So ive been working alot on this mod but i cant seem to get anywhere. Ive finally gotten 2 objects finished but heres my setlist im working on along with the models i want to use...............................................................
The * means its done the @ sign means theres a problem............................................................................
NOD-NOT EVEN DOOMUSIC
NOD-structures
@Nod Builder-not everything is completed only has a few buildings. Its a probe, and i think i want to make it go terran
Nod Refinery-would use automated refinery maybe a harvestor maybe not.
Nod Silo--would gain extra stuff wtihout having to mine tiberium
Nod Nuclear Silo-it will be a twilight council tinted red thats the nuclear silo with a modelswap and can hold 1 nuke
Hand of Nod---nod barracks will be a barracks modelswapped with engineer bay and requires no tech reactor
Nod Airstrip--will be a starport with no height but it is stretched out. Can call in Apaches and bombers too
Wall Vertical--i like the perimiter walls from cortex but idk how to get em
Wall South---^
@Defensive@
@NodTurret-done but theres a huge error and its the wrong model becuase i cant figure out how to use an
auto turret-kills tanks
Nod Obelisk-ive done this in cortex but im thinking of a way to make a turet really high tinted red and can fire draken drill beam-owns tanks
Nod Laser Turret-this will hurt infantry because the nod turret and obby are slow firing
Sam Site---missile turret of course
UNITS
@Nod Chaingunofficer--not added to a barracks dont know how-Marine model
Black Hand----Carrys thermallances with less damage maybe make it only 1 attack Also will cloak and use spectre model
Nod Rocket-trooper---Marauder with Devastatormissile that does good against tanks only.
Nod Rifleman----Regular all purpose Marine model
Engineer------Medic that bareley heals troops but fixes tanks and buildings
Templar-----Unit that fires roach weapon constantly and owns troops. Specter with roachweapon-acidsaliva detectors and short cloaking
Kane-------maybe but probably not. He survives ion cannons too easily
Stealth tank----Siege breaker with cloak and devastator missile
Light tank----Rescaled siege tank with no siege mode and a fun little gun
Attack Buggy---Hellion With sped up guass rifle and damage against infantry
Rocket Buggy----rescaled vulture with vulture weapon and more speed
Flametank----Maybe-model idk
Artillary tank-----maybe because nod needs better vehicle killers-model idk
Apc------i cant remember what model or unit is exactly this
Air-
Apache------would use guass rifle with heavy impact shells for everything-banshee model
Heavy Bomber----Wraith with a good building destroyer shell for fun
Gdi-Global Defensive Initiate
Troops
ChaingunOfficer--same useage as nod has-marine model
Builder-----Not sure what to use maybe probe or scv
Zone Troopers--Shocks the hell outa anything even tanks and detects- marine armored model-cloaking ability
Rocket trooper-Uncostly easy rocketmen-Marauder Model
Sniper-----Anti-troop same as nod different color-ghost model
Riflemen----Basic fodder unit same as Nod-marine model
Special Ops---uses tiberium/hydra weapon gun to own Nod guys-specter model-small coaking ability
Engineer----same as nod
Mobius----Maybe opposite of Kane and has super good zone trooper gun-Civilian model or marine tinted white
Buildings
Gdi Builder-not sure yet
Gdi Refinery-would use automated refinery maybe a harvestor maybe not. -mules
Gdi Silo--would gain extra stuff wtihout having to mine tiberium
Gdi Super Silo-it will be a biodome that can build a mothership. The purifier beam will recharge and the unit will be invincible unless biodome dies.
Gdi Barracks---Gdi barracks will be a barracks modelswapped with Garage and requires no tech reactor for units
Gdi Factory---Can build tanks and aircraft. Maybe modelswap with townhouse
Wall Vertical--i like the perimiter walls from cortex but idk how to get em
Wall South---^
Defensive-
Advanced G tower-Shoot devastating rocket that owns tanks
Guard Tower-Infantry can gtfo
Mobius Tower-multi purpose zone trooper gun tower with medium expenses
Tanks-
Medium Tank--siege tank with regular scale but heavy damage and more health+cost than light one
APC-----same as nod model and stuff duo usage
Humvee----Dont ask idk what this could be. Maybe super good infantry killer
Mammoth tank--siegebreaker with regular weapon no siege and a longbolt missile that hits air units
Rockettank---longrange Gdi Artillary but very weak
Air-
Falconry---air unit that is just like apache but uses a single rocket attack and is weak on infantry
Orca Bomber--air unit that bombs the hell out of a place but quite expensive and better than heavy nod bomber
As you can see soloing this project will take along time. If anyone is interested on joining go ahead and post below along with comments and stuff. I think this would be a kickass mod and be awesome to play. Im very new to the editor though and im having a hard time with modelswapping, figuring out what i need to copy and tinting but im working hard at it but need more experienced people to help. Im guessing this mod will be done at the end of summer or late august if i can get some help otherwise i might just trash the idea. Its extreleye easy to make in Rp cortex command but its extremeley hard to make it into an actual map+mod with such little experience.
Here are my problems so far.
With the turet i get these errors and i think their from duo models or actors firing at the same time.
Nod Turret Firing-date configuration error actionimpact message arrived before command /warning can only create one cactoractionper per effect
That is a common bug with Action actors that have been duped. Look under their events and you should find some of the events near the bottom have also been multiplied. Just delete some of the extra Effect.(Launch Missile).Start>Create events and it should work fine.
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
I fixed it i deleted the extra effects. For some reason the duplicator is making alot of copys and things that im not making or clicking to create. Its making a huge extra list that i have to keep deleting oh well.
So ive been working alot on this mod but i cant seem to get anywhere. Ive finally gotten 2 objects finished but heres my setlist im working on along with the models i want to use............................................................... The * means its done the @ sign means theres a problem............................................................................
NOD-NOT EVEN DOOMUSIC
NOD-structures
-not everything is completed only has a few buildings. Its a probe, and i think i want to make it go terranNod Refinery
-would use automated refinery maybe a harvestor maybe not.Nod Silo
--would gain extra stuff wtihout having to mine tiberiumNod Nuclear Silo
-it will be a twilight council tinted red thats the nuclear silo with a modelswap and can hold 1 nukeHand of Nod
---nod barracks will be a barracks modelswapped with engineer bay and requires no tech reactorNod Airstrip
--will be a starport with no height but it is stretched out. Can call in Apaches and bombers tooWall Vertical
--i like the perimiter walls from cortex but idk how to get emWall South
---^@Defensive@
Nod Obelisk-ive done this in cortex but im thinking of a way to make a turet really high tinted red and can fire draken drill beam-owns tanks
Nod Laser Turret-this will hurt infantry because the nod turret and obby are slow firing
Sam Site
---missile turret of courseUNITS
--not added to a barracks dont know how-Marine modelBlack Hand
----Carrys thermallances with less damage maybe make it only 1 attack Also will cloak and use spectre modelNod Rocket-trooper
---Marauder with Devastatormissile that does good against tanks only.Nod Rifleman
----Regular all purpose Marine modelEngineer
------Medic that bareley heals troops but fixes tanks and buildingsTemplar
-----Unit that fires roach weapon constantly and owns troops. Specter with roachweapon-acidsaliva detectors and short cloakingKane
-------maybe but probably not. He survives ion cannons too easilyStealth tank
----Siege breaker with cloak and devastator missileLight tank
----Rescaled siege tank with no siege mode and a fun little gunAttack Buggy
---Hellion With sped up guass rifle and damage against infantryRocket Buggy
----rescaled vulture with vulture weapon and more speedFlametank
----Maybe-model idkArtillary tank
-----maybe because nod needs better vehicle killers-model idkApc
------i cant remember what model or unit is exactly thisAir-
Apache
------would use guass rifle with heavy impact shells for everything-banshee modelHeavy Bomber
----Wraith with a good building destroyer shell for funGdi-Global Defensive Initiate
Troops
ChaingunOfficer
--same useage as nod has-marine modelBuilder
-----Not sure what to use maybe probe or scvZone Troopers
--Shocks the hell outa anything even tanks and detects- marine armored model-cloaking abilityRocket trooper
-Uncostly easy rocketmen-Marauder ModelSniper
-----Anti-troop same as nod different color-ghost modelRiflemen
----Basic fodder unit same as Nod-marine modelSpecial Ops
---uses tiberium/hydra weapon gun to own Nod guys-specter model-small coaking abilityEngineer
----same as nodMobius
----Maybe opposite of Kane and has super good zone trooper gun-Civilian model or marine tinted whiteBuildings
Gdi Builder
-not sure yetGdi Refinery
-would use automated refinery maybe a harvestor maybe not. -mulesGdi Silo
--would gain extra stuff wtihout having to mine tiberiumGdi Super Silo
-it will be a biodome that can build a mothership. The purifier beam will recharge and the unit will be invincible unless biodome dies.Gdi Barracks
---Gdi barracks will be a barracks modelswapped with Garage and requires no tech reactor for unitsGdi Factory
---Can build tanks and aircraft. Maybe modelswap with townhouseWall Vertical
--i like the perimiter walls from cortex but idk how to get emWall South
---^Defensive-
Advanced G tower-Shoot devastating rocket that owns tanks
Guard Tower
-Infantry can gtfoMobius Tower
-multi purpose zone trooper gun tower with medium expensesTanks-
Medium Tank
--siege tank with regular scale but heavy damage and more health+cost than light oneAPC
-----same as nod model and stuff duo usageHumvee
----Dont ask idk what this could be. Maybe super good infantry killer Mammoth tank--siegebreaker with regular weapon no siege and a longbolt missile that hits air unitsRockettank
---longrange Gdi Artillary but very weakAir-
Falconry
---air unit that is just like apache but uses a single rocket attack and is weak on infantryOrca Bomber
--air unit that bombs the hell out of a place but quite expensive and better than heavy nod bomberAs you can see soloing this project will take along time. If anyone is interested on joining go ahead and post below along with comments and stuff. I think this would be a kickass mod and be awesome to play. Im very new to the editor though and im having a hard time with modelswapping, figuring out what i need to copy and tinting but im working hard at it but need more experienced people to help. Im guessing this mod will be done at the end of summer or late august if i can get some help otherwise i might just trash the idea. Its extreleye easy to make in Rp cortex command but its extremeley hard to make it into an actual map+mod with such little experience.
Here are my problems so far. With the turet i get these errors and i think their from duo models or actors firing at the same time. Nod Turret Firing-date configuration error actionimpact message arrived before command /warning can only create one cactoractionper per effect
That is a common bug with Action actors that have been duped. Look under their events and you should find some of the events near the bottom have also been multiplied. Just delete some of the extra Effect.(Launch Missile).Start>Create events and it should work fine.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
I fixed it i deleted the extra effects. For some reason the duplicator is making alot of copys and things that im not making or clicking to create. Its making a huge extra list that i have to keep deleting oh well.
Thats why it is better to make stuff from scratch or copy and paste as you need it.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg