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Problem with Mirage Tank
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prismtrooper
Vehicle Drone


Joined: 05 Nov 2013

PostPosted: Wed Apr 06, 2016 8:59 am    Post subject:  Problem with Mirage Tank Reply with quote  Mark this post and the followings unread

My mod use the Mirage Tank voxel creater by Stinger and with help of Mig Eater's FLH Finder i mange to find the tank firing position. But when i test is in-game is still fire the same way as old voxel so i want to ask what is the problem here? I also make the tank using the disguise logic by DeeZire. Here is the art code:

[RTNK]  
Voxel=yes
Remapable=yes
Cameo=RTNKICON
AltCameo=RTNKUICO
PrimaryFireFLH=0,0,45
SecondaryFireFLH=100,0,90

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Apr 06, 2016 10:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Do you use RTNK in rules.ini as well? Not that your actually tested unit ingame is using a different art
Check your art.ini if you added 2 RTNK sections. remove the duplicate

You sure 0,0,45 is correct? In the center of the voxel, only 45 leptons high, doesn't looks right to me.
Are you sure you fire the Secondary weapon, whose FLH seems more likely?

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Graion Dilach
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Joined: 22 Nov 2010
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PostPosted: Wed Apr 06, 2016 10:32 am    Post subject: Reply with quote  Mark this post and the followings unread

The default RA2 rules has
[RTNK]
Image=MGTK in the rules.ini IIRC.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Wed Apr 06, 2016 10:52 am    Post subject: Reply with quote  Mark this post and the followings unread

It is [MGTK] with Image=RTNK.

Try something like 200,0,70 for primary. You may not need secondary.

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prismtrooper
Vehicle Drone


Joined: 05 Nov 2013

PostPosted: Wed Apr 06, 2016 1:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Do you use RTNK in rules.ini as well? Not that your actually tested unit ingame is using a different art
Check your art.ini if you added 2 RTNK sections. remove the duplicate

You sure 0,0,45 is correct? In the center of the voxel, only 45 leptons high, doesn't looks right to me.
Are you sure you fire the Secondary weapon, whose FLH seems more likely?


E1 Elite wrote:
It is [MGTK] with Image=RTNK.

Try something like 200,0,70 for primary. You may not need secondary.


1. The secondary one is for the main gun while the primary is for is disguise one

2. I use the RTNK in the art and there are no duplicate

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Apr 06, 2016 1:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not sure if you changed this, but default is
Primary=MirageGun
DisguiseWhenStill=yes;gs I can no longer pick a disguise nor deploy
Disguise is a special logic and not a weapon.

Best show your rules.ini code as well.

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prismtrooper
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Joined: 05 Nov 2013

PostPosted: Wed Apr 06, 2016 1:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Not sure if you changed this, but default is
Primary=MirageGun
DisguiseWhenStill=yes;gs I can no longer pick a disguise nor deploy

Disguise is a special function and not a weapon.


I use the DeeZire tutorial to give Mirage Tank ability to choose the object to disguise in a similar manner as spies and also allows the tank get a better weapon when at elite status.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Apr 06, 2016 1:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can you show a screenshot of the wrong FLH ingame?
Is it using SecondaryFireFLH and the FLH just a bit wrong, or is it not using the FLH at all?

Please give more infos yourself and don't have us worm every information out of you.

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PillBox20
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Joined: 28 Sep 2013
Location: Plovdiv, Bulgaria.

PostPosted: Wed Apr 06, 2016 3:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe he should use the same flh for both weapons. If he uses what I use for the disguise weapon (targeting trees and rocks to choose disguise) it should not have a firing animation for the primery, thus no need for different flh on both weapons.

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prismtrooper
Vehicle Drone


Joined: 05 Nov 2013

PostPosted: Thu Apr 07, 2016 1:12 am    Post subject: Reply with quote  Mark this post and the followings unread

@PillBox20: Is still not working!

@Lin Kuei Ominae:

Here is the code

;art(md).ini

[RTNK]  
Voxel=yes
Remapable=yes
Cameo=RTNKICON
AltCameo=RTNKUICO
PrimaryFireFLH=100,0,90
SecondaryFireFLH=100,0,90

;rules(md).ini

; Allied Mirage Tank
[MGTK]
UIName=Name:MGTK
Name=Mirage Tank
Image=RTNK
Prerequisite=GAWEAP,GAAIRC
Primary=TankMakeupKit
Secondary=MirageGun
EliteSecondary=MirageGunE
DisguiseWhenStill=yes
Strength=220
Category=AFV
Armor=light
Turret=no
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=9
Sight=8
Speed=7
CrateGoodie=yes
Owner=British,French,Germans,Americans,Alliance
Cost=1000
Soylent=500
RadarInvisible=yes
Points=25
ROT=5
IsSelectableCombatant=yes
CanDisguise=yes
CanApproachTarget=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=MirageTankSelect
VoiceMove=MirageTankMove
VoiceAttack=MirageTankAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=MirageTankMoveStart
MaxDebris=3
MinDebris=1
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=15
DamageParticleSystems=SparkSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
AllowedToStartInMultiplayer=no
CrushSound=TankCrush
Crewed=no
DamageSound=VehicleDamagedHeavy

[TankMakeupKit]
Damage=1
ROF=100
Range=-2
Projectile=Invisible
Speed=100
FireOnce=yes
Warhead=TankSnapshot
RevealOnFire=no
TerrainFire=yes
Report=MirageTankDisguise

[TankSnapshot]
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
MakesDisguise=yes

[MirageGun]
Damage=100
ROF=70
Range=7
Projectile=InvisibleLow
Speed=100
Warhead=MirageWH
DisguiseFireOnly=no
Report=MirageTankAttack
Bright=yes
Anim=VTMUZZLE
DisguiseFakeBlinkTime=15
RevealOnFire=no

[MirageGunE]
Damage=150
ROF=80
Range=9
Projectile=InvisibleLow
Speed=100
Warhead=MirageWH
DisguiseFireOnly=no
Report=MirageTankAttack
Bright=yes
Anim=VTMUZZLE
DisguiseFakeBlinkTime=5
RevealOnFire=no

[MirageWH]
Verses=100%,100%,80%,100%,100%,100%,30%,20%,20%,20%,100%
AnimList=CHRONOFS
InfDeath=4
Bright=true
CLDisableBlue=true
CLDisableGreen=true

Screenshot of the wrong FLH in-game:



Free-Converter.com-scrn0001-52190651.png
 Description:
Is not fire at the end of the gun but in the same way of old Mirage Tank
 Filesize:  682.3 KB
 Viewed:  2797 Time(s)

Free-Converter.com-scrn0001-52190651.png



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E1 Elite
General


Joined: 28 May 2013

PostPosted: Thu Apr 07, 2016 5:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Try something like 200,0,70 for secondary.

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prismtrooper
Vehicle Drone


Joined: 05 Nov 2013

PostPosted: Thu Apr 07, 2016 8:56 am    Post subject: Reply with quote  Mark this post and the followings unread

E1 Elite wrote:
Try something like 200,0,70 for secondary.


Is working. While a little off, at least is now fire at the end of the gun.

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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Thu Apr 07, 2016 9:28 am    Post subject: Reply with quote  Mark this post and the followings unread

200,0,110 is the coordinates I have for it on my version of it.

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Apr 07, 2016 2:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Where did you get the terrain from?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Apr 07, 2016 2:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

So the FireFLH was used all along and you just didn't set the right value.

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prismtrooper
Vehicle Drone


Joined: 05 Nov 2013

PostPosted: Fri Apr 08, 2016 7:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
So the FireFLH was used all along and you just didn't set the right value.


For some reason the FLH Finder make me think 100,0,90 is the right value while the fact is not. Weird huh?



Free-Converter.com-scrn0000-23210747.png
 Description:
 Filesize:  628.13 KB
 Viewed:  2670 Time(s)

Free-Converter.com-scrn0000-23210747.png



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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Fri Apr 08, 2016 9:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Your FLH Finder isn't centred correctly, it looks like you applied it via a custom insignia rather then attach effect!?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Apr 08, 2016 10:10 am    Post subject: Reply with quote  Mark this post and the followings unread

attached an example how the FLH finder works when set on the unit center

Next time also be more precise in your questions
-Your FLH worked all along
-Your unit did not use the original value regardless what you set ("But when i test is in-game is still fire the same way as old voxel")
-all this trouble could have been reduced to 1 minute testing by yourself, if you simply took the time to set the FLH to a different value and compared the results. You would have noticed that the FLH is used and that you just set the value wrong.
So your actual question should have been,
"I found some FLH values, but for some reason the FLH finder isn't correct. How do i use FLH finder to find the correct values? See the attached screenshot"
Would have reduced all this trouble shooting by 8 people over the course of several hours to one simple answer Wink



FLH_finder_on_center.png
 Description:
-left, FLH finder on unit center (roughly sketched with GIMP)
 Filesize:  43.95 KB
 Viewed:  2644 Time(s)

FLH_finder_on_center.png



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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Apr 08, 2016 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually, there's another way to use the FLHFinder. Though you'd need a custom map for it.
Go to 'Trigger Editor' with your test map opened (SP-Mission is recommended and 'Beginner Mode' has to be OFF)
Hit 'New Trigger'
Go to 'Events'
Hit 'New Event'
Set 'Event Type' to 8 ('Any Event')
Go to 'Actions'
Hit 'New Action'
Set 'Action Type' to 41 ('Play Anim At...')
Select 'Animation' from 'Action Parameters'
Set it to XX (XX=FLHFind)
Select 'Value (waypoint or number)'
Set it to a waypoint already on the map
Place unit or structure on that same cell, save, run the game.
Each digit on the grid means n * 100 leptons. If Offsets are set, add/subtract the Offset.
Code:
ART.ini:
[SECTION_NAME]
LoopCount=-1
LoopStart=0
LoopEnd=1

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m7 wrote:
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Last edited by TAK02 on Sat Apr 09, 2016 8:13 am; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Apr 08, 2016 5:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmm, might not work well with turreted units using turretoffset, since anim is cell center, while FLH starts from the offset-ed turret.
I would set FLH=0,0,0 and then simply use the FLH finder as muzzle flash firing anim.
rules.ini
[Weapon]
Anim=FLHFINDER

[Animations]
xx=FLHFINDER

art.ini
[FLHFINDER]
Rate=0 ;so it stays forever

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Apr 08, 2016 9:30 pm    Post subject: Reply with quote  Mark this post and the followings unread


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TAK02
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Location: It was Damascus.

PostPosted: Sat Apr 09, 2016 8:15 am    Post subject: Reply with quote  Mark this post and the followings unread

That tutorial needs Ares. I just posted the non-Ares tutorial incase you don't want to, or know how to use it.

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m7 wrote:
I tend to release things I create so that assets are never lost to hard drive problems, accidental deletion, or me having to pretend to care about rippers taking things from my project when it is done. #Tongue

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