Free models thread!

This is a discussion on Free models thread! within the CnC Modding, Mapping and Editing forums, part of the Command and Conquer Series category; I can't make any. You think if I could I'd be hanging around here?...

CnC Modding, Mapping and Editing Want more info about a Mod? Making a Mod? Looking for Modders, Mappers, Skinners, etc.? This is your Spot!

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  #31  
Old January 14th, 2005
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Default Re: Free models thread!

I can't make any. You think if I could I'd be hanging around here?
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  #32  
Old January 14th, 2005
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Default Re: Free models thread!

Quote:
Originally Posted by rich19
Those gattling generals lasers are cool, I like.
Thanks man much appreciated.
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  #33  
Old January 15th, 2005
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Default Re: Free models thread!

So i aint posted here a while, been too busy. But, anyone want a BUTCHERED unit, just post. cos i cant do from scratch (starring particuarly at mirage) and if ppl need a model or cameo, post here (for cameos i will need the model n any extra skins)

I present, the Flakmaster
Bones are- muzzle for firing
TurretEL for pitch
Attached Images
File Type: bmp Cameo.BMP (35.3 KB, 440 views)
Attached Files
File Type: zip Flakmaster.zip (50.1 KB, 160 views)
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  #34  
Old January 16th, 2005
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Default Re: Free models thread!

JakeyDude i'm coding the flackmaster and i got a problam.... the tank open fire on aircraft but the tank shells are splile don't hit it.... Reach it, but after that imediatly aim down to the ground.... how can i fix this ?
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  #35  
Old January 16th, 2005
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;------------------------------------------------------------------------------
Object FlakShell

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = EXAAShell
End
End

; ***DESIGN parameters ***
DisplayName = OBJECT:Missile
EditorSorting = SYSTEM
VisionRange = 0.0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End

; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End


Behavior = PhysicsBehavior ModuleTag_06
Mass = 1
End
Behavior = DumbProjectileBehavior ModuleTag_07
FirstHeight = 10
SecondHeight = 10
FirstPercentIndent = 50%
SecondPercentIndent = 50%
FlightPathAdjustDistPerSecond = 0
End

; ---- begin Projectile death behaviors
Behavior = InstantDeathBehavior DeathModuleTag_01
DeathTypes = NONE +DETONATED
; we detonated normally.
FX = FX_NukeGLA
End
Behavior = InstantDeathBehavior DeathModuleTag_02
DeathTypes = NONE +LASERED
; shot down by laser.
FX = FX_GenericMissileDisintegrate
OCL = OCL_GenericMissileDisintegrate
End
Behavior = InstantDeathBehavior DeathModuleTag_03
DeathTypes = ALL -LASERED -DETONATED
; shot down by nonlaser.
FX = FX_GenericMissileDeath
End
Behavior = InstantDeathBehavior DeathModuleTag_FirestormDie
DeathTypes = NONE +EXTRA_3
FX = FX_FirewallprojectileDie
End
; ---- end Projectile death behaviors


Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake
GeometryMajorRadius = 4.0
GeometryHeight = 4.0
GeometryIsSmall = Yes

Shadow = SHADOW_DECAL
End
Attached Files
File Type: zip Shells.zip (760 Bytes, 130 views)
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  #36  
Old January 19th, 2005
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Default Re: Free models thread!

Can anyone help me with a code I'm trying to put together? I'm trying to give the UH-60 model two independanty-firing turrets that have different arcs of fire, so that one gun only fire at stuff on the left side, and the other gun fires on the right. I've been trying to set it up like the Helix's turret, but so far without any luck.
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  #37  
Old January 19th, 2005
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Default Re: Free models thread!

you need 2 turrets and 2 weapons
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  #38  
Old January 26th, 2005
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Default Re: Free models thread!

Plise, some one could make an smal boat for MDW mod ?
It should be an "water Hijacker" for GLA, and an China battleship...
Thank you.
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  #39  
Old January 27th, 2005
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Default Re: Free models thread!

Quote:
Originally Posted by Xenomorph
Can anyone help me with a code I'm trying to put together? I'm trying to give the UH-60 model two independanty-firing turrets that have different arcs of fire, so that one gun only fire at stuff on the left side, and the other gun fires on the right. I've been trying to set it up like the Helix's turret, but so far without any luck.
Well its possible to make them fire independantly by changeing one value from yes to no.
But it is not possible to limit there turn angle.

Code:
Behavior = AIUpdateInterface ModuleTag_03 
	Turret 
	 TurretTurnRate	 = 80 
	 TurretPitchRate	= 80 
	 FirePitch		 = 12			; Instead of aiming pitchwise at the target, it will aim here 
	 AllowsPitch		= Yes 
	 RecenterTime	 = 5000	 ; how long to wait during idle before recentering 
	 ControlledWeaponSlots = PRIMARY 
	 NaturalTurretAngle = 180 ; this turret points backwards normally 
	End 
	AltTurret 
	 TurretTurnRate	 = 80 
	 TurretPitchRate	= 80 
	 FirePitch		 = 15		 ; Instead of aiming pitchwise at the target, it will aim here 
	 AllowsPitch		= Yes 
	 RecenterTime	 = 5000	 ; how long to wait during idle before recentering 
	 ControlledWeaponSlots = SECONDARY 
	End 
	TurretsLinked = Yes : SET THIS TO NO 
End
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Last edited by Pestilence64; January 27th, 2005 at 12:17 PM..
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  #40  
Old January 27th, 2005
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Default Re: Free models thread!

Whats Fritz's site
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