Help - Search - Members - Calendar
Full Version: GDI Fortress Tower (Heavy Base Defense)
TiberiumWeb.org Community Forums > Tiberian Sun > TS Graphics > Spotlighted SHPs/Other images
Lin Kuei Ominae
\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:Click to view attachment
Ingame:Click to view attachment
Buildup:Click to view attachment
Cameos: MG, Single Cannon, Double Cannon, SAM, Artillery, Disruptor (following Denmon0728 example of good cameos for the old version wink1.gif )
Click to view attachment Click to view attachment Click to view attachment Click to view attachment Click to view attachment Click to view attachment
The turrets: MG, Single Cannon, Double Cannon, SAM, Artillery, Disruptor
Click to view attachment Click to view attachment Click to view attachment Click to view attachment Click to view attachment Click to view attachment

\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:Click to view attachment
_____MG turret_____Single Cannon turret___Double Cannon turret_____Sam turret_______Artillery turret_____
Click to view attachment Click to view attachment Click to view attachment Click to view attachment Click to view attachment
Zip with all shp's and art.ini/rules.ini code example:Click to view attachmentthe 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 HERE

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)
Tartan Bunny
i've seen these before, but any way good stuff, i like these the most out of all your shps cool.gif
Lin Kuei Ominae
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. laugh.gif
Team Black
wow, this is complete OWNAGE, LKO. Nice work! smile.gif
Machine
Yay, I was hoping for a remake of this, way cool LKO biggrin.gif, though it's a RA2 styled buildup
vOi!king ship
Indeed it is, Machine tongue.gif

Great job!
ORCACommander
feels like the center is lacking something now maybe where the upgrade pad used to be maybe put a control room?
Lin Kuei Ominae
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. wink1.gif
jadems
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
Crimsonum
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.
Team Black
QUOTE
It is too "heavy" for my conception of GDI


GDI ain't hardcore enough for you? tongue.gif
Click to view attachment
Crimsonum
QUOTE (Team Black @ Oct 6 2007, 05:28 PM) *
GDI ain't hardcore enough for you? tongue.gif
Click to view attachment


You just proved my point. GDI lies on heavy units, not heavy defenses.
Corsair
QUOTE (Omen @ Oct 6 2007, 02:31 PM) *
not heavy defenses.


RPG tower?
Machine
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.
Crimsonum
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.
Rico
I found the advanced guard tower more effective then the obalisk in defence if you ask me innocent.gif
SeekSomethingNew
Oh my... LKO, this owns! Awesome work ^_^
Crimsonum
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 innocent.gif


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)...
Rico
QUOTE (Omen @ Oct 15 2007, 11:36 PM) *
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)...

I did say in defence, not in killing eachother huh.gif
Lin Kuei Ominae
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.
Crimsonum
Where did you get that image? blink.gif 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?
Lin Kuei Ominae
google "C&C advanced guard tower". wink1.gif 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?
vOi!king ship
Ahem. Topic split guys?

Also, that image owns so much. I want more!
Crimsonum
If split, name it as "The Mystery of The Adv. Guard Tower" tongue.gif
sniper
these look very good, but i would like to know what the coding for the weapons are...plz.
Team Black
they're included in the download, if you read the post
Lin Kuei Ominae
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.
ORCACommander
lol ya you are good at making a original weapons systems remember that missile that went in circles? lol.gif
sniper
oh, i was thinking about making my own but i wanted to know how you balanced out your weapons.
0warfighter0
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
Lin Kuei Ominae
no, WallTower is indeed the key, but it accepts only one building. So if you still use the ctwr it doesn't works.
0warfighter0
Curse that engine! No just kidding every engine has it limitations... down.gif
RoterMilan
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?
0warfighter0
I don't think such a weapon is possible.
Lin Kuei Ominae
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.
RoterMilan
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.
Lin Kuei Ominae
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.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2024 Invision Power Services, Inc.