's hard to see any place in the structure that could be a missile launching site (the missiles just pop out of the thin air above the tower)...
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Oct 15 2007, 02:19 PM
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Stealth Tank

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offtopic but yep, adv guard tower was in defense stronger due to area effect and fast firerate, however very inaccurate. Afaik the missiles were fired from the 3 side-hatches at the top.
This post has been edited by Lin Kuei Ominae: Oct 15 2007, 02:48 PM
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Aug 19 2008, 07:46 PM
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Stealth Tank

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this doesn't belongs here and should be in the modding forum. QUOTE (RoterMilan @ Aug 19 2008, 07:14 PM)  is there actually a way a building uses two weapons with different weapon range or is it really impossible? i really don't know what your problem is. Primary=MG Secondary=GrenadeLauncher [MG] Range=4 Warhead=SA [GrenadeLauncher] Range=7 Warhead=AP If you have 2 weapons on a unit/building the one with the higher verses value (of its warhead) against the target is chosen or the one which has the range to shoot at it. in the example the unit/building would use always the MG against infantry and the grenade launcher only if the target is out of range of the MG, because the SA warhead of the MG has 100% against infantry while the AP of the Grenadelauncher has only 25%. The grenadelauncher would be always used against tanks and never the MG, because here the Grenadelauncher has the higher verses value against armor. QUOTE (RoterMilan @ Aug 19 2008, 07:14 PM)  but some weapons have multiple warheads, isn't it possible to write a weapon which shoots with mgs and grenades, could that be the solution for the multiple warhead towers? this makes no sense at all 1. there is no weapon at all that has 2 warheads. each weapon has 1 warhead. 2. what do you mean with multiple warhead towers? the only possible is a building with 1 or 2 weapons. A warhead without a weapon, which uses this, is useless.
This post has been edited by Lin Kuei Ominae: Aug 19 2008, 07:54 PM
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