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View Full Version : Adding custom units to Tib Sun


RyuSensei
11-22-2006, 05:56 PM
I've been wondering how I can add a unit that is a replica of the light infantry but with the technicians [pistola] and some other changes. I have the unit made and everything, shoots fine, ammo works, but .. the unit is invisible,;unselectable (though the detail is default as selectable); and with the unselectable, can't be selected in groups.

Stuff from Rules.ini
---
[RECON]
Name=Recon
Category=soldier
Primary=Pistola
Prerequisite=BARRACKS
CrushSound=SQUISH6
Strength=500
Pip=green
PipScale=ammo
Armor=none
TechLevel=1
Sight=6
Speed=7
Owner=GDI,Nod
Selectable=yes
Cost=50
Points=5
Ammo=8
Reload=20
CloakStop=yes
TargetLaser=yes
VoiceSelect=15-I000,15-I004,15-I012,15-I048
VoiceMove=15-I018,15-I024,15-I044
VoiceAttack=15-I044,15-I050,15-I044,15-I046
VoiceFeedback=15-I058,15-I064
VoiceDie=DEDMAN1,DEDMAN2,DEDMAN2,DEDMAN4,DEDMAN5,DEDMAN6
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10
Elite=Pistola
EliteAbilities=sensors, self_heal
ImmuneToVeins=yes
TiberiumProof=yes
---

Art.ini stuff
---
[RECON]
Cameo=WEATICON
Sequence=E1Sequence
Crawls=yes
Remapable=yes
FireUp=2
PrimaryFireFLH=80,0,85
---

So anything wrong I did?:dunce:

Fenring
11-22-2006, 06:01 PM
Does recon.shp exist?

RyuSensei
11-22-2006, 07:11 PM
Oh right that crap. Well I found the .mix (conquer.mix) that has the e1.shp, which I'll be using as a base. Is it possible to just extract a copy of e1, rename, then insert it back into the .mix?

If so, the only thing stopping me now is the fact that the mix editor keeps crashing before i even reach recon.shp to insert :dead:

EDIT: Nevermind, seems it just had a few glitches the first time, but it worked after awhile. I have the unit done now, and it works fine. Thanks for the help Fenring :)

2nd EDIT: When I said it works fine, I meant I ignored the minor problems. This problem actually jeopardises the whole unit. Since it uses pistola (used by tech, if you never used a tech, it uses ammo, hint hint), i suppose it has to reload sometime, but it only reloads when it crawls then gets back up. Any ideas?

Fenring
11-26-2006, 07:57 PM
If TS is anything like RA2, using infantry on Ammo is very, very buggy. The only way to reload an infantry's ammunition is to hurt it.

NODorGDI5
04-06-2007, 03:04 PM
Tell me this: Do you really want to make have to reload? If you just want to make it have the same reloading effect, but not actualy make it reload. I would say that you could just make a clone of the tech's pistol and give the ROF value a high number (like 100) and add a "Burst=" line to the new cloned weapon.

Example:

ROF=100
Burst=12; (or 8)

nuker7735
04-07-2007, 04:50 AM
omfg man y do u keep bumping theese year old threads!?!?!?

Fenring
04-07-2007, 12:30 PM
OMFG why do you keep posting in them? :rolleyes:

Mikael Grizzly
04-12-2007, 10:42 AM
OMFG gravedig drama.

Fenring
04-12-2007, 11:30 AM
OMFG gravedig drama.
I think your humor timing needs some work. :p