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> Chargeble weapon!?
VEFbl4
post Feb 7 2007, 09:37 PM
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[UNIT1]
Primary=Weapon1
PipScale=Charge
MaxCharge=1405
StartCharge=0;

[Weapon1]
Charges=yes

Is it only in my dreams huh.gif ?Or some how chargeble weapons with pipscales can be made?Not ammo but charge! unsure.gif


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Clazzy
post Feb 7 2007, 10:39 PM
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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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Disturbed
post Feb 8 2007, 05:13 PM
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It can be done, but only for firestorm. The logic is used in the Mobile EMP Cannon, chargable weapon is waiting for the PIP's to load up, you can do this with any projectile i beleive...


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Machine
post Feb 8 2007, 05:46 PM
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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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VEFbl4
post Feb 8 2007, 06:30 PM
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Share the core plz?! smile.gif


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Disturbed
post Feb 8 2007, 08:12 PM
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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? huh.gif
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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Blacksilence
post Feb 8 2007, 08:24 PM
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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 w00t.gif

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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Creagor
post Feb 8 2007, 09:00 PM
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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 tongue.gif .


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Disturbed
post Feb 8 2007, 11:25 PM
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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.


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Machine
post Feb 8 2007, 11:40 PM
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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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Bittah Commander
post Feb 9 2007, 12:04 AM
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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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VEFbl4
post Feb 9 2007, 12:53 AM
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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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Bittah Commander
post Feb 9 2007, 11:42 AM
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Well, to be honest I don't know of anyone who got it to work (which doesn't mean there isn't anyone). I played around with it a little myself and didn't get it to work either (I didn't put that much effort in it either though).
In theory it should be possible...


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Morpher
post Feb 9 2007, 11:47 AM
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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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Team Black
post Feb 9 2007, 02:05 PM
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<slightly offtopic>
Since there are 2 different units for the mobile EMP...
Would it be possible then to use this logic to have units deploy into other units?
As for deploy anim, you could probably make it in place of the emp-animation and just have the actual EMP weapon have a null effect.
That could work right?


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KajiTetsushi
post Feb 9 2007, 04:28 PM
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I guess the "unit" that comes out will only be an animation - nothing else.


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Roani52
post Feb 14 2007, 04:40 PM
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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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Team Black
post Feb 14 2007, 07:45 PM
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Yeah there's MOBILEMP and CMOBILEMP.
What I'd do is make the charge time really small so it can deploy on demand (without having to wait for it to charge).
This wouldn't be difficult, just play around with the StartCharge and MaxCharge tags.
One version might have an anti-air, then deploy it and it switches to vulcan gun or something.


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Bittah Commander
post 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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Team Black
post Feb 14 2007, 11:02 PM
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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.
OK what I was thinking was if someone wanted to make an Optimus Prime, to be able to transform from truck mode to mech mode and back. That would've been cool.


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KajiTetsushi
post Feb 15 2007, 06:00 AM
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Well, like I said, I doubt that TS allows animations to become units (e.g.: Using a Wolverine SHP as a deploying animation. The game will just make the Wolverine run through all its frames). I guess you'll have to turn it to a structure first before undeploying it as a unit.


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Bittah Commander
post 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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Team Black
post Feb 15 2007, 07:35 PM
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Oh I see now. Thanks then smile.gif


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