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Modding Research, all in one topic. |
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Apr 27 2010, 12:45 PM
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Stealth Tank

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Maybe its worth me documenting all applicable keys in TS into a HP documentation, and linking to the ModEnc description...
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Apr 27 2010, 06:13 PM
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Hum-vee

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QUOTE (CCHyper @ Apr 27 2010, 01:45 PM)  Maybe its worth me documenting all applicable keys in TS into a HP documentation that would be good however it would be nice if (however unnessecary for your patch) if we were told that of which didnt work in normal TS and which you "added" if you did it could be a great modding resource for all (and the notes would make it easy-er for just-TS/own edited TS(/ets users i supose however it has been a long time since i have seen any one use the once branded savour of TS modding) TS Modders QUOTE (CCHyper @ Apr 27 2010, 01:45 PM)  , and linking to the ModEnc description... ewww ModEnc, id help make some of it more TS related/appropriate(some articals are rubbish, i dont care about it not working in RA2 i want to see what it does in ts) generaly i avoid it, and many of the RA2 (better say RA2:YR or knowing some they'll get upset) modders who use it /edit it
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CnC-Comm.com News poster and Creator of TS:Best of Beta and Revo's Mod's
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Apr 28 2010, 09:10 AM
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Disc Thrower

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QUOTE ewww ModEnc, id help make some of it more TS related/appropriate(some articals are rubbish, i dont care about it not working in RA2 i want to see what it does in ts) generaly i avoid it, and many of the RA2 (better say RA2:YR or knowing some they'll get upset) modders who use it /edit it That's because ModEnc used DeeZire's RA2 editing guide as a base to create all its articles. In many cases, a flag will just have the same or a similar effect in both games anyway. There's nothing stopping you editing it yourself if you wanted to add TS-related info, you know...
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Apr 28 2010, 07:05 PM
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Stealth Tank

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Indeed, they are in dire help of TS modders to update it!
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Apr 29 2010, 07:40 PM
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Stealth Tank

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I have something interesting, but i dont feel like sharing it just yet.
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Apr 30 2010, 12:10 PM
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Hum-vee

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Favorite game: Tiberian Sun

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for the mouse edit the mouse.shp which is in the conquer.mix inside tibsun.mix and uses the mouse.pal pallet
sidebars, look in sidec0n.mix inside tibsun.mix
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CnC-Comm.com News poster and Creator of TS:Best of Beta and Revo's Mod's
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May 2 2010, 11:03 PM
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Rocket Infantry

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Q:Is it possible to get a working MRJ?
I also am not sure if the key TurretSpins works.
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We are the Apaches! We crush GDI!Voxels: Brotherhood Honor TankSHPs:NONE Maps:NONE | VoxelWIPs:Disruptor Mk. II, GDI Honor Tank SHPWips:New mouse.shp MapWIPs:FS Tiberium's Revenge
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May 3 2010, 08:22 AM
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Stealth Tank

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QUOTE (Apache @ May 3 2010, 12:03 AM)  Q:Is it possible to get a working MRJ? No. The only thing you can do is giving a unit an EMP weapon whose warhead affects only one special armortype that is used by the radar only. So it can fire on and disable only radars. QUOTE (Apache @ May 3 2010, 12:03 AM)  I also am not sure if the key TurretSpins works. yes, it works.
This post has been edited by Lin Kuei Ominae: May 3 2010, 08:22 AM
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May 3 2010, 09:02 PM
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Rocket Infantry

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So maybe hacking would fix that?
You mentioned ArmorType and Hyper has added a lot of those in HyperPatch.
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We are the Apaches! We crush GDI!Voxels: Brotherhood Honor TankSHPs:NONE Maps:NONE | VoxelWIPs:Disruptor Mk. II, GDI Honor Tank SHPWips:New mouse.shp MapWIPs:FS Tiberium's Revenge
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May 4 2010, 01:08 AM
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Stealth Tank

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If i can work out how the RA95 MRJ works, ill consider adding it into HyperPatch.
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May 4 2010, 10:11 PM
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Rocket Infantry

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QUOTE (Lin Kuei Ominae @ May 4 2010, 02:50 AM)  So imo a better feature would be if it could reshroud the map for the enemy where it moves, so you can hide again your base and important areas. The new shroud should stay even after the MRJ moved away from a position, e.g. you could explain it, that the MRJ deletes the terrain information of the selective area from the enemy radar. ? It makes no sense if you reshroud the map for AI!  (That is unleess you're online) They'll fire an Ion Cannon on you when they can't even see your base! Maybe it's that "Ion Cannon" controls in rules.
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We are the Apaches! We crush GDI!Voxels: Brotherhood Honor TankSHPs:NONE Maps:NONE | VoxelWIPs:Disruptor Mk. II, GDI Honor Tank SHPWips:New mouse.shp MapWIPs:FS Tiberium's Revenge
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May 5 2010, 09:25 AM
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Stealth Tank

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QUOTE (Apache @ May 4 2010, 11:11 PM)  ? It makes no sense if you reshroud the map for AI!  It makes no sense to use an MRJ against the AI either.
This post has been edited by Lin Kuei Ominae: May 5 2010, 09:26 AM
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May 6 2010, 10:19 PM
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Rocket Infantry

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I didn't say I wanted one. I was just asking if its possible. NewQ:How do you edit the background areas for INIs and photos such as newmenu.ini. e.g the background parts of the TS/FS menu? I know to extract them and stuff, but how to edit? | @LKO:When you will you suprise us with a new SHP? It's been a while.
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We are the Apaches! We crush GDI!Voxels: Brotherhood Honor TankSHPs:NONE Maps:NONE | VoxelWIPs:Disruptor Mk. II, GDI Honor Tank SHPWips:New mouse.shp MapWIPs:FS Tiberium's Revenge
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May 7 2010, 12:40 AM
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Rocket Infantry

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QUOTE (TS Rules) Wake=WAKE2 ;wake effect when travelling on/over water
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We are the Apaches! We crush GDI!Voxels: Brotherhood Honor TankSHPs:NONE Maps:NONE | VoxelWIPs:Disruptor Mk. II, GDI Honor Tank SHPWips:New mouse.shp MapWIPs:FS Tiberium's Revenge
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May 7 2010, 03:42 PM
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Hum-vee

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QUOTE (CCHyper @ May 4 2010, 02:19 PM)  If it was to shroud an area, then it would be a Mobile Gap Generator... And also, I've found that a mobile gap generator would be more of a liability than an asset (If you see a mysterious amount of shroud moving then common sense would make it an army going under cover, so you attack that instead of simply moving one's army around the map searching in vain.)
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 Projects: Power & Ponies {Name Wip}, C&C Tiberian Sun: Setting, C&C: Europian Rampage [Generals mod] (Fomerly C&C Red Alert for RA2)Formaly known as: Cat-a-strobic-Dj. Sometimes known as: Plasterat (PSN, Xfire, online)Worker on: C&C: TS: Best of Beta
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