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    Thread: It is BETA time, baby!!! Sign up here.
Post: RE: It's BETA time, baby!!! Sign up here.

If there are any AI flaws / bugs... You have to tell me and I can look at it :) So watch the AI too for the BETA Testers ;)
Nuclear Whiteboy's Rules 77 147 036 24.08.2006, 14:58:57
    Thread: Revolution:ROTC V0.4.2 Released
Post: RE: Revolution:ROTC V0.4.2 Released

Excelent mod, The yuri hover drone makes me laught very hard :P
Nuclear Community Announcements 2 7 012 08.06.2006, 00:45:40
    Thread: News on progress
Post: RE:  News on progress

Whiteboy Wrote:.....The AI also now builds the airbases - Nuke told me that the AI kicked his ass with Eurofighters. :D Not true :P The Allied AI uses it over his Airforce Command :P
Nuclear Whiteboy's Rules 387 610 311 31.05.2006, 20:10:32
    Thread: News on progress
Post: RE: News on progress

I have that coding of the AI done by now. Since you only have to make the AI build that airbase. And maybe you should check the codes of the Mobile War Factory... Since that one is bugging me that so...
Nuclear Whiteboy's Rules 387 610 311 26.05.2006, 18:17:36
    Thread: Nuke crates
Post: RE: Nuke crates

or not.... I tried to clone the weapons but without succes...
Nuclear Whiteboy's Rules 12 23 433 23.05.2006, 19:20:57
    Thread: Nuke crates
Post: RE: Nuke crates

Thats the best to do
Nuclear Whiteboy's Rules 12 23 433 23.05.2006, 19:20:37
    Thread: Nuke crates
Post: RE: Nuke crates

I should say: Leave it in, Replace it with a clone of the nuke. So the original will not get screwed up.
Nuclear Whiteboy's Rules 12 23 433 17.05.2006, 10:03:07
    Thread: AI quirks
Post: RE: AI quirks

I hope it is fixed now, I had a little coding error in the AI It builds the vehicle when a cluster nuke silo was not present. I have changed this now. Now they deploy one when got a reinforcement bea...
Nuclear Whiteboy's Rules 11 23 335 02.05.2006, 16:44:16
    Thread: AI quirks
Post: RE: AI quirks

#1: Little coding error of me. The owner of the trigger. #2: Cluster Nuke Silo has nothing to do with the AI file. #3: They do use the C.U.T when they OWN a Whitehouse (allieds) and D.D.T when Kreml...
Nuclear Whiteboy's Rules 11 23 335 30.04.2006, 08:46:53
    Thread: News on progress
Post: RE: News on progress

At the first place, I didn't knew it counts as a superweapon. Why not let the AI build these ones?, If EVER come that far in a game... (Only in Spamfest). The Eurofighter is a bit eh... difficult... ...
Nuclear Whiteboy's Rules 387 610 311 27.04.2006, 12:51:36
    Thread: News on progress
Post: RE: News on progress

Sorry for being a long time away. But something happened with my internet. It blacked out in a weird reason. I know about the allied AI, Its probably that they have not enough cash to construct new...
Nuclear Whiteboy's Rules 387 610 311 27.04.2006, 09:47:33
    Thread: Roster of C-GEN members
Post: RE: Roster of C-GEN members

I've registered ages ago here. I should start posting here now about the AI in a thread :P
Nuclear Whiteboy's Rules 32 60 113 20.04.2006, 09:28:53
    Thread: News on progress
Post: News on progress

The soviet and yuri AI will not be a big problem compared to the Allied one. So I can say: about 1 week the AI should be done. Maybe I add some new scripts to the AI, what they have never been done b...
Nuclear Whiteboy's Rules 387 610 311 12.04.2006, 16:32:00
    Thread: News on progress
Post: News on progress

I will, but I need one more thing for the AI to test out :P. The mod. If Whitey can PM me, I can have the AI up in a week or so.
Nuclear Whiteboy's Rules 387 610 311 28.03.2006, 04:53:00
    Thread: News on progress
Post: News on progress

You know I can do the job.... I offered it to you ages ago :P
Nuclear Whiteboy's Rules 387 610 311 21.03.2006, 18:03:00
    Thread: News on progress
Post: News on progress

I use this mode for CNC Nuked, thanks by Whiteboy. ^_^
Nuclear Whiteboy's Rules 387 610 311 27.01.2006, 13:36:00
    Thread: Good Mod
Post: Good Mod

V1.0 got these CO-OP campaigns, who i really like :)
Nuclear Whiteboy's Rules 20 34 039 10.11.2005, 08:53:00
    Thread: Good Mod
Post: Good Mod

It will never be completly deleted :devil: I burned V1.0 the real one on cd :P :lol:
Nuclear Whiteboy's Rules 20 34 039 09.11.2005, 05:55:00
    Thread: Good Mod
Post: Good Mod

ok another offtopic one: I was called a girl :lol: by my display picture at my MSN.
Nuclear Whiteboy's Rules 20 34 039 07.11.2005, 18:43:00
    Thread: Whiteboy's Rules
Post: Whiteboy's Rules

Untill its done, common anwser :P
Nuclear Whiteboy's Rules 136 220 302 10.08.2005, 07:16:00
    Thread: A few more positions to be filled
Post: A few more positions to be filled

Ever heard of loading the RulesMD.ini into a map?
Nuclear Whiteboy's Rules 50 79 181 01.07.2005, 07:02:00
    Thread: Awesome Screenshot (56K Beware)
Post: Awesome Screenshot (56K Beware)

Yes, it looks good, but the bigger one is a bit better if you ask me, but this one is correct ;)
Nuclear Whiteboy's Rules 16 26 985 27.06.2005, 08:53:00
    Thread: Awesome Screenshot (56K Beware)
Post: Awesome Screenshot (56K Beware)

It are 3 screenshots pasted after each other. Really good :D
Nuclear Whiteboy's Rules 16 26 985 27.06.2005, 08:16:00
    Thread: Ultimatum
Post: Ultimatum

Sure you can, if you got the SHP's for me, i can make it work. Send it to my e-mail or send it to at msn.
Nuclear Whiteboy's Rules 44 78 982 04.06.2005, 11:30:00
    Thread: Ultimatum
Post: Ultimatum

The map is on RADEN and on my site - It don't require TX - 4 Players - I don't have asked for the map, for be in Assault map pack 3 - The finalalert map editor:HERE Good Luck ! (I can do som...
Nuclear Whiteboy's Rules 44 78 982 03.06.2005, 13:48:00
    Thread: Ultimatum
Post: Ultimatum

Hey whiteboy, perhaps you can use my latest map for Assault mode, The Mountain... If you want to ps. it got an Tumbs up award from RADEN.
Nuclear Whiteboy's Rules 44 78 982 02.06.2005, 15:00:00