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Riptide IFV?
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Keanu113
Vehicle Drone


Joined: 17 Dec 2017

PostPosted: Mon Aug 20, 2018 1:43 pm    Post subject:  Riptide IFV? Reply with quote  Mark this post and the followings unread

I have created a Riptide IFV, with a Water Image, as soon as i finished the Codes, ingame, it seems the Voxel is nowhere to be seen?

I'm using Ares, straight out of Red Ressurection's type of Codes, which i used to make this unit, borrowing from the Assault Destroyer, what seems to be the problem in these so i can fix it?

Rules:
; IFV
[FV]
UIName=Name:FV
Name=IFV
Prerequisite=GAWEAP
Primary=IFVMachineGun
Strength=600
Category=Transport
Armor=light
DeployTime=.022
TechLevel=2
Sight=6
PipScale=Passengers
Speed=7
CrateGoodie=yes
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=yes
Cost=600
Soylent=300
Bounty.Value=150
Points=30
ROT=7
Crusher=no
TooBigToFitUnderBridge=true
Turret=yes
Passengers=1
VHPScan=Strong
Gunner=yes
AirRangeBonus=4

HasTurretTooltips=yes
TurretCount=22
WeaponCount=22

Weapon1=IFVMachineGun ;basic
Weapon2=IFVRockets ;machine gun
Weapon3=IFVGrenades ;grenade launcher
Weapon4=IFVAdvMissiles ;adv missile launcher
Weapon5=IFVSniperRifle ;sniper
Weapon6=IFVNeutronCannon ;chrono
Weapon7=IFVArtillery ;flak artillery
Weapon8=IFVTeslaBolt ;tesla turret
Weapon9=IFVBomb ;bomb
Weapon10=IFVRadBeam ;rad turret
Weapon11=IFVPsiBlast ;psychic turret
Weapon12=IFVHeroCannon ;hero turret
Weapon13=IFVRepair ;repair turret
Weapon14=IFVCryoCannon ;cryo
Weapon15=IFVFlamer ;flamethrower / firebrand
Weapon16=IFVMedic ;medic
Weapon17=IFVDeathray ;deathray
Weapon18=IFVVirusGun ;virus
Weapon19=IFVInitiate ;initiate
Weapon20=IFVBazooka ;bazooka
Weapon21=IFVKommissar ;kommissar
Weapon22=IFVSonicGun ;sonic enforcer

EliteWeapon1=IFVRocketsE ;missile launcher
EliteWeapon4=IFVAdvMissilesE;adv missile launcher
EliteWeapon7=IFVArtilleryE ;flak artillery
EliteWeapon15=IFVFlamerE ;flamethrower / firebrand
EliteWeapon20=IFVBazookaE ;bazooka

WeaponTurretIndex1=0 ;no-inf
WeaponTurretIndex2=1 ;MG
WeaponUIName2=NAME:ifv_mg
WeaponTurretIndex3=3 ;grenadier
WeaponUIName3=NAME:ifv_grenadier
WeaponTurretIndex4=2 ;GGI
WeaponUIName4=NAME:ifv_ggi
WeaponTurretIndex5=3 ;sniper
WeaponTurretIndex6=7 ;cleg
WeaponUIName6=NAME:ifv_cleg
WeaponTurretIndex7=3 ;flak
WeaponUIName7=NAME:ifv_flak
WeaponTurretIndex8=6 ;tesla
WeaponUIName8=NAME:ifv_tesla
WeaponTurretIndex9=3 ;ivan
WeaponUIName9=NAME:ifv_ivan
WeaponTurretIndex10=7 ;deso
WeaponTurretIndex11=5 ;yuri
WeaponUIName11=NAME:ifv_yuri
WeaponTurretIndex12=3 ;hero
WeaponUIName12=NAME:ifv_hero
WeaponTurretIndex13=4 ;engineer
WeaponUIName13=NAME:ifv_repair
WeaponTurretIndex14=7 ;cryo
WeaponUIName14=NAME:ifv_cryo
WeaponTurretIndex15=7 ;flamer
WeaponUIName15=NAME:ifv_flamer
WeaponTurretIndex16=5 ;medic
WeaponTurretIndex17=3 ;xsoldier
WeaponTurretIndex18=3 ;virus
WeaponTurretIndex19=3 ;initiate
WeaponTurretIndex20=2 ;bazooka
WeaponTurretIndex21=5 ;kommissar
WeaponTurretIndex22=5 ;kommissar
WeaponUIName22=NAME:ifv_sonic

IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=IFVSelect
VoiceMove=IFVMove
VoiceAttack=IFVAttackCommand
VoiceFeedback=
VoiceIFVRepair=IFVMove
DieSound=GenVehicleDie
MoveSound=IFVMoveStart
EnterTransportSound= IFVTransform
LeaveTransportSound= IFVTransform
CrushSound=TankCrush
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=6
SpeedType=FloatBeach
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=AmphibiousCrusher
ThreatPosed=10
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
OpportunityFire=yes
Size=3
SizeLimit=1
Sensors=yes
SensorsSight=8
;Insignia.Rookie=EYEPIP1
;Insignia.Veteran=EYEPIP2
;Insignia.Elite=EYEPIP3
VeteranAbilities=STRONGER,FIREPOWER
EliteAbilities=SELF_HEAL,ROF
Accelerates=false
DeathWeapon=IFVBomb
Survivor.RookiePassengerChance=50%
Survivor.VeteranPassengerChance=65%
Survivor.ElitePassengerChance=80%
SlowdownDistance=1
;;ImmuneToAbduction=yes

; Riptide IFV (Water)
[FV_W]
UIName=Name:FV
Name=IFV (WATER IMAGE)
Turret=Yes
Image=IFV_W
TechLevel=-1
AllowedToStartInMultiplayer=no
VehicleThief.Allowed=no
ProtectedDriver=yes
Carryall.Allowed=no
ImmuneToAbduction=yes

Art:
[FV]
CameoPCX=ifvicon.pcx
AltCameoPCX=ifvuico.pcx
Voxel=yes
Remapable=yes
TurretOffset=-65
PrimaryFireFLH=64,48,190
Weapon1FLH=64,48,190
Weapon2FLH=132,30,145
Weapon3FLH=100,0,145
Weapon4FLH=64,48,190
Weapon5FLH=110,0,160  
Weapon6FLH=64,0,185
Weapon7FLH=68,0,232
Weapon8FLH=72,70,160
Weapon9FLH=0,0,160
Weapon10FLH=125,0,125
Weapon11FLH=0,0,160
Weapon12FLH=150,0,160
Weapon13FLH=88,0,176
Weapon14FLH=125,0,125
Weapon15FLH=128,55,140
Weapon16FLH=0,0,160
Weapon17FLH=65,0,125
Weapon18FLH=45,0,125
Weapon19FLH=45,0,125
Weapon20FLH=0,35,225
Weapon21FLH=0,0,225
Weapon22FLH=70,0,180

[FV_W]
CameoPCX=ifvicon.pcx
AltCameoPCX=ifvuico.pcx
Voxel=yes
Remapable=yes
TurretOffset=-65
PrimaryFireFLH=64,48,190

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Aug 20, 2018 3:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Image=IFV_W should be Image=FV_W

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Keanu113
Vehicle Drone


Joined: 17 Dec 2017

PostPosted: Tue Aug 21, 2018 12:56 am    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Image=IFV_W should be Image=FV_W


when i add the IFV  Components of the unit, the voxels doesn't seem to appear ingame

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Aug 21, 2018 1:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Or [FV_W] should be [IFV_W] depend on what you've named the vxl files.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Tue Aug 21, 2018 5:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Avoid using Image= it has unexpected limits/drawbacks/side effects

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Tue Aug 21, 2018 6:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Use WaterImage= to get its water image.

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Keanu113
Vehicle Drone


Joined: 17 Dec 2017

PostPosted: Tue Aug 21, 2018 7:54 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Use WaterImage= to get its water image.


i have renamed the voxels, my problem is that i add an amphibious code to the ifv, which that was the water image, but somehow i have tried ingame the voxel never seems to appeared, more like it's invisible only the health bars can be seen, the amphibious part works, but the unit is rather unseen.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Aug 21, 2018 8:15 am    Post subject: Reply with quote  Mark this post and the followings unread

So you have a duplicate of every instance of the Normal IFV Voxel/HVA Files as well?

    FV.vxl
    FVTUR.vxl
    FVTUR1.vxl
    FVTUR2.vxl
    FVTUR3.vxl

    FVWTUR.vxl
    FVWTUR1.vxl
    FVWTUR2.vxl
    FVWTUR3.vxl


And so forth? as said also try to avoid using the Image= Tag. Make sure the Original Voxel also has WaterImage= properly set or else you get invisible units.

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Keanu113
Vehicle Drone


Joined: 17 Dec 2017

PostPosted: Tue Aug 21, 2018 9:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Atomic_Noodles wrote:
So you have a duplicate of every instance of the Normal IFV Voxel/HVA Files as well?

    FV.vxl
    FVTUR.vxl
    FVTUR1.vxl
    FVTUR2.vxl
    FVTUR3.vxl

    FVWTUR.vxl
    FVWTUR1.vxl
    FVWTUR2.vxl
    FVWTUR3.vxl


And so forth? as said also try to avoid using the Image= Tag. Make sure the Original Voxel also has WaterImage= properly set or else you get invisible units.


I have already intend on not to use the Image, my problem now is that it won't appear ingame, the suggestion that you give seems to be might be the problem that i am looking for

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Keanu113
Vehicle Drone


Joined: 17 Dec 2017

PostPosted: Wed Aug 22, 2018 11:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Btw, Thank You Atomic_Noodles, that i have fixed my problem

and also, back to my former questions?
how can i make a Transport Helicopter that flies instead of landing when idle, instead when the helicopter deployed, the helicopter will automatically unload the soldiers, more like a Carryall except its a transport Chopper

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Wed Aug 22, 2018 12:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Keanu113 wrote:
Btw, Thank You Atomic_Noodles, that i have fixed my problem

and also, back to my former questions?
how can i make a Transport Helicopter that flies instead of landing when idle, instead when the helicopter deployed, the helicopter will automatically unload the soldiers, more like a Carryall except its a transport Chopper
Very Happy no way

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McPwny
Cyborg Artillery


Joined: 29 Jan 2018

PostPosted: Wed Aug 22, 2018 12:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

i dont think thats possible.

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Keanu113
Vehicle Drone


Joined: 17 Dec 2017

PostPosted: Fri Aug 24, 2018 11:49 am    Post subject: Reply with quote  Mark this post and the followings unread

How can i fix a displaced tank turret?

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Fri Aug 24, 2018 11:54 am    Post subject: Reply with quote  Mark this post and the followings unread


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Keanu113
Vehicle Drone


Joined: 17 Dec 2017

PostPosted: Fri Aug 24, 2018 12:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
Either in HVA Editor with offset or TurretOffset=.


THank  You

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