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[ARES] GenericWarhead IonCannon SuperWeapon
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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Jul 30, 2010 10:58 pm    Post subject:  [ARES] GenericWarhead IonCannon SuperWeapon Reply with quote  Mark this post and the followings unread

Ares Generic Warhead IonCannon SuperWeapon.

Rules.ini

[BuildingTypes]
**=IONCANNON             ;<---only insert this if you are using included IonCannon Structure

[Animations]
**=RING3                 ;<---animation .shp included  (TS Ring Animation)
**=IONBEAM               ;<---animation .shp included  (TS IONBEAM Animation)

[SuperWeaponTypes]
**=GenericWarheadIC      ;<------Name it whatever you like.


[Warhead]
**=IonCannonWH         ; <------Since this is already listed in the Rules.ini there's no need to insert it. Just here for completeness



******* Warhead Characteristics *******

[IonCannonWH] this is already coded in, however some tags have changed and new warhead code will be as follows;

[IonCannonWH]
CellSpread=4
PercentAtMax=1.5
WallAbsoluteDestroyer=yes
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
InfDeath=5
Wood=yes
Wall=yes
Deform=100%
DeformThreshhold=160
Bright=yes
ShakeXlo=10
ShakeXhi=10
ShakeYlo=10
ShakeYhi=20
AnimList=IONBEAM
CombatLightSize=1000%
PenetratesBunker=yes
Ripple.Radius=79                ; <--------This tag gives the TS Ripple effect, Ares Doc recommends not going over 79

******* Special Weapon types *******

[GenericWarheadIC]
UIName=Name:IonCannon
Name=IonCannon
IsPowered=true
RechargeVoice=00-I158
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=.5                 ; <--------Be sure to reset this to a higher number, .5 was for test purposes.
Type=GenericWarhead
Action=AttackSupport
SidebarImage=ionicon             ; <--------.shp IonCannon icon included
ShowTimer=yes
DisableableFromShell=no
SW.Warhead=IonCannonWH
SW.Damage=2000
ShowTimer=yes
DisableableFromShell=no
AIDefendAgainst=yes
Range=7
LineMultiplier=2
SW.Animation=RING3            ;<------These last 2 tags here are what sync the RING3 anim with the WH anim- IONBEAM
SW.AnimationHeight=0



;"Building Structure"         ;<------ you may use this or any buiding of your choice. .shp's included
[IONCANNON]
UIName=Name:IONCANNON
Name=Ion Cannon
Image=IONCANNON
BuildCat=Combat
SuperWeapon=GenericWarheadIC
Prerequisite=
Strength=1000
Armor=concrete
TechLevel=10
Adjacent=2
Sight=4
Owner=                   ; <----Dont forget to list Owners
AIBasePlanningSide=           ;0=Allied, 1=Soviets, 2=YuriCountry, 4=NewSide
Cost=500
Points=30
Power=-200
Crewed=yes
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
ThreatPosed=0
DamageParticleSystems=SparkSys,LGSparkSys
SpecialThreatValue=1
NukeSilo=yes
Nominal=yes
RevealToAll=yes
HasStupidGuardMode=false
Spyable=yes
ChargedAnimTime=1  
AIBuildThis=yes
ProtectWithWall=yes
BuildLimit=1
DamageSelf=yes

*******************************************************************************************************************************

Art.ini


[IONCANNON]
Cameo=IONCICON              ; <-----New Icon included in the .mix file
Image=IONCANNON
Remapable=yes
Foundation=3x3
Buildup=IONCANNON
Height=8
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=no
PrimaryFirePixelOffset=-0,-84
SecondaryFirePixelOffset=-0,-84  
ActiveAnim=IONCANNON_A
SuperAnim=IONCANNON_D
SuperAnimYSort=543
SuperAnimZAdjust=-2
SuperAnimTwo=IONCANNON_B
SuperAnimTwoYSort=543
SuperAnimTwoZAdjust=-3
SuperAnimThree=IONCANNON_C
SuperAnimThreeYSort=543
SuperAnimThreeZAdjust=-4
CanBeHidden=False
ActiveAnimPowered=yes
OccupyHeight=4
RemoveOccupy1=1,-1
RemoveOccupy2=0,-2
RemoveOccupy3=-1,-2
RemoveOccupy4=-2,-2
RemoveOccupy5=-2,-1
RemoveOccupy6=-2,0
RemoveOccupy7=-1,1


[IONCANNON_A]
Normalized=yes
LoopStart=0
LoopEnd=14
LoopCount=-1
Rate=220
Layer=top
NewTheater=no
;DetailLevel=1

[IONCANNON_B]
Normalized=yes
Start=0
End=9
Rate=200
Layer=ground
NewTheater=no
Shadow=yes
StartSound=SeigeChopperDeploy

[IONCANNON_C]  
Normalized=yes
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=200
Layer=ground
NewTheater=no
Shadow=yes

[IONCANNON_D]  
Normalized=yes
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=200
Layer=ground
NewTheater=no
Shadow=yes



[IONBEAM]
Translucent=yes
Rate=200
Tiled=yes
TranslucencyDetailLevel=1
Report=ChronosphereMove
Flat=true
AltPalette=no
AnimPalette=yes
Translucency=25
Layer=ground
UseNormalLight=yes

[RING2]                              ; <----Included this incase you like the RA2 ring anim better, recolored .shp in mix
Translucent=no
Rate=200
TranslucencyDetailLevel=1
Flat=true
UseNormalLight=yes

[RING3]                              ;<----Included this incase you like the TS ring anim better, recolored .shp in mix
Translucent=no
Rate=200
TranslucencyDetailLevel=1
Flat=true
UseNormalLight=yes

************************************ALL .SHP FILES ARE IN THE INCLUDED EXPANDMD50.MIX FILE*************************************
*****************************AFTER DONE CODING, MERELY JUST STICK .MIX FILE IN THE RA2 DIRECTORY*******************************








expandmd50.rar
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Key Words: #Tutorials #Modding #RedAlert2 #YurisRevenge #Ares #Rules.INI #Art.INI 

Last edited by Cranium on Wed Jan 22, 2014 3:29 pm; edited 1 time in total

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Sat Jul 31, 2010 1:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Wow! I thought this would mainly be a problem of linking animations, but now I see how you got it done without the issues.

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Yurisarmy
Missile Trooper


Joined: 02 Mar 2005
Location: Missouri, USA

PostPosted: Fri Aug 06, 2010 7:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Is that how far 'Ripple.Radius=79' goes? for such a high number it seems like it should go farther, but whatever.

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Volgin
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Joined: 07 Mar 2009

PostPosted: Fri Aug 06, 2010 7:37 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't use ares, but what happens if you go over 79?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Aug 06, 2010 12:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

every time I tried going over 79 it would crash the game.

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Sabrisalim
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Joined: 09 Aug 2009
Location: Singapore, Tampines

PostPosted: Fri Aug 03, 2012 6:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Does this work one Ares V0.2?
I can't seem to make it work on v0.2.
It does work on v0.1 though.

Perhaps there's another way to do it in v0.2?

EDIT: Ahh Found the problem i forgot to change migration changes from v0.1 to v0.2 for it.
GenericWarhead.Warhead --> SW.Warhead
GenericWarhead.Damage --> SW.Damage

Missed it XD, thank goodness for the Ares Documentation

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NewbieisGood
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Joined: 04 Jan 2014
Location: Indonesia

PostPosted: Wed Jan 22, 2014 11:35 am    Post subject: Reply with quote  Mark this post and the followings unread

It just recharging again when I use it...How to fix it

Last edited by NewbieisGood on Wed Jan 22, 2014 11:55 am; edited 1 time in total

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Jan 22, 2014 11:53 am    Post subject: Reply with quote  Mark this post and the followings unread

I'd have to see your rules and art ini's to see what you have coded.

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NewbieisGood
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Joined: 04 Jan 2014
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PostPosted: Wed Jan 22, 2014 12:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
I'd have to see your rules and art ini's to see what you have coded.
>>>>Rulesmd.ini<<<<
[BuildingTypes]
411=IONCANNON

[Animations]
5=RING3
6=IONBEAM

[SuperWeaponTypes]
13=IonCannonSpecial2

[IonCannonWH]
CellSpread=4
PercentAtMax=1.5
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
InfDeath=5
Wood=yes
Wall=yes
;Fire=yes
Deform=100%
DeformThreshhold=160
Bright=yes
;Sparky=no
ShakeXlo=10
ShakeXhi=10
ShakeYlo=10
ShakeYhi=20
AnimList=IONBEAM
CombatLightSize=1000%
PenetratesBunker=yes
Ripple.Radius=79

[IonCannonSpecial2]
UIName=Name:IonCannon2
Name=IonCannon2
IsPowered=true
RechargeVoice=00-I158
ChargingVoice=none
ImpatientVoice=none
SuspendVoice=none
RechargeTime=.5
Type=GenericWarhead
Action=AttackSupport
SidebarImage=ionicon
ShowTimer=yes
DisableableFromShell=no
GenericWarhead.Warhead=IonCannonWH
GenericWarhead.Damage=2000
ShowTimer=yes
DisableableFromShell=no
AIDefendAgainst=yes
Range=7
LineMultiplier=2
SW.Animation=RING3
SW.AnimationHeight=0

[IONCANNON]
UIName=Name:Ion
Name=Ion Cannon
Image=IONCANNON
BuildCat=Combat
SuperWeapon=IonCannonSpecial2
Prerequisite=NATECH
Strength=1000
Armor=concrete
TechLevel=10
Adjacent=2
Sight=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1
Cost=500
Points=30
Power=-200
Crewed=yes
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
ThreatPosed=0
DamageParticleSystems=SparkSys,LGSparkSys
SpecialThreatValue=1
NukeSilo=yes
Nominal=yes
RevealToAll=yes
HasStupidGuardMode=false
Spyable=yes
ChargedAnimTime=1
AIBuildThis=yes
ProtectWithWall=yes
BuildLimit=1
DamageSelf=yes

>>>>Artmd.ini<<<<
[IONCANNON]
Cameo=IONCICON
Image=IONCANNON
Remapable=yes
Foundation=3x3
Buildup=IONCANNON
Height=8
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=no
PrimaryFirePixelOffset=-0,-84
SecondaryFirePixelOffset=-0,-84
ActiveAnim=IONCANNON_A
SuperAnim=IONCANNON_D
SuperAnimYSort=543
SuperAnimZAdjust=-2
SuperAnimTwo=IONCANNON_B
SuperAnimTwoYSort=543
SuperAnimTwoZAdjust=-3
SuperAnimThree=IONCANNON_C
SuperAnimThreeYSort=543
SuperAnimThreeZAdjust=-4
CanBeHidden=False
ActiveAnimPowered=yes
OccupyHeight=4
RemoveOccupy1=1,-1
RemoveOccupy2=0,-2
RemoveOccupy3=-1,-2
RemoveOccupy4=-2,-2
RemoveOccupy5=-2,-1
RemoveOccupy6=-2,0
RemoveOccupy7=-1,1


[IONCANNON_A]
Normalized=yes
LoopStart=0
LoopEnd=14
LoopCount=-1
Rate=220
Layer=top
NewTheater=no
;DetailLevel=1

[IONCANNON_B]
Normalized=yes
Start=0
End=9
Rate=200
Layer=ground
NewTheater=no
Shadow=yes
StartSound=

[IONCANNON_C]
Normalized=yes
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=200
Layer=ground
NewTheater=no
Shadow=yes

[IONCANNON_D]
Normalized=yes
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=200
Layer=ground
NewTheater=no
Shadow=yes

[IONUP]
;Trailer=
Image=IONBEAM
Frames=15
Tiled=yes
TranslucencyDetailLevel=1
Report=ChronosphereMove
Flat=true
AnimPalette=yes
Layer=top

[IONDOWN]
Trailer=IONBEAM
AnimPalette=yes

[IONBEAM]
Translucent=yes
Rate=200
Tiled=yes
TranslucencyDetailLevel=1
Report=ChronosphereMove
Flat=true
AltPalette=no
AnimPalette=yes
Translucency=25
Layer=ground
UseNormalLight=yes

[RING2]
Translucent=no
Rate=200
TranslucencyDetailLevel=1
Flat=true
UseNormalLight=yes

[RING3]
Translucent=no
Rate=200
TranslucencyDetailLevel=1
Flat=true
UseNormalLight=yes

What's wrong ?   ?_?
I'm using ARES 0.5...

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Jan 22, 2014 1:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

GenericWarhead.Warhead=IonCannonWH
GenericWarhead.Damage=2000

These tags only existed in 0.1. Use SW.Damage and SW.Warhead instead.

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
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Cranium
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Joined: 05 Dec 2009
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PostPosted: Wed Jan 22, 2014 3:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

yeah I probably should change that, #Tongue

***Fixed***

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NewbieisGood
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Joined: 04 Jan 2014
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PostPosted: Wed Jan 22, 2014 10:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
GenericWarhead.Warhead=IonCannonWH
GenericWarhead.Damage=2000

These tags only existed in 0.1. Use SW.Damage and SW.Warhead instead.
Why don't Ares 0.5 ?

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Banshee
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Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
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PostPosted: Wed Jan 22, 2014 11:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you pay attention to the date of the first post, you might notice that this tutorial was originally created in 2010. At that time, Ares 0.5 did not exist. Ares 0.1 existed. Cranium has only updated the tutorial today.

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Nikademis Von Hisson
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PostPosted: Thu Jan 23, 2014 12:22 am    Post subject: Reply with quote  Mark this post and the followings unread

I pointed out to him/her that the topic was about 3 1/2 yrs old when he/she asked if it used Ares. And that Cranium probably used Ares for this....

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NewbieisGood
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PostPosted: Thu Jan 23, 2014 8:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks..I understand...

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artemisfowl
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Joined: 21 Nov 2013
Location: Quarantine-IV, Ural Mountains Re-gen prison

PostPosted: Tue Mar 11, 2014 8:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I can't seem to get this to work. I've been able to get it to target an area, and it won't fire.  Here's my Rules and Art data:

Super weapon,

[MDDeviceSpecial]
UIName=Name:DEVICE
Name=Dr.Device
IsPowered=true
RechargeVoice=00-I158
ChargingVoice=
SW.AITargeting=offensive
ImpatientVoice=
SuspendVoice=
RechargeTime=.5                 ; <--------Be sure to reset this to a higher number, .5 was for test purposes.
Type=GenericWarhead
Action=AttackSupport
SidebarImage=ionicon             ; <--------.shp IonCannon icon included
ShowTimer=yes
DisableableFromShell=no
SW.Warhead=MDDeviceWH
SW.Damage=1000
ShowTimer=yes
DisableableFromShell=no
AIDefendAgainst=yes
Range=7
LineMultiplier=2
SW.Animation=DRANIM           ;<------These last 2 tags here are what sync the RING3 anim with the WH anim- IONBEAM
SW.AnimationHeight=0
SW.AffectsHouse=all
SW.AutoFire=no
SW.ManualFire==yes

Dr. Device Uplink Center,

;American Dr. Device Uplink. Replaces Weather Storm
[NATEK]
UIName=Name:NATEK ;String setting for what name should be displayed if cursor hovers over structure
Name=Dr. Device Uplink Center ;Name entries make no difference in game AFAIK, use for WW internal scenario editor?
BuildCat=Combat
SuperWeapon=MDDeviceSpecial
Prerequisite=GAPOWR ;GATECH
Strength=1000
Armor=concrete
TechLevel=10
Adjacent=2
Sight=4
Owner=British,French,Germans,Americans,Alliance
ForbiddenHouses=British,French,Germans,Alliance                   ; <----Dont forget to list Owners
AIBasePlanningSide=0           ;0=Allied, 1=Soviets, 2=YuriCountry, 4=NewSide
Cost=500
Points=50
Power=-200
Crewed=yes
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
ThreatPosed=0
DamageParticleSystems=SparkSys,LGSparkSys
SpecialThreatValue=1
NukeSilo=yes
Nominal=yes
RevealToAll=yes
HasStupidGuardMode=false
Spyable=yes    
AIBuildThis=yes
ProtectWithWall=yes
BuildLimit=1
           
Warhead,

[MDDeviceWH]
CellSpread=7
PercentAtMax=1.5
WallAbsoluteDestroyer=yes
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
InfDeath=5
Wood=yes
Wall=yes
Deform=100%
DeformThreshhold=160
Bright=yes
ShakeXlo=10
ShakeXhi=10
ShakeYlo=10
ShakeYhi=20
AnimList=chronobm
CombatLightSize=1000%
PenetratesBunker=yes
Ripple.Radius=79                ; <--------This tag gives the TS Ripple effect, Ares Doc recommends not going over 79

Artmd.ini stuff,

[DRANIM]
Rate=450
Translucent=yes
Translucency=25

;Structure stuff
[NATEK]
Remapable=yes
Normalized=yes
Cameo=NTEKICON
Height=12
Foundation=3x2
Buildup=NATEKMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
ActiveAnim=NATEK_C
ActiveAnimX=-34
ActiveAnimY=-55
ActiveAnimZAdjust=-120
ActiveAnimDamaged=NATEK_CD
ActiveAnimTwo=NATEK_A
ActiveAnimTwoX=61
ActiveAnimTwoY=23
ActiveAnimTwoZAdjust=-120
ActiveAnimThree=NATEK_B
ActiveAnimThreeX=2
ActiveAnimThreeY=-71
ActiveAnimThreeZAdjust=-120
ActiveAnimFour=NATEK_D
ActiveAnimFourX=25
ActiveAnimFourY=-80
ActiveAnimFourDamaged=NATEK_DD
ActiveAnimFourZAdjust=-120
CanHideThings=True
CanBeHidden=False
OccupyHeight=5
DamageFireOffset0=-26,27
DamageFireOffset1=22,50

;The active anim stuff
[NATEK_A]
Normalized=yes
Start=0
LoopStart=0
LoopEnd=7
LoopCount=-1
Translucent=yes
RandomRate=300,400
Layer=ground
NewTheater=yes

[NATEK_C]
Normalized=yes
Rate=400
Start=0
LoopStart=0
LoopEnd=19
LoopCount=-1
Translucent=yes
RandomLoopDelay=100,300
Report=Flare
Layer=ground
NewTheater=yes

[NATEK_CD]
Image=none
Normalized=yes
Rate=400
Start=0
LoopStart=0
LoopEnd=19
LoopCount=-1
Translucent=yes
RandomLoopDelay=100,300
Layer=ground
NewTheater=yes

[NATEK_B]
Normalized=yes
LoopStart=0
LoopEnd=10
LoopCount=-1
RandomRate=200,400
Layer=ground
NewTheater=yes

[NATEK_D]
Image=NATEK_B
Normalized=yes
LoopStart=0
LoopEnd=10
LoopCount=-1
RandomRate=100,300
Layer=ground
NewTheater=yes

[NATEK_DD]
Image=none
Normalized=yes
LoopStart=0
LoopEnd=10
LoopCount=-1
RandomRate=200,400
Layer=ground
NewTheater=yes
DetailLevel=2

[chronobm]
Translucent=yes
Rate=200
Tiled=yes
TranslucencyDetailLevel=1
Report=ChronosphereMove

So yeah, any help with this? For some reason, I feel like I made a noob mistake, but I haven't seen it yet. And yes, I do have all data listed in SuperWeaponTypes and Animations list and BuildingTypes. Thanks in advance!

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Mar 11, 2014 8:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

You sure it doesn't do any damage? Because it seems it has a nonexistant animation here. CHRONOBM != chronobm

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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artemisfowl
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PostPosted: Tue Mar 11, 2014 9:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm pretty sure the chronobm animation works. I had received it from an animation pack. I have the Chrono Prison use it as it's abductor animation. The same goes with DRANIM, it's a larger size of the force shield activate animation.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Mar 11, 2014 9:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

What I mean is that IDs are case-sensitive. -_- Yes, at the filename it doesn't matter, but in artmd, it's referred as CHRONOBM and in the Animations list as well.

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artemisfowl
Cyborg Engineer


Joined: 21 Nov 2013
Location: Quarantine-IV, Ural Mountains Re-gen prison

PostPosted: Tue Mar 11, 2014 10:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

I had said that I placed the new animation for the chrono beam into the animations list, and Artmd. would renaming it, like "CHRONOBM2" and then re-add it to my ecache file help? -EDIT- I had re-named the file to the one mentioned before. the beam still works, yet the SW doesn't.

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Graion Dilach
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PostPosted: Tue Mar 11, 2014 10:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

What does your debug.log say?

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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artemisfowl
Cyborg Engineer


Joined: 21 Nov 2013
Location: Quarantine-IV, Ural Mountains Re-gen prison

PostPosted: Tue Mar 11, 2014 10:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

This is the one from today's file:

Initialized Ares version: 13.355.1221
Ares requires a CPU with SSE support. Available.
Optimizing list of CD drives for NoCD mode.
Checking available disk space
Using GetDiskFreeSpaceEx
Free disk space is 130666 Mb
Init Encryption Keys.
Init_Keys - declarations
Init_Keys - Load
Init_Keys - Init fast key
EXPANDMO01.MIX EXPANDMO00.MIX CACHE.MIX CACHE.MIX CACHE.MIX LOCAL.MIXMaxLabelLen = 31
Language: US
Focus_Restore()
Focus_Restore(): _MouseCaptured = false
Focus gained
Prep direct draw.
Prep direct draw.
SetDisplayMode: 800x600x16
Checking hardware region fill capability...OK
Checking overlapped blit capability...OK
Display mode set
DSurface::Create_Primary
DSurface::AllowStretchBlits = true
DSurface::AllowHWFill = true
DSurface::Create_Primary - Creating surface
CreateSurface OK
DSurface::Create_Primary done
Allocating new surfaces
CompositeSurface (632x600) SYSTEM MEMORY ENABLE_3D
TileSurface (632x600) SYSTEM MEMORY ENABLE_3D
SidebarSurface (168x600) SYSTEM MEMORY
HiddenSurface (800x600) SYSTEM MEMORY
AlternateSurface (800x600) SYSTEM MEMORY
Calc_Confining_Rect(0,0,800,600)
Profile: CPU:33 (3072Mhz Pentium 4)
Profile: RAM:10 (1014Mb)
Profile: VRAM:10 (95Mb)
Profile: VRAM speed:5 (0 blits per second)
Overall performance profile = 5
Main_Game
Init Game
Bootstrap.....LOADED NTRLMD.MIXLOADED NEUTRAL.MIXevent mempool size = 192000
...OK
Init Mouse
Init CDROM
Calling Force_CD_Available
Init Secondary Mixfiles..... CONQMD.MIX CONQUER.MIX CAMEOMD.MIX CAMEO.MIX maps01.mix maps02.mix mapsmd03.mix ...Failed!!!
Focus_Loss()
Focus_Loss(): _MouseCaptured = false
Focus lost
Focus_Restore()
Focus_Restore(): _MouseCaptured = false
Focus gained
    Releasing NEUTRAL.MIX
    Releasing NTRLMD.MIX
Closing log file on request 111

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Mar 11, 2014 10:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you. Now please get a brain. I'm cringing too much here now.

If you want to check a superweapon's data in your debug.log... how about you get the game to load said SW? You just went into your menu and exited. That won't do. At least start a game, SWs and all ingame items are processed during map loading, so issues caught will be added that time as well.

If you even fire that SW, would be even better, but I probably ask for too much.

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
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artemisfowl
Cyborg Engineer


Joined: 21 Nov 2013
Location: Quarantine-IV, Ural Mountains Re-gen prison

PostPosted: Tue Mar 11, 2014 10:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

I DID try to fire it. Here's exactly what I did:

-Started a game, me as America, versus no one
-Deployed my MCV, built a power plant, barracks, Dr. Device Uplink center, and another power plant.
-After the 30 second charge time, I had attempted to fire said weapon on my troops. It failed, had the selection ring still on screen, and re-started the countdown. I repeated a few times, with the same result.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Tue Mar 11, 2014 11:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Uh...where is the defined action for your custom superweapon? Maybe you weren't aware that you needed it (and that's an easy newbie mistake #Tongue), consult this documentation for your custom action tags. I think that the Action= tag should also be set to "Custom" sans quotes. Let me know if this helps you out.

A link below to get to the online documentation that has the relevant information that you need.
http://ares-developers.github.io/Ares-docs/new/superweapons.html#cursors

EDIT: Being an oldbie and remembering the starting days of the Rock Patch and these symptoms comes in so handy nowadays. Smile

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artemisfowl
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Joined: 21 Nov 2013
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PostPosted: Tue Mar 11, 2014 11:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay, so I did this:
Action=Custom ;AttackSupport
and this too:
Cursor.Frame=436
Cursor.Count=14
Cursor.Interval=5
Cursor.MiniFrame=517
Cursor.MiniCount=1
Cursor.HotSpot=center,middle
Yet, it still won't fire.Should I just clone and modify one of the existing SWs instead?

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Wed Mar 12, 2014 12:47 am    Post subject: Reply with quote  Mark this post and the followings unread

There's a SW.ManualFire==yes, so maybe try removing that?

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artemisfowl
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Joined: 21 Nov 2013
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PostPosted: Wed Mar 12, 2014 12:52 am    Post subject: Reply with quote  Mark this post and the followings unread

I noticed that, and yet I still can't get it to fire. I also removed SW.AutoFire=yes because Manual Fire would override it, right?
I'm thinking that I need to just clone an existing SW and modify it, I can't get anywhere with Generic Warhead.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Mar 12, 2014 2:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Code:
[GenericWHTemplate]
UIName=
Type=GenericWarhead
ShowTimer=no
DisablefromShell=no
SidebarPCX=
RechargeTime=
FlashSidebarTabFrames=120
IsPowered=true
SW.Damage=
SW.Warhead=
SW.Sound=
Range=
SW.Range=
Cursor.Frame=
Cursor.Count=
Cursor.Interval=
Cursor.MiniFrame=
Cursor.MiniCount=
Cursor.HotSpot=
SW.AffectsHouse=
SW.AffectsTarget=
SW.RequiresTarget=
SW.FireIntoShroud=
SW.RequiresHouse=
SW.AITargeting=
SW.Animation=
SW.AnimationHeight=
SW.AnimationVisibility=


Bleh...

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
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PostPosted: Wed Mar 12, 2014 4:55 am    Post subject: Reply with quote  Mark this post and the followings unread

artemisfowl wrote:
I DID try to fire it. Here's exactly what I did:

-Started a game, me as America, versus no one
-Deployed my MCV, built a power plant, barracks, Dr. Device Uplink center, and another power plant.
-After the 30 second charge time, I had attempted to fire said weapon on my troops. It failed, had the selection ring still on screen, and re-started the countdown. I repeated a few times, with the same result.


If you would have done that, then your debug.log would actually has something like this.
Code:
Init theater TEMPERATE
Processing sides.
Side 0: GDI
  Britain
  Germany
  France
Side 1: Nod
  USSR
  China
  Iraq
Side 2: ThirdSide
  Antarctica
  Falkland
  Easter
Side 3: Pacific
  Korea
  Japan
  Australia
Side 4: Borg
  MechaUS
  MechaAfrica
  MechaMoon
Side 5: Civilian
  Neutral
  British
  French
  Germans
  Americans
  Alliance
  Russians
  Africans
  Confederation
  Arabs
  YuriCountry
Side 6: Mutant
  Special
[Developer warning]Failed to parse INI file content: [GenericPrerequisites]AIRFACT=NAAIRP
[Nuke] basics ICBMSpecial: <empty>, 0, ICBMCarrier
[Nuke] parsing ICBMSpecial: ICBMPayload, <empty>, PSIWARN, 0
[Nuke] basics NukeSpecial: <empty>, 0, NukeCarrier
[Nuke] parsing NukeSpecial: NukePayload, <empty>, PSIWARN, 1
[Nuke] basics YMissileSW: <empty>, 0, YMisCarrier
[Nuke] parsing YMissileSW: YMISPayload, <empty>, PSIWARN, 1
[Nuke] basics HBombSW: <empty>, 0, HBombCarrier
[Nuke] parsing HBombSW: HBombPayload, <empty>, PSIWARN, 1
[Developer warning]Failed to parse INI file content: [RadAirStrikeSW]EVA.Ready=EVA_Dummy
[Nuke] basics IRBMSW: <empty>, 0, IRBMCarrier
[Nuke] parsing IRBMSW: IRBMPayload, <empty>, PSIWARN, 1
[Developer warning]Failed to parse INI file content: [PactedAirstrikeSW]EVA.Ready=EVA_Dummy
[Nuke] basics RocketBarrageSW: <empty>, 0, RocketBarrage
[Nuke] parsing RocketBarrageSW: RocketBarrage, <empty>, PSIWARN, 0
[Nuke] basics TDIonCannonSW: <empty>, 0, TDIonCannon
[Nuke] parsing TDIonCannonSW: TDIonCannon, <empty>, PSIWARN, 0
[Nuke] basics BritMissleSW: <empty>, 0, BritMissle
[Nuke] parsing BritMissleSW: BritMissle, <empty>, PSIWARN, 0
[Developer warning]Failed to parse INI file content: [GATBNK]CameoPCX=atbnkico
[Developer warning]Failed to parse INI file content: [NACLON]DamageParticleSystems=SmallGreySmokeSys
[Developer warning]Failed to parse INI file content: [YAGRND]DamageParticleSystems=SmallGreySmokeSys
[Developer warning]Failed to parse INI file content: [NACLONAI]DamageParticleSystems=SmallGreySmokeSys
[Developer warning]Failed to parse INI file content: [PAGAP]CameoPCX=pgapicon.pcx
[Developer warning]Failed to parse INI file content: [CACITY02]Foundation=5x4
[Developer warning]Failed to parse INI file content: [CACITY02]Foundation=5x4
[Developer warning]Failed to parse INI file content: [APU]CameoPCX=apuicon.pcx
[Developer warning]Failed to parse INI file content: [APU]AltCameoPCX=apuuico.pcx
Weapon CruiserCannonB doesn't have a Warhead yet, what gives?
Weapon CruiserCannonB doesn't have a Warhead yet, what gives?
Processing sides.
[Nuke] basics NukeSpecial: <empty>, 0, NukeCarrier
[Nuke] parsing NukeSpecial: NukePayload, <empty>, PSIWARN, 1
Processing sides.
Preparing Mixfiles for Side 02.
     Initilizing SIDEC03MD.MIX
     Initilizing SIDEC03.MIX
     Initilizing SIDENC03.MIX
RadarClass::Init_For_House()
[Developer warning]One of the internal counters attempted to overflow (given width of 513 exceeds maximum allowed width of 512).
The counter width has been reset to 512, but this can result in unpredictable behaviour and crashes.
[...]
[LAUNCH] SeismicStrikeSW
House 0 loses 650 credits


You uploaded a debug.log which actually done what I said. And do not even deny that.

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=======================
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artemisfowl
Cyborg Engineer


Joined: 21 Nov 2013
Location: Quarantine-IV, Ural Mountains Re-gen prison

PostPosted: Wed Mar 12, 2014 11:39 am    Post subject: Reply with quote  Mark this post and the followings unread

What am I denying? Hopefully this will help...



MDDeviceSpecial.JPG
 Description:
 Filesize:  119.94 KB
 Viewed:  19992 Time(s)

MDDeviceSpecial.JPG



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artemisfowl
Cyborg Engineer


Joined: 21 Nov 2013
Location: Quarantine-IV, Ural Mountains Re-gen prison

PostPosted: Wed Mar 12, 2014 11:41 am    Post subject: Reply with quote  Mark this post and the followings unread

It shows that the Ion Cannon/ Dr Device is still charging, yet I can select new locations with the cursor. It was a "Default attack" one. -EDIT- Well, my Debug folder has issues too. It still has the same data as the one I uploaded earlier, even after about 15 skirmish rounds

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Mar 12, 2014 8:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Wait a second... are you even launch the game wiith Ares at all?!

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
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artemisfowl
Cyborg Engineer


Joined: 21 Nov 2013
Location: Quarantine-IV, Ural Mountains Re-gen prison

PostPosted: Wed Mar 12, 2014 8:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

do you mean RunAres? That's what I always use. It says the whole "Ares is active" and Ares Version 0.5" in the bottom corner when loading. That one, right?

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Glukv48
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Joined: 11 Nov 2012
Location: Russia, Krasnodar.

PostPosted: Thu Mar 13, 2014 1:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Guess you forgot to add MDDeviceWH in [Warheads].

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artemisfowl
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Joined: 21 Nov 2013
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PostPosted: Thu Mar 13, 2014 1:25 am    Post subject: Reply with quote  Mark this post and the followings unread

WOW! I feel like an idiot now. Thanks Glukv48, that's what I was missing. It works perfectly, thank you! Oh, and if you don't mind, Glory to the Motherland!

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Mar 13, 2014 3:37 am    Post subject: Reply with quote  Mark this post and the followings unread

I was gonna mention that but it should be muscle memory by now though. You should really remember to put in all warheads in the list.

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artemisfowl
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Joined: 21 Nov 2013
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PostPosted: Thu Mar 13, 2014 9:53 am    Post subject: Reply with quote  Mark this post and the followings unread

I know. It's always the little mistakes that can prevent things from working correctly.

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RP
Commander


Joined: 12 Jul 2012
Location: Mapping God Heaven

PostPosted: Thu Mar 13, 2014 10:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Would this have showed up if he made a dump of debug.log? Would something like "Warhead MDDeviceWH is not listed in Warheads" not appear?

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Thu Mar 13, 2014 12:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm pretty sure it does it without dumping anything, but the debug.log he posted here wasn't even from a proper game.

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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Thu Mar 13, 2014 8:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes, it would. That's what I tried to tell him, but he was too much of an idiot to realize.

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artemisfowl
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Joined: 21 Nov 2013
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PostPosted: Thu Mar 13, 2014 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

You do know that I can see what your saying Graion, right? Well, if I didn't mention this before, It won't stop me. I'll just keep getting better and better, until I have something ready to release that isn't a generic piece of crap, and when that day comes, you'll know.

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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Thu Mar 13, 2014 8:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

You do know that you actually posted everything useless or redundant crap possible to actually figure out your bug?

I don't call people idiots without a reason. Your behaviour in this topic is more than worthy for that.

And if you ever get on a level, where you actually can use the knowledge scattered around, I'll change my thoughts. But you're far from that and it's clearly seen.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
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=======================
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artemisfowl
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Joined: 21 Nov 2013
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PostPosted: Thu Mar 13, 2014 8:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know that. But, even if you won't admit it, you can't expect perfection out of someone who is just learning. Just because you've had tons of experience and are a veteran at modding doesn't mean that you have never made simple mistakes. Everyone has, including myself. If you'd read above, it says "For some reason, I feel like I made a noob mistake" and I did.

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Graion Dilach
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PostPosted: Thu Mar 13, 2014 9:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't expect perfectionism. I never did. What I do expect from people is capability to realize how to use the tools they have. If reading a debug.log which would clearly tell that mistake falls as expecting perfectionism, then, be it your way, but sane people wouldn't call that as such.

Yes, I did silly mistakes. Like once commenting out AI->BuildRefinery for a testing purpose, forgetting it and filing it as an Ares bug report. But then, now it's EIP is on ModEnc to prevent other people getting into the same boat. The difference between us is that I posted up an except, a crashdump, a debug.log from an actual game when a crash happened due to that cause and all my inis (not just a segment) to figure out that issue.

Not expecting some wonders to figure out the cause with a crystal ball. That's not perfectionism.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
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artemisfowl
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Joined: 21 Nov 2013
Location: Quarantine-IV, Ural Mountains Re-gen prison

PostPosted: Fri Mar 14, 2014 12:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Alright, I think I understand. If I get stuck, I'll see what I can do on my own, and if that doesn't fix it, THEN, I'll ask for help, not for someone to do it for me. Thanks for that.

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All modding I do is now recreational, but Re-genesis is not forgotten. It's now a book based on a futuristic holocaust on humanity's next evolution. However, I'm pinning on my PPM hopes in voice acting.

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