Hello!
I'm new here and I like very more Blintz and his defence line (Acid Guns and Healers)
I want to know if is possible to build Blintz and his defence line or to start every mission and GB with them...
If yes, please somebody give me the fully correct dates in a very good tutorial (I'm not good at modding base.x file )
I will appreciate this efort.
Thanks for listening me!
Blintz, Acid Guns and Healers in game
- King Plurtz I
- Grenadier
- Posts: 16
- Joined: Mon Apr 30, 2012 2:23 pm
- Location: Hunedoara, Hunedoara, Romania, Europe
Re: Blintz, Acid Guns and Healers in game
there you can see Blintz
- shadowbullseye
- Radio Man
- Posts: 103
- Joined: Fri Apr 27, 2012 1:18 pm
- Location: ??????????
- Contact:
- King Plurtz I
- Grenadier
- Posts: 16
- Joined: Mon Apr 30, 2012 2:23 pm
- Location: Hunedoara, Hunedoara, Romania, Europe
Re: Blintz, Acid Guns and Healers in game
One Healer can cure Blintz a little bit faster than a Medic...shadowbullseye wrote:While the blintz Cure
Four Healers...can make Blintz invincible. With those Blintz lose his life only with Bombing Runs or with a big army.
- King Plurtz I
- Grenadier
- Posts: 16
- Joined: Mon Apr 30, 2012 2:23 pm
- Location: Hunedoara, Hunedoara, Romania, Europe
Re: Blintz, Acid Guns and Healers in game
I tried to add Acid Gun in game but didn't work...I can't see it
Could be something wrong in .cfg file made by me?
Please if you find something wrong report it. Thanks
EDIT: I forgot to edit obj_army.cfg but now I receive a error: " Can't read the mesh file prop_fort_acidgun.god"
Now can be fixed this?
Could be something wrong in .cfg file made by me?
Code: Select all
///////////////////////////////////////////////////////////////////////////////
//
// Pandemic Studios
//
//
//// acid gun
//
#includeonce "fx_weapon_acidgun.cfg"
#includeonce "fx_damage_building_particles.cfg"
#includeonce "fx_death_building-large_particles.cfg"
CreateObjectType("attic.prop.plurtzacid", "Unit")
{
GameObj()
{
ThinkInterval(1);
IdleTask("Tasks::UnitIdle");
Properties()
{
Add("Filter::Mechanical");
Add("Filter::Building");
}
}
MapObj()
{
GodFile("prop_fort_acidgun.god");
PhysicsModel("building");
TractionType("ground");
ArmourClass("structure");
HitPoints(2000);
GenericFX()
{
Add("Weapon::Fire", "effect.acidgun.fire");
Add("Restore::Target::Process", "restore-large");
Add("MapObj::Health::Low", "damage.blintz.healer");
Add("MapObj::Death", "death.blintz.acidgun");
}
}
UnitObj()
{
SeeingRange(89);
Constructor("army.unit.bulldozerInsect");
ConstructionTime(20);
CreateSource("resource.blob.vehicle1");
CommandCost(1);
ResourceCost()
{
Add("Plastic", 200);
Add("Electricity", 200);
}
Prereqs()
{
Add("army.building.hq1");
}
Weapon("army.weapon.acidgun");
}
}
// WEAPON
CreateWeaponType("army.weapon.acidgun")
{
Style("Projectile");
NodeStyle("Y_X");
Nodes("CP-TURRET", "CP-BARREL");
MaxRange(89);
HorizSeparation(180);
Delay(1);
TurnRate(180);
LeadAngle(1);
Damage()
{
Amount(50);
Effective("infantry", 100%);
Effective("vehicle", 100%);
Effective("structure", 100%);
Effective("flyer", 100%);
Effective("mine", 100%);
}
FirePoints()
{
Add("HP-FIRE");
}
Projectile("army.proj.acidgun");
}
// PROJECTILE DEFINITION
CreateObjectType("army.proj.acidgun", "Projectile")
{
MapObj()
{
Mesh();
GenericFX()
{
Add("ProjectileObj::Trail", "effect.acidgun.proj");
}
}
ProjectileObj()
{
TopSpeed(200);
ProjectileModel("ArcTrajectory");
Explosion("army.exp.acidgun");
}
}
// EXPLOSION DEFINITION
CreateObjectType("army.exp.acidgun", "Explosion")
{
MapObj()
{
Mesh();
GenericFX()
{
Add("ExplosionObj::Explode", "effect.acidgun.exp");
}
}
ExplosionObj()
{
Damage()
{
Amount(50);
Effective("infantry", 100%);
Effective("vehicle", 100%);
Effective("structure", 100%);
Effective("flyer", 100%);
Effective("mine", 100%);
}
AreaInner(16);
AreaOuter(24);
Weapon("army.weapon.acidgun");
}
}
// HUGE BUILDING EXPLOSION EFFECT
CreateEffectType("death.blintz.healer")
{
Sound()
{
File("largebuilding_death.wav");
Priority(4);
}
Particles()
{
Add(1)
{
Particle("death.building.geometry");
Offset(0, -10, 0);
}
Add(1)
{
Particle("death.building.geometrytrans");
Offset(0, -10, 0);
}
Add()
{
Particle("death.acidgun.crater");
}
Add()
{
Particle("death.building-large.shock_large");
}
Add(1)
{
Particle("death.building.geometry_smaller");
Offset(0, -2, 0);
}
Add()
{
Particle("death.barracks.particle1");
Emitter(1);
}
Add()
{
Particle("death.barracks.particle2");
Offset(0, -3, 0);
Emitter(1);
}
}
}
// HQ HEALTH LOW EFFECT
CreateEffectType("damage.blintz.healer")
{
Sound();
Particles()
{
Add()
{
Particle("damage.building.smoke-large");
Emitter(1);
Offset(-2.5, 0, 2.0);
}
Add()
{
Particle("damage.building.ember");
Emitter(1);
Offset(-3.5, 0, 2.0);
}
}
}
// Acid Gun death
CreateEffectType("death.blintz.acidgun")
{
Sound()
{
File("largebuilding_death.wav");
Priority(4);
}
Particles()
{
Add()
{
Particle("death.building.geometry_notsolarge");
Offset(0, -13, 0);
}
Add()
{
Particle("death.building.geometrytrans_notsolarge");
Offset(0, -13, 0);
}
Add()
{
Particle("death.building.geometry_small");
Offset(0, -13, 0);
}
Add()
{
Particle("death.acidgun.crater");
}
Add()
{
Particle("death.building-large.shock");
}
Add()
{
Particle("death.building.geometry_small");
Offset(0, -3, 0);
}
Add()
{
Particle("death.building.geometry_smallflip");
Offset(0, -3, 0);
}
Add()
{
Particle("death.building.geometry_smaller");
Offset(0, 0, 0);
}
Add()
{
Particle("death.building.geometry_smallerflip");
Offset(0, 0, 0);
}
Add()
{
Particle("death.barracks.particle1");
Emitter(1);
}
Add()
{
Particle("death.barracks.particle2");
Offset(0, -3, 0);
Emitter(1);
}
}
}
EDIT: I forgot to edit obj_army.cfg but now I receive a error: " Can't read the mesh file prop_fort_acidgun.god"
Now can be fixed this?
Re: Blintz, Acid Guns and Healers in game
Wait for me to upload a video of acidgun and blintz
- King Plurtz I
- Grenadier
- Posts: 16
- Joined: Mon Apr 30, 2012 2:23 pm
- Location: Hunedoara, Hunedoara, Romania, Europe
Re: Blintz, Acid Guns and Healers in game
Ok, thank you Bullseye! =D>
Who is online
Users browsing this forum: No registered users and 0 guests