Search found 156 matches

by Petrenko
Sat Apr 16, 2011 2:03 pm
Forum: Mapping and Modding
Topic: Tweak-List
Replies: 11
Views: 9927

Tweak-List

Greetings, i thought it might be of use for everyone (and myself) to have a list of small tweaks everyone could apply within 5 minutes. Before i create the list i want to gather a few tweaks. So everyone is invited to add questions, tweaks and comments. Also know that i'm not a modder/coder or anyth...
by Petrenko
Sun Apr 10, 2011 2:52 pm
Forum: Mapping and Modding
Topic: SHP Help needed!
Replies: 48
Views: 64458

Alright i really want to get this working. 1.used the shp-editor and made a 100x100 2 frame thing. 2. Saved each frame as png with right name image 0000 and image 0001 3. Opened xcc mixer 4. copied both to clibboard 5. pasted them as pcx 6. copied both to clipboard 7. pasted as shp (ts) 8. ts isn't ...
by Petrenko
Sun Apr 10, 2011 10:24 am
Forum: Mapping and Modding
Topic: SHP Help needed!
Replies: 48
Views: 64458

Greetings, i tried to edit an existing shp (biolab-building) with the "open source shp builder" problems i've got so far: 1. i saved using the tiberian dawn pallette and the game crashed System.Reflection.TargetInvocationException: Ein Aufrufziel hat einen Ausnahmefehler verursacht. ---> System.IO.I...
by Petrenko
Sun Apr 10, 2011 9:25 am
Forum: Mapping and Modding
Topic: (Question) BaseBuildings leave Husks
Replies: 7
Views: 6922

Alright thanks,

i think i will study how to make sequences last longer and i think i'm going to open a little "tweak-list"

For example i would add how to use the cashtrickler correctly^^

And i'm going to "annoy" people in the developer-chat to learn other small tweaks.

Thanks so far!
by Petrenko
Sat Apr 09, 2011 8:38 am
Forum: Mapping and Modding
Topic: (Question) BaseBuildings leave Husks
Replies: 7
Views: 6922

Thanks for the quick answer, i love this forum. I will now try to apply the changes. Also thanks on the cashtrickler! P.S. : Is it possible to open a topic for small code-based changes? (something like "simple-tweak-list) Edit: Alright i changed the defaults and added: DeadBuildingState: Zombie: tru...
by Petrenko
Fri Apr 08, 2011 5:49 pm
Forum: Mapping and Modding
Topic: (Question) BaseBuildings leave Husks
Replies: 7
Views: 6922

(Question) BaseBuildings leave Husks

Greetings, is it possible to make basebuildings, like the silo, to leave husks after they have been destroyed? I already added a husk actor. added a husk sequence. and added the line LeavesHusk: HuskActor: SILO.Husk to the silo actor. i copied almost everything from the oilderrick husk (v19.husk - f...