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When Ini Goes too Far, I was bored and tired
ComradeGeneral
post 16 Aug 2016, 3:15
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Flying supersonic Humvees that come with five missile defenders. Dumps a payload of a nuclear bomb mixed with an anthrax bomb. Seems fine to me.


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Star_Abraham
post 16 Aug 2016, 3:54
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a video showing off flying humvees would be hilarious.


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{Lads}RikerZZZ
post 16 Aug 2016, 4:49
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Harry Potter 2.5: Fuck the Dursleys


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(USA)Bruce
post 16 Aug 2016, 11:07
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What happens to the Infantry inside?


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X1Destroy
post 16 Aug 2016, 11:32
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Perfect for crazy mod.


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ComradeGeneral
post 16 Aug 2016, 21:16
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QUOTE ((USA)Bruce @ 16 Aug 2016, 6:07) *
What happens to the Infantry inside?


If you evac the humvee the infantry fall to the ground and take hardly any damage. Sometimes the infantry inside survive when the humvee explodes. It might only be when its moving supersonic.

edit: oops. They survive the explosion of the humvee no matter what. In other news, Ive gone completely off the deep end with this map.ini. Expect more nonsense soon.

This post has been edited by ComradeGeneral: 18 Aug 2016, 2:57


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Star_Abraham
post 18 Aug 2016, 16:54
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QUOTE (ComradeGeneral @ 16 Aug 2016, 16:16) *
If you evac the humvee the infantry fall to the ground and take hardly any damage. Sometimes the infantry inside survive when the humvee explodes. It might only be when its moving supersonic.

edit: oops. They survive the explosion of the humvee no matter what. In other news, Ive gone completely off the deep end with this map.ini. Expect more nonsense soon.



this would be proof that you can make airplanes that evac.


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ComradeGeneral
post 18 Aug 2016, 18:07
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QUOTE (Star_Abraham @ 18 Aug 2016, 11:54) *
this would be proof that you can make airplanes that evac.


That's a good idea.





Infantry Generals migs explode into Helix's when they die. When the Helix's die they explode into an assault troop crawler.


In unrelated news, here's Battlemasters firing Battlemaster shells


Important thing I also discovered. The Superweapon General AI will use the supersonic humvees...


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Sergeant Freedom
post 18 Aug 2016, 18:37
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i'm picturing giant cannons that shoot terrorists..

This post has been edited by Sergeant Freedom: 18 Aug 2016, 18:40


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Shiro
post 18 Aug 2016, 19:29
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Scud Launcher Launcher anyone? XD
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ComradeGeneral
post 26 Aug 2016, 2:25
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QUOTE (SoraZ @ 18 Aug 2016, 14:29) *
Scud Launcher Launcher anyone? XD


No screens this time because I'm crap and tired. Ini code included if you want to try.
I tried to make the scud missile explode into five dancing terrorists. I'm bad and it didn't work unless the missile was intercepted.

However, I did make the regular GLA terrorists explode into hot air balloons, which is nice.
Party Balloons:
CODE
ObjectCreationList OCL_EjectPartyBalloon
  CreateObject
    ObjectNames = GLAVehicleBalloon
    Count = 1
    IgnorePrimaryObstacle = Yes
    InheritsVeterancy = No
    Disposition = SEND_IT_FLYING;LIKE_EXISTING
    MinForceMagnitude = 60
    MaxForceMagnitude = 60
    MinForcePitch = 50
    MaxForcePitch = 60
    SpinRate = 10
    InvulnerableTime = 2000;milliseconds
    RequiresLivePlayer = Yes
  End
End

Object GLAInfantryTerrorist
  AddModule
    Behavior = EjectPilotDie ModuleTag_99
      GroundCreationList = OCL_EjectPartyBalloon
      AirCreationList = OCL_EjectPartyBalloon
      ExemptStatus = HIJACKED
      VeterancyLevels =  ALL
    End
  End
End



I also gave vanilla Red Guard a transport slot. Red Guard contain one Red Guard. When a Red Guard dies, the Red Guard inside emerges unharmed, you can see where this is going. It was impossible to kill them completely.

Matryoshka Red Guard:
CODE
CommandSet ChinaInfantryInfantryCommandSet
  1  = Command_TransportExit
  2  = Command_RedGuardRifleAttack
  3  = Command_ChinaInfantryRedGuardCaptureBuilding
  4  = Command_RedGuardBayonetAttack
  5  = Command_RedGuardTaunt
  6  = Command_Evacuate
;6  = Command_RedGuardStunBulletAttack
  11 = Command_AttackMove
  13 = Command_Guard
  14 = Command_Stop
End

Object ChinaInfantryRedguard
  AddModule
    Behavior = TransportContain ModuleTag_99
      PassengersAllowedToFire = No
      Slots                 = 1
      InitialPayload        = ChinaInfantryRedGuard 1
      ScatterNearbyOnExit   = Yes
      HealthRegen%PerSec    = 10
      DamagePercentToUnits  = 10%
      AllowInsideKindOf     = INFANTRY
      ExitDelay         = 250
      NumberOfExitPaths = 3
      GoAggressiveOnExit = Yes; AI Will tell people to set their mood to Aggressive on exiting
    End
  End
  CommandSet    = ChinaInfantryInfantryCommandSet
End


Might make Infantry Tank Hunters with Assault Troop Crawlers inside them or something next. Because why not.


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Skitt
post 26 Aug 2016, 13:31
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CRazy rotr patch when? biggrin.gif


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ComradeGeneral
post 11 Sep 2016, 4:36
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What have I done. What is this. The airforce tomahawk (which I've already forgotten its name) missile clusters are now more tomahawks. I didn't think they would be that large though...

Other ini update info
Tank General is now Matryoshka General:
When a transport helix dies, 3 emperor tanks come out.
When an emperor tank dies, a warmaster comes out.
When a warmaster dies, a battlemaster comes out.

When a reaper dies, a gattling tank comes out.
When a gattling tank dies, a dragon tank comes out.

Emperors start at vet 3 because reasons.


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{Lads}RikerZZZ
post 11 Sep 2016, 7:29
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Im terrified and intrigued at the same time


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TimeBurner
post 11 Sep 2016, 8:31
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Now add dreadnoughts!


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ComradeGeneral
post 11 Sep 2016, 19:08
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QUOTE (TimeBurner @ 11 Sep 2016, 3:31) *
Now add dreadnoughts!




Tiny dreadnoughts. They have 5,000 health and the same armor as a fortified GLA building. They move around so weird though, even with a dozer locomotor. They're about as balanced as a demo rebel ambush.


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ComradeGeneral
post 14 Sep 2016, 0:40
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Tank blob is here. Good thing the tanks become smaller tanks when they die, or I might have run out of tanks.



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Sergeant Freedom
post 21 Sep 2016, 19:35
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What is this HERESY?


INI can NEVER go too far!


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Zeke
post 22 Sep 2016, 6:54
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QUOTE (ComradeGeneral @ 14 Sep 2016, 7:40) *
Tank blob is here. Good thing the tanks become smaller tanks when they die, or I might have run out of tanks.

*le pic*


I like how there's a cyan emperor as well.


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ComradeGeneral
post 24 Sep 2016, 1:57
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QUOTE (Zeke @ 22 Sep 2016, 1:54) *
I like how there's a cyan emperor as well.


Kwai encourages Emperor's from all walks of life to join his army. He's a pretty nice guy.


In other news, Burton has been pumping some iron lately and traded in his grenade launcher for a nuke launcher.



Tao has a 'thing' for radiation. All of Nuke Generals buildings, except the bunker, explode like an advanced reactor. Red guard also explode like an advanced reactor because logic. Troop crawlers are nice now.


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ComradeGeneral
post 28 Sep 2016, 4:11
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So I found submarines in the .big file. Made them fly because that's how the navy works.
Fun fact: The Tank Bunker works with submarines.







For those that have noticed, there's a nuclear missile launcher on the map. It's immune to capture and cannot be destroyed. It picks a random player start location each time, and then ruins their life. It's tiny as well and fires a tiny nuke. It's pretty adorable.


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Skitt
post 28 Sep 2016, 6:24
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that nukes so dam cute


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{Lads}RikerZZZ
post 28 Sep 2016, 6:38
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This is pure goddamn stupidity.

I love it.


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Zeke
post 28 Sep 2016, 15:02
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QUOTE (ComradeGeneral @ 28 Sep 2016, 11:11) *
For those that have noticed, there's a nuclear missile launcher on the map. It's immune to capture and cannot be destroyed. It picks a random player start location each time, and then ruins their life. It's tiny as well and fires a tiny nuke. It's pretty adorable.
*le pic*


TANK MISSILE!


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ComradeGeneral
post 29 Sep 2016, 17:41
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Guess who figured out how to finalBig.
Step 1: Nuke Cannons get an autoloader upgrade.
Step 2: Autoloaders for Tank General give a .5 second reload. Yep, no clip reload (clip reload is .5 seconds too), just a constant stream of shells.



They're supposed to have the autoloader upgrade cameo but that doesn't work for some reason.


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