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2 - intermediate Add Recon Bike Purchases for Nod & GDI

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These files you need for the Recon Bikes: ReconBikeFiles.zip

This tutorial will cover setting up the Recon bikes entirely for both Nod and GDI.

We will modify the weapon, the weapon ammo, the bike settings themselves and add them to the purchase terminal options.

The settings i use make the Recon bike well worth its $700 imho, in most maps its a piece of shit lol.

With the settings used here you make it a valuable asset for the teams although they do still die very fast.

The reason i gave it 10 armor points is because it then takes 2 ramjet shots extra to kill it.

Ok let's get on with the show. I am assuming you have already loaded the terrain for your map and are now ready

to setup the Ammo for the Recon bikes.

1) Setup the AMMO

Expand 1)Munitions, then 2)Ammo, then 3)Ammo_Vehicle_Weapons and click on Ammo_ReconBike_Rocket_Player.

While selected click on the 4)Temp button


Give the ammo a name such as Ammo_Recon_Bike


Goto the Settings tab and change the following settings accordingly and then press OK to temp the new ammo preset:

EffectiveRange: 135.000

Velocity: 80.000

RateOfFire: 50.000


You should end up with something like this in the preset listing after pressing OK to Temp it:


2) Setup the WEAPON

Now Expand 1)Munitions, then 2)Weapons, then 3)Weapons_Vehicles and select the Weapon_Reconbike_Player.

While selected click on the 4)Temp button


Give it a name, such as Weapon_Reconbike_Good, then proceed to the Settings tab and enter the following settings:

SwitchTime: 0.500

ReloadTime: 1.000

KeyNumber: 0.000


Scroll further down to the options for PrimaryAmmoDefID and SecondaryAmmoDefID and click on the 1)button to change

the Ammo it uses to Ammo_Recon_Bike (what we temped under Ammo in Step 1) as shown on the picture below:


Endresult should look like this:


3) Setup the Nod Recon Bike

Expand 1)Object, then 2)Vehicle, then 3)Nod Vehicles, then 4)Nod_Recon_Bike and 5)select CnC_Nod_Recon_Bike and finally click 6)Temp


Enter a name like Nod_Recon_Bike_Good, goto its Settings tab and set the following options:

Health,HealthMax: 225.000

ShieldStrength,ShieldStrenghtMax: 10.000

Shield Type: CNCVehicleHeavy

DamagePoints: 0.070

DeathPoints: 50.000


Scroll down to the WeaponDefID setting and click the button and change it to the temp we made earlier:


Endresult should look like this:


4) Setup the GDI Recon Bike

Select the temped Nod_Recon_Bike_Good we created in the previous step, and click on the Temp button,

name it GDI_Recon_Bike_Good like on the image below:


Goto the Physics Model tab and under Settings ModelName click the folder icon and browse for your v_gdi_bike.w3d


Goto the Settings tab and set PlayerType to GDI:


5) Add to Purchase Terminal Options for GDI

Under Global Settings, Purchase Settings select Vehicles (GDI) and TEMP it, name it Vehs GDI:


Goto the Settings tab and scroll all the way down to Entry 10, for Name click on the letter-icon,

Goto the Tab "ENC" and scroll down to the Reconbike name as on the image below and select it:


For Cost we do 700, the Texture we set to hud_gdirecon.tga and we select the GDI_Recon_Bike_Good for the Object:


Endresult looks like this:


6) Add to Purchase Terminal Options for Nod

Repeat Step 5 above but this time select the Vehicles (NOD) and Temp it and name it Vehs NOD

Goto Entry 10 and set the letter-icon to the reconbike name, cost 700.

Take note that you set the Texture for Nod to hud_reconnod.tga and for the Object you select the Nod_Recon_Bike_Good.

7) All done! If you did this correct and make your mix file (make sure you include the w3d and dds and tga files in it) you SHOULD be able to buy Recon Bikes.

Good luck!


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I'm assuming this works for any other vehicle you would want to add?

Thanks for the tutorial I've always wanted to add these in my maps :)

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Yea, you need the vehicle's W3D and Texture. Then you can add them like that. The procedure is the same for other vehicles although sometimes they may require tweaking under the Physics tab.

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For the texture you need the HUD texture for the level edit settings correct? Although the models texture should be included in the .mix file?

Also do the HUD textures need to be .dds or can they be .tga files?

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They can be either dds or tga for anything in renegade, just the editor references it as .tga always and so does RenX.

So: Inside the editor you use the mytexturehud.tga but in the mix you can place a dds of the same texture for example.


If i'm confusing you then just keep it all tga's lol :)

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Guest Mauler

Tga's are good for RenX since Renx cannot load DDS but worst file space size

DDS save tons of file space size when placed in the mix instead of TGA's, You can texture in 3DSMax with DDS...Another reason to move on the 3DSmax 8 ...  <_<


best way to use both...


texture with TGA's in Renx and place DDS files in the mix to save on file size

texture with DDS in 3DSmax 8 and place files into mix without the hassle of having to use RenX 

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If you texture with texture.tga in renx and add the dds to the mix, do you have to change the extension that the mix looks for? Or does renegade automatically look for one if it does not find the other?

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Guest Mauler

If you texture with texture.tga in renx and add the dds to the mix, do you have to change the extension that the mix looks for? Or does renegade automatically look for one if it does not find the other?


DDS and tga's are interchangeable..... if DDS is not found it will look for a TGA, same thing for TGA, if no TGA found DDS is loaded... it's all handled automatically... I want to repeat this again.. placing DDS textures in a mix is far superior to using a TGAs..

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