This archive contains the Imperial Guard buildings with flamers and the crate drop building
concept which was initially thought as a building to provide resources with the constant drops
of crates representing visually the new supplies being brought to the war zone.
Additional link on description.
This archive contains the Imperial Guard buildings with flamers and the crate drop building
concept which was initially thought as a building to provide resources with the constant drops
of crates representing visually the new supplies being brought to the war zone.
This is a modder's resource and can be used freely provided credit is given (especially to the
people refered in the credits list in this readme file).
This resource should be stand alone but if for some reason you experience some issues with it,
feel free to contact me in moddb or relicnews:
Moddb.com
Forums.relicnews.com
Buildings with flamers:
In this archive (buildings_flamers) all the whe files and the flame fx are provided. Some
screenshots of some things you need to do are also provided.
First you need to place the files in the mod you are editing (i always recomend doing backups of
any file that may be overwritten just in case). Folder structure should be correct so this
shouldn't bring any problems.
Second check weapon_01 image. You will need to edit hardpoints 13, 14, 15 and 16 on the
combat_ext of the hq, infantry command and mechanized command buildings and add a weapon file
name for something related with plasma, check how weapons in other hardpoints are named if you
want to keep them similar.
The result should look like image weapon_02.
Muzzle and origin can be copied from another hardpoint (remember to copy muzzle for the east
weapon from a east weapon, north from north and so on, hardpoint order doesn't matter but muzzle
and origin are important for it to work correctly). See image weapon_03.
Copy a plasma weapon file (found in attrib\weapon) and rename it for the name you have given to
the weapon in each hardpoint. Edit each one of those files and add space_marine_plasma in
fired_projectile (see weapon_04).
Now there are only a few more steps:
Open guard_flamer_bunker_... and add those 2 modifiers seen in images weapon_05 and weapon_06.
Those modifiers should be available on other flamer weapons so just open one and copy from there.
The last thing to do is editing the modifiers in the squad_hold_ext as seen on image weapon_07
(edit the first spare modifier in modifiers_no_squads which should be 13) so no weapons are
active when no squads are inside the buildings.
With this done it should be ready. If you have any problems implementing this let me know.
Crate drop building:
This building works similar to the mechanized building and can have weapons if garrisoned also,
so it can be a defended resource drop site. Currently the drops are being done with no actual
idle period but if required some idle time might be added so let me know.
Credits:
RT2 for the vertical axis change of the crate drop animation used by the mechanized command
building.
Additional link:
Mediafire.com
Burn the heretic scum and the xenos!
A winderful update!