C&C Generals Zero Hour
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M4V3RiCk
General^^^
 Din: Bucuresti
Inregistrat: acum 20 ani
Postari: 81
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Mdap...multi au zis ca ala e mai bun vs ala...dar nimeni nu a venit cu date de genul damage,damage type,rate of fire reload time,range costuri sau lucruri din astea.Asa ca tot sunt eu la marketing am zis sa facem putina statistica.Ce e mai bun vs ce.Am scos niste date din joc...nu va mai ramane decat sa le analizati si sa trageti concluziile la ce e mai bun vs ce in termeni matematici. Partea proasta e ca nu am gasit pe nicaieri hit point-urile unitatilor Se pare ca au un sistem bazat pe armour.
_______________________________________ viteza maxima cu care poti accelera un PC este de 9,81 m/s^2
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M4V3RiCk
General^^^
 Din: Bucuresti
Inregistrat: acum 20 ani
Postari: 81
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Si ieta si datele...Sper sa nu ma injure winfast :P
Weapon HumveeGun PrimaryDamage = 10.0 ; 8.0 PrimaryDamageRadius = 0.0 AttackRange = 150.0 DamageType = COMANCHE_VULCAN DeathType = NORMAL WeaponSpeed = 600 ; dist/sec ProjectileObject = NONE FireFX = WeaponFX_TechnicalGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = HumveeWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 200 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec End
Weapon HumveeMissileWeapon PrimaryDamage = 30.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileObject = HumveeMissile ProjectileExhaust = TowMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ; You have to have a clip size as a missile weapon ClipReloadTime = 2000 how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = HumveeWeaponTOW ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes
; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End
Weapon HumveeMissileWeaponAir PrimaryDamage = 50.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 320.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileObject = PatriotMissile ProjectileExhaust = MissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ; You have to have a clip size as a missile weapon ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = HumveeWeaponTOW ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation AntiAirborneVehicle = Yes AntiAirborneInfantry = No AntiGround = No
; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End
Weapon HellfireMissileWeapon (USA DRONES) PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 150.0 DamageType = EXPLOSION ; ignored for projectile weapons DeathType = EXPLODED WeaponSpeed = 600 ; ignored for projectile weapons ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation ProjectileObject = MissileDefenderMissile ProjectileExhaust = MissileDefenderMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ; You have to have a clip size as a missile weapon ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = MissileDefenderWeapon ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes AcceptableAimDelta = 180.0 ; can fire facing any direction... drones are spazzes
; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End
Weapon MissileDefenderMissileWeapon (USA) PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 175.0 DamageType = INFANTRY_MISSILE DeathType = NORMAL WeaponSpeed = 600 ProjectileObject = MissileDefenderMissile ProjectileExhaust = MissileDefenderMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileDefenderMissileExhaust ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation FireFX = FX_BuggyMissileIgnition RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 1000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = MissileDefenderWeapon WeaponBonus = PLAYER_UPGRADE DAMAGE 125% AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes ProjectileCollidesWith = STRUCTURES End
Weapon MissileDefenderLaserGuidedMissileWeapon (USA) PrimaryDamage = 40.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 300.0 ;Extending this range, allows the special ability to work better. DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 600 ProjectileObject = MissileDefenderMissile ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly DelayBetweenShots = 500 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = Yes FireSound = MissileDefenderWeapon WeaponBonus = PLAYER_UPGRADE DAMAGE 125% AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes
; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES End
Weapon RaptorJetMissileWeapon PrimaryDamage = 100.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 320 ;400.0 MinimumAttackRange = 100.0 AcceptableAimDelta = 30 DamageType = JET_MISSILES DeathType = EXPLODED WeaponSpeed = 1000 ProjectileObject = RaptorJetMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = None FireSound = RaptorJetMissileWeapon ProjectileDetonationFX = WeaponFX_JetMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 150 ClipSize = 4 ClipReloadTime = 8000 AutoReloadsClip = RETURN_TO_BASE ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No ShowsAmmoPips = Yes
Weapon RaptorJetLaserGuidedMissileWeapon PrimaryDamage = 125.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 320.0 MinimumAttackRange = 100.0 AcceptableAimDelta = 30 DamageType = JET_MISSILES DeathType = EXPLODED WeaponSpeed = 1000 ProjectileObject = RaptorJetMissile ProjectileExhaust = MissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust FireFX = None FireSound = RaptorJetMissileWeapon ProjectileDetonationFX = WeaponFX_JetMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 150 ClipSize = 4 ClipReloadTime = 8000 AutoReloadsClip = RETURN_TO_BASE ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No ShowsAmmoPips = Yes
Weapon PatriotMissileWeapon PrimaryDamage = 30.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 225.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 1 ; locomotor specifies speed. ProjectileObject = PatriotMissile ProjectileExhaust = MissileExhaust FireSound = PatriotBatteryWeapon FireFX = FX_BuggyMissileIgnition RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 250 ; time between shots, msec ClipSize = 4 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes AntiBallisticMissile = No ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation RequestAssistRange = 200 ; when I fire, my object will look around for things of ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so. ProjectileCollidesWith = STRUCTURES End
_______________________________________ viteza maxima cu care poti accelera un PC este de 9,81 m/s^2
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M4V3RiCk
General^^^
 Din: Bucuresti
Inregistrat: acum 20 ani
Postari: 81
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Acuma revin la problema initiala...cu ce faci un Humvee plini cu bazzokari ? PS: 1000ms= 1 secunda
Modificat de M4V3RiCk (acum 19 ani)
_______________________________________ viteza maxima cu care poti accelera un PC este de 9,81 m/s^2
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basics
General^^
 Din: Timisoara
Inregistrat: acum 19 ani
Postari: 42
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hmm din cate am vazut daca joc cu china e bine sa faci cateva mine pe langa cladiri...deseori cand il rumaream cu ceva el incerca sa fuga si desi avea spy tot calca pe mine...e foarte neplacut, cat despre gla, s-a discutat, un mic hint pozitioneaza supply stash astfel incat sa nu aiba loc humveeul sa treaca printre supply si zona de resurse...ii ingreunezi munca, de obicei cu humvee se face un hit & run...deci nu-l urmarii cand fuge. Bine, nu sunt expert dar pt mine cam merge putinu asta
Modificat de basics (acum 19 ani)
_______________________________________ Nimic nu se pierde, nimic nu se castiga ... TOTUL SE FURA !!!
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Black Eye
Moderator
 Din: trance space
Inregistrat: acum 20 ani
Postari: 325
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Nu pot sa zic ca este o greseala ce ai zis tu basics, cu pozitionarea supply stash-ului astfel incit humvee-ul sa nu poata sa calce muncitorii. Deci asta se aplica pentru technicali. Pentru humvee, este mai bine sa lasi loc, deoarece majoritatea jucatorilor vor trimite humvee-ul peste muncitori. Anume aici este si greseala, se va intimpla exact acelasi lucru ca si in cazul in care humvee-ul este f aproape de cladire, si moare din cauza racketelor bazookarilor care trag. Exact asa si in cazul mucitorilor, bazookarii vor strica singurii hummvee-ul, atunci cind vor trage in mucitori, iar in acelasi timp humvee-ul se va deplasa peste ei 
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| pus acum 19 ani |
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raptor577
General^^^
 Din: Resita
Inregistrat: acum 19 ani
Postari: 82
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cu avioane daca joci cu USA )
_______________________________________ De Ce? Pentru ca pot...
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Lector
General^^^^
 Din: Bucuresti
Inregistrat: acum 20 ani
Postari: 123
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daca esti gla incearca sa pui un demo trap intre cladire si bani ... pierzi muncitori, avariezi cladirea dar scapi de hummer
_______________________________________ I'm the law, You can't beat the law
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Black Eye
Moderator
 Din: trance space
Inregistrat: acum 20 ani
Postari: 325
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Si daca ala isi pune spy drone pe humvee, iti macelareste demo trap-ul, pierzi muncitorii, avariezi cladirea si ala distruge in continuare linistit 
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FeNoMeN
General^^^
 Inregistrat: acum 19 ani
Postari: 79
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Winfast
Administrator
 Din: Bacau
Inregistrat: acum 20 ani
Postari: 503
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Sunt pe cale sa inchid topicul asta. In primul rand nu prea inteleg titlul "X VS Y metode de contra-atacare de aparare&CO" Metode de contra-atacare? CO ce inseamna? Am inteles ce ai vrea sa fie aici insa titlul e gresit. Deci ideea e "Ce e mai bun vs ce?". Asta se putea formula putin altfel si pus ca titlu de topic. Deci tu ai fi vrut aici sa fie "ce e mai bun vs ce" in termeni matematici luati din joc. Ai trantit niste date la inceput, dupa care ai revenit la intrebarea "Cu ce facem un humvee plin de bazukari" Discutia a deviat, nefacandu-se referire deloc la termeni matematici.
_______________________________________ ثؤمشق يثسؤاهسش ؤخةحثفهف لأثىثقشمس ~ثقخ أخعقزهث ؤش ؤثم ةشه لاعى سش ؤشسفهلثز Pentru upload poze folositi
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| pus acum 19 ani |
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Winfast
Administrator
 Din: Bacau
Inregistrat: acum 20 ani
Postari: 503
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Ai zis la inceput "Asa ca tot sunt eu la marketing am zis sa facem putina statistica.Ce e mai bun vs ce.Am scos niste date din joc...nu va mai ramane decat sa le analizati". Unde e statistica? Te-ai spalat pe miini cu fraza "nu va mai ramane decat sa le analizati" E simplu sa trantesti asa .... niste date si sa lasi topicul de izbeliste. 
_______________________________________ ثؤمشق يثسؤاهسش ؤخةحثفهف لأثىثقشمس ~ثقخ أخعقزهث ؤش ؤثم ةشه لاعى سش ؤشسفهلثز Pentru upload poze folositi
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Olyver_
General
 Din: sannicolau-mare
Inregistrat: acum 18 ani
Postari: 3
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ce strategie aplici cand joci contra 5-6 hard si vin toti pe tine ....si iti mai dau si cate un scud...si un nuke.....astept raspuns
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| pus acum 18 ani |
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nd
General
Inregistrat: acum 19 ani
Postari: 1
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pai Olyver ieu unul dc pun 5-6 hard contra mea scap f simplu de ei, escape si..... exit game, acum serios vb as fi curios care e nr maxim de hard care poate fi scosi...parerea mea e ca maxim 3 
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