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Chargeble weapon!? |
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Feb 7 2007, 09:37 PM
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Disc Thrower
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[UNIT1] Primary=Weapon1 PipScale=Charge MaxCharge=1405 StartCharge=0; [Weapon1] Charges=yes Is it only in my dreams ?Or some how chargeble weapons with pipscales can be made?Not ammo but charge!
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Feb 7 2007, 10:39 PM
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Karma Police
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Yes. See the Mobile EMP for details on how to do it. Unfortunately, I never really looked into the logic so I don't know if it applies to deploying units or areafire weapons only. You'll have to experiment yourself.
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QUOTE And you run and you run to catch up with the sun but it's sinking, racing around to come up behind you again... - Pink Floyd
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Feb 8 2007, 05:46 PM
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Attack Buggy
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QUOTE (Disturbed @ Feb 8 2007, 02:13 PM) It can be done, but only for firestorm. AFAIK, Fully patched TS has all the coding added in firestorm. So you should only need a fully patched TS.
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Feb 8 2007, 08:12 PM
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Disc Thrower
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QUOTE (Machine @ Feb 8 2007, 05:46 PM) AFAIK, Fully patched TS has all the coding added in firestorm. So you should only need a fully patched TS. You sure about that? I mean, because i have the fully patched version, V2.03, all known bugs and errors in the game fixed, and the mobile EMP cannon logic does not work in any off the units i have made... However, they do work for the units in Firestorm only, which is a real downer. So you may be wrong, but yet again, so mite i... Anyone willing to test it for us? I'd do it of course, it's just recently, our firestorm CD Blew up in the drive, and only just TODAY! Our Nod disc blew up in the drive causing some really bad damage, so i'm not risking putting the GDI Disc in...
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Feb 8 2007, 08:24 PM
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Light Tank
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:blink: you must deploy the mobile emp to fire the weapon, and you can also do it like this [UNIT1] Primary=Weapon1 PipScale=Charge MaxCharge=1405 StartCharge=0 [Weapon1] Charges=yes this works in regular TS AFAIK, Fully patched TS has all the coding added in firestorm. So you should only need a fully patched TS? There is an update version, if you have the regular ts.exe with all the updates; firestrom additions are not included.But there is a ts/fs.exe all in one i think its on PPM site.
This post has been edited by Black hawk: Feb 8 2007, 08:25 PM
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Thanks bittah for the sig . Love MLRS, its the worlds most dangerous artillery. Tibweb forum Mod Leader of VENGEANCE TS/V Trailer Progress 20%The Explosion Expert
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Feb 8 2007, 09:00 PM
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Flame Tank
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You do not have to have FS for mobile emp logic, as said only fully patched TS. If somthing works in FS,and not in fully patched TS, then you did somthing wrong .
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Fluent in |3375p3k, 68 65 78 65 64 65 63 69 6d 61 6c, ebg13, -- --- .-. ... . -.-. --- -.. . --..-- and 01100010 01101001 01101110 01100001 01110010 0111100100101110 (Whoever translates that gets nothing, just +1 on thier geek score)
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Feb 8 2007, 11:40 PM
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Attack Buggy
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QUOTE (Disturbed @ Feb 8 2007, 08:25 PM) If you say so, but that still does not explain why my units did not work in TS when i tried it with the Mobile EMP Logic... Does not matter. I've added al the FS units to TS in my mod, even made new ones with "FS specific" coding, also the AI triggers, animations, superweapons, all that is in FS inis can be added to the TS inis. BTW did you give the EMP weapon to a dummy unit?; AFAIK it is added to the [WEEDGUY] entry in FS
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Feb 9 2007, 12:04 AM
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Forum Administrator
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Machine is right... It's really quite obvious if you just search for anything EMP related in Firestrm.ini (which seems like the most logical thing to do when you're having trouble getting the mobile EMP to work in TS)... QUOTE ; Hack to make MultiMissile & MobileEMPulseWeapon work! Don't change data! [WEEDGUY] Secondary=DualRockets Elite=MobileEMPulseWeapon
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Feb 9 2007, 12:53 AM
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Disc Thrower
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Ekhm... I gived pipscale=charge to a unit..and gived a charge=yes entry to units weapon..but the only effect that I have is that the charge is getting 100% and is never being used by the weapon of the unit..!? It's in FS...
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Feb 9 2007, 11:47 AM
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Minigunner
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Mobile EMP logic is fussy, btw FS and TS 2.03 are no differant, don't say so otherwise, its obvious. Also, the charge logic is relatively annoying, it can only really be used for the mobile EMP unit, also, it seems on any clones of it you make, it does not magically change into the charged unit, the logic looks like it has a lot of potential but you can't do much of anything new / usefull with it, so please don't strain yourself trying to find an ultimate breakthrough.
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Feb 14 2007, 04:40 PM
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Artillery
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The Mobile EMP cannon, right? Hmmmm, I thought there was a unit called "charged Mobile EMP cannon" so... Do you get what I mean?
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Feb 14 2007, 10:27 PM
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QUOTE (Morpher @ Feb 9 2007, 12:47 PM) t does not magically change into the charged unit, the logic looks like it has a lot of potential but you can't do much of anything new / usefull with it, so please don't strain yourself trying to find an ultimate breakthrough. Well, the Mobile EMP doesn't change into the charged unit itself either. The charged version is only used in the campaign (like the "Quel The Riot" mission, where you start with Mobile EMP's that are already charged).
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Feb 15 2007, 07:26 PM
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QUOTE (Team Black @ Feb 15 2007, 12:02 AM) oh I see... so it would only be a one-shot deploy-to-another-unit, from then on it would just stay as the same unit. No... They're just 2 different units which don't have anything to do with each other. One of them is just fully charged right away (when you'd make it buildable it'd be already fully charged the moment it left the War Factory).
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