\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 )
: 1556
Ingame:
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 http://www.tiberiumweb.com/forums/index.php?showtopic=583 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 )
: 863
the 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 http://www.tiberiumweb.com/forums/index.php?showtopic=698
Note: 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)
i've seen these before, but any way good stuff, i like these the most out of all your shps
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.
wow, this is complete OWNAGE, LKO. Nice work!
Yay, I was hoping for a remake of this, way cool LKO , though it's a RA2 styled buildup
Indeed it is, Machine
Great job!
feels like the center is lacking something now maybe where the upgrade pad used to be maybe put a control room?
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.
So the shape can has to remain the same correct? I's just fill it in with GDI colours and put a 4 pixel light on it XD
This is so awesome that I want it, but then again, I have no use for it in my mod :( It is too "heavy" for my conception of GDI. Maybe a special "General" or House might have a use for it.
Machine is correct. Besides, the Adv. Guard Tower in Dawn wasn't very heavy defense either, it was just damn good against infantry and air units.
I found the advanced guard tower more effective then the obalisk in defence if you ask me
Oh my... LKO, this owns! Awesome work ^_^
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.
Where did you get that image? And btw, the missile hatches I think you are referring into appear light blue in the game, which create an illusion of windows....or are they windows?
google "C&C advanced guard tower". right, on some pics they look like windows, but ingame for me those are more metal blue than windows blue. If they are indeed windows, there is no place where the missile could come from. Maybe an invisible hatch in the roof, so that the missiles would actually start vertical, but it was too complicated to implement in TD?
Ahem. Topic split guys?
Also, that image owns so much. I want more!
If split, name it as "The Mystery of The Adv. Guard Tower"
these look very good, but i would like to know what the coding for the weapons are...plz.
they're included in the download, if you read the post
no, not the weapons. I've put only the building example codes in the ini. I thought if someone is able to add this building he/she is also able to create some new weapons for this. (just a copy paste of an original weapon with some changes)
However, my weapons are a bit too comprehensive to put in the example, since they use cluster/split and art.ini debris logics.
That's why you have to make your own weapons sniper and change the primary/secondary keys in my example code.
lol ya you are good at making a original weapons systems remember that missile that went in circles?
oh, i was thinking about making my own but i wanted to know how you balanced out your weapons.
Sorry for posting so late but I've got 2 questions.
1. The game seems to crash when I build the MG tower can it be art related or is it the rules?
EDIT: please ignore this TS seems to crasch after a while no matter what I do + graphical issues: Hovercraft with Titan legs and titan with an antenna with 2 meters with.
2. Is it possible to let walls "attach" to the fortress towers like they do with the gates/plug towers?
EDIT: is it this? WallTower=GACTWR,GAFTWRMG
no, WallTower is indeed the key, but it accepts only one building. So if you still use the ctwr it doesn't works.
Curse that engine! No just kidding every engine has it limitations...
is there actually a way a building uses two weapons with different weapon range or is it really impossible?
i tried for hours without results... 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?
I don't think such a weapon is possible.
this doesn't belongs here and should be in the modding forum.
the thing that i wanted to know: is it possible to make the basedefensetowers shoot with two weapons in the same moment? i was trying hard on this but couldn't create something like it. i didn't mean the warheads in rules.ini, i mean to create a new warhead which uses explosive and mg warheads.
no, the game fires only 1 weapon at a time.
If you really want a warhead with explosive and mg behaviour, just edit the verses values. (for each armor type use only the highest value from both warhead types). Then create a new animation which looks like an explosion plus some mg shots for this warhead.
Though i don't see the need for this anyway, since you can then use a laser instead which can kill everything with the same firepower too.
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