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China GattlingCannon amendment of China Laser GattlingCannon???
China GattlingCannon amendment of China Laser GattlingCannon???
China GattlingCannon make amendment of front: 1: WeaponSet Conditions = None Weapon = PRIMARY GattlingBuildingGun AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT Weapon = SECONDARY GattlingBuildingGunAir AutoChooseSources = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT End China GattlingCannon make amendment of aback: 1: WeaponSet Conditions = None Weapon = PRIMARY LaserGattlingBuildingGunOne Weapon = PRIMARY LaserGattlingBuildingGunTwo AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT Weapon = SECONDARY LaserGattlingBuildingGunAirOne Weapon = SECONDARY LaserGattlingBuildingGunAirTwo AutoChooseSources = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT End China GattlingCannon make amendment of front: 2: ;------------------------------------------------------------------------------ Weapon GattlingBuildingGun PrimaryDamage = 10.0 ;5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means hits only intended victim AttackRange = 225.0 DamageType = Gattling DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge #118alue == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GattlingCannonMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GattlingCannonMachineGunFireWithRedTracers FireSound = GattlingCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireOne = 1 ; How many shots at the same target constitute Continuous Fire ContinuousFireTwo = 5 ; How many shots at the same target constitute Continuous Fire Two ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and #118alues of 2 and 4 for these bonuses, you shoot at (40, 20, 10) WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade AntiAirborneVehicle = No AntiAirborneInfantry = No AntiSmallMissile = No AntiBallisticMissile = No AntiGround = Yes End ;------------------------------------------------------------------------------ Weapon GattlingBuildingGunAir PrimaryDamage = 5.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means hits only intended victim AttackRange = 400.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge #118alue == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_GattlingCannonMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GattlingCannonMachineGunFireWithRedTracers FireSound = GattlingCannonWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireOne = 1 ; How many shots at the same target constitute Continuous Fire ContinuousFireTwo = 5 ; How many shots at the same target constitute Continuous Fire Two ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and #118alues of 2 and 4 for these bonuses, you shoot at (40, 20, 10) WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiSmallMissile = No AntiBallisticMissile = Yes AntiGround = No End ;--------------------------------------------------------------------------------- ;Given to the overlord tank so its AI can target air manually from out of range. Must match ;GattlingBuildingGunAirs range ;------------------------------------------------------------------------------ Weapon GattlingBuildingGunAirDummy PrimaryDamage = 0.0001 PrimaryDamageRadius = 0.0 ; 0 primary radius means hits only intended victim AttackRange = 400.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge #118alue == effectively instant) ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiSmallMissile = No AntiBallisticMissile = Yes AntiGround = No End ;------------------------------------------------------------------------------ Weapon SpectreGattlingGun PrimaryDamage = 90.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means hits only intended victim AttackRange = 2222.0 ; huge range DamageType = Gattling DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge #118alue == effectively instant) ProjectileObject = NONE FireFX = WeaponFX_SpectreGattlingMuzzleFlash VeterancyFireFX = HEROIC WeaponFX_GattlingCannonMachineGunFireWithRedTracers FireSound = SpectreGunshipGattlingWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ContinuousFireOne = 1 ; How many shots at the same target constitute Continuous Fire ContinuousFireTwo = 2 ; How many shots at the same target constitute Continuous Fire Two ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 200% ; When the object achieves this state, this weapon gets double the rate of fire WeaponBonus = CONTINUOUS_FIRE_FAST RATE_OF_FIRE 300% ; This is not cumulative, so with Delay of 40, and #118alues of 2 and 4 for these bonuses, you shoot at (40, 20, 10) ; WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; ChainGun upgrade AntiAirborneVehicle = No AntiAirborneInfantry = No AntiSmallMissile = No AntiBallisticMissile = No AntiGround = Yes End China GattlingCannon make amendment of aback: 2: Weapon LaserGattlingBuildingGunOne PrimaryDamage = 70.0 PrimaryDamageRadius = 0.0 AttackRange = 2250.0 DamageType = GATTLING DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge #118alue == effectively instant) LaserName = AvengerTargetingLaserBeam LaserBoneName = Muzzle01 FireFX = WeaponFX_AvengerTargetDesignator FireSound = LaserCrusaderWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec ;WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200% ;WeaponBonus = DRONE_SPOTTING RANGE 200% ;WeaponBonus = DRONE_SPOTTING DAMAGE 200% End Weapon LaserGattlingBuildingGunAirOne PrimaryDamage = 5.0 PrimaryDamageRadius = 0.0 AttackRange = 400.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge #118alue == effectively instant) LaserName = AvengerTargetingLaserBeam LaserBoneName = Muzzle01 FireFX = WeaponFX_AvengerTargetDesignator FireSound = LaserCrusaderWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec ;WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200% ;WeaponBonus = DRONE_SPOTTING RANGE 200% ;WeaponBonus = DRONE_SPOTTING DAMAGE 200% End Weapon LaserGattlingBuildingGunTwo PrimaryDamage = 70.0 PrimaryDamageRadius = 0.0 AttackRange = 2250.0 DamageType = GATTLING DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge #118alue == effectively instant) LaserName = AvengerTargetingLaserBeam LaserBoneName = Muzzle02 FireFX = WeaponFX_AvengerTargetDesignator FireSound = LaserCrusaderWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec ;WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200% ;WeaponBonus = DRONE_SPOTTING RANGE 200% ;WeaponBonus = DRONE_SPOTTING DAMAGE 200% End Weapon LaserGattlingBuildingGunAirTwo PrimaryDamage = 85.0 PrimaryDamageRadius = 0.0 AttackRange = 4000.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge #118alue == effectively instant) LaserName = AvengerTargetingLaserBeam LaserBoneName = Muzzle02 FireFX = WeaponFX_AvengerTargetDesignator FireSound = LaserCrusaderWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec ;WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200% ;WeaponBonus = DRONE_SPOTTING RANGE 200% ;WeaponBonus = DRONE_SPOTTING DAMAGE 200% End Weapon SpectreGattlingGun PrimaryDamage = 190.0 PrimaryDamageRadius = 0.0 AttackRange = 3000.0 DamageType = GATTLING DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge #118alue == effectively instant) LaserName = AvengerTargetingLaserBeam LaserBoneName = Muzzle01 FireFX = WeaponFX_AvengerTargetDesignator FireSound = LaserCrusaderWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 700 ; how long to reload a Clip, msec ;WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200% ;WeaponBonus = DRONE_SPOTTING RANGE 200% ;WeaponBonus = DRONE_SPOTTING DAMAGE 200% End Weapon LaserGattlingBuildingGunAirDummy PrimaryDamage = 0.0001 PrimaryDamageRadius = 0.0 AttackRange = 400.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ProjectileObject = NONE RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 500 ClipSize = 0 ClipReloadTime = 0 AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiSmallMissile = No AntiBallisticMissile = Yes AntiGround = No End ask gold opinion...... to. ask gold opinion...... to. ask gold opinion...... to. |
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Irgendwie nervt der Typ langsam :-/
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<Plord> 20.40 Hitlers letzte Offensive (ARTE) <weissbrot> live? <Plord> ne 5 mins zeitverzögert, damit der gegner die taktik nicht sieht |
#3
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@Chriz da gebe ich dir recht
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#4
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Ich kappiere net was der von uns will :-/
Bin ich da der einzigste, oder geht es euch genauso ??? |
#5
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China GattlingCannon amendment of China Laser GattlingCannon???
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#6
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Warum soll er nerven?
![]() Tell it in easy English, what do you want from us, please ![]() |
#7
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Could you please describe your problem a little bit more precise? This is a german forum, so please try to build full understandable sentences.
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TnT - Co-Administrator von CnC Headquarters [ Quakenet || #cnchq ] |
#8
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Irgentwie is der Typ doch lustig :hdl: . Gibt sich immer so viel Mühe ...
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Das ist mein Avatar !! ![]() |
#9
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das zeug is doch eh nur alles kopiert
![]() kappiere aber immer noch nicht was er meint |
#10
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Hahaha witz das iss alles nur kopiert ,,,,, natürlich iss fast alles kopiert weil die codes nun mal von EA gemacht worden sind .....
Also wenn ich ihn verstanden hab hat er das chinesische Gattling so umgecodet das es einen Laserstrahl schießt ..... Deshalb auch in der ShellMap .... Warum er das hier postet weiß ich auch nich. scheint ja zu funzen .... ![]()
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#11
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warum der des macht? Wohl um ihn zu vergöttern weil er so tolle Sachen kann und so ich kenn des zu gut des machen so ein paar Spackos aus meiner Klasse immer!
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#12
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wenn 's so iss wie 's scheint dann ghört des zeugs in 's mod forum!
macht des ma bitte jemand! d.h. er hat schon wieder nen beitrag ins falsche forum gepostet!!! ![]() ...wollt ich nur mal anmerken...
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Der Künstler kompensiert in diesem Objekt seine animalische Autoreflexion mittels einer interaktiven Kommunikationssystematikstruktur Imareplikationsautomatismen der so zu kulturell applizierten Phonetikanalyse linguistisch akkumulierte Substitutionsinterdifferenzen im Spiele der diametral selektiven :: teamHQ @ quakenet ::
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#13
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Ganz ruhig, Mann!
![]() Thread closed --> Talk in this Thread: http://web4.mn-server2.de/wbb2/threa...22&sid=:Close: |