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New Missile Launcher
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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Fri May 23, 2008 10:09 pm    Post subject:  New Missile Launcher Reply with quote  Mark this post and the followings unread

Alright, here's the thing... I got the Nova Platform downloaded from YR Argentina and the voxels work and all but when the thing fires, the missile won't even move. Not only that, it will only face one direction.

--This is being done with RP 1.10

Rulesmd.ini
Code:
; V4 Rocket control ;SJM
V4RocketPauseFrames=2    ; How many frames the rocket pauses on the launcher before tilting
V4RocketTiltFrames=60    ; How many frames it takes for the V3 rocket to tilt to firing position
V4RocketPitchInitial=0   ; Starting pitch of the rocket before tilting up (0=horizontal,1=vertical)
V4RocketPitchFinal=1   ; Ending pitch of the rocket after tilting up; now it fires
V4RocketTurnRate=0.05    ; Pitch maneuverability of rocket in air.  Adjust by trial and error.
V4RocketRaiseRate=1      ;GEF How much the missile will raise each turn on the launcher (for Cruise Missile only)
V4RocketAcceleration=0.4 ; This much is added to the rocket's velocity each frame during launch
V4RocketAltitude=768     ; Cruising altitude in leptons: at this height rocket BEGINS leveling off
V4RocketDamage=200       ; Exploding V3 does this much damage (at center of explosion, presumably).
V4RocketEliteDamage=400       ; Exploding V3 does this much damage (at center of explosion, presumably).
V4RocketBodyLength=256   ; The body of the rocket is this many leptons long
V4RocketLazyCurve=yes    ; The rocket's path is a big, lazy curve.  V3 yes.  DMisl no.
V4RocketType=V4ROCKET


[NCARRIER]
UIName=Name:NOVA
Name=Nova Missile Launcher
Category=AFV
Prerequisite=NAWEAP
Primary=V4Launcher
CanPassiveAquire=no ; Won't try to pick up own targets
Spawns=V4ROCKET
SpawnsNumber=1
SpawnRegenRate=400
SpawnReloadRate=0 ; missile spawn don't come back
NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (V3WO)
Strength=150
Armor=light
TechLevel=3
Turret=no
CrateGoodie=yes
Sight=7
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=200
Soylent=200
Points=40
ROT=5
AllowedToStartInMultiplayer=no
Crusher=yes
Crewed=no ; Big giant missile on its head precludes survivor (per designer)
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenSovVehicleSelect
VoiceMove=GenSovVehicleMove
VoiceAttack=ApocalypseAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=V3MoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Destroyer
ThreatPosed=25   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
AccelerationFactor=0.01
ZFudgeColumn=8
ZFudgeTunnel=13
Size=5
GuardRange=9
Trainable=no
TooBigToFitUnderBridge=true
;MobileFire=false   ; SJM: Looks like this was meant for the V3, but let's not enable it until we know we need it.
Bunkerable=no; Units default to yes, others default to no

[V4ROCKET]
UIName=Name:V4ROCKET
Image=NROCKET
Name=V4 Rocket
FireAngle=1
Strength=50
Category=AirPower
Armor=special_2
Spawned=yes
MissileSpawn=yes
TechLevel=-1
Sight=1
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Ammo=1 ;Aircraft are hard wired to require ammo
Speed=15
Owner=Russians,Confederation,Africans,Arabs
Cost=50
Points=20
ROT=3
Crewed=no
Explodes=no
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MinDebris=10
Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8}
MovementZone=Fly
ThreatPosed=10   ; This value MUST be 0 for all building addons
DamageParticleSystems=SmallGreySSys   ; Sparks don't work well here.  SJM
AuxSound1=V3Attack ;Taking off
;AuxSound2=DROPDWN1 ;Landing
ImmuneToPsionics=yes
;VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
NoShadow=yes
Selectable=no
Trainable=no
DontScore=yes



baddie!.jpg
 Description:
Looks like this and the missile won't move.
 Filesize:  48.54 KB
 Viewed:  3800 Time(s)

baddie!.jpg



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Last edited by the1corrupted on Fri May 23, 2008 11:43 pm; edited 1 time in total

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Roaches
Cyborg Commando


Joined: 16 Dec 2007
Location: Modding other games.

PostPosted: Fri May 23, 2008 11:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

One word: HARDCODED if you're doing this without rockpatch and Npatch

ModEnc has an article about this......

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Sat May 24, 2008 5:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, then does anyone have any suggestions or do I have to take out the V3 rocket in order to support this new unit?

PS I've tried the IsCustomMissile= tag and it hasn't worked...

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Sat May 24, 2008 6:49 am    Post subject: Reply with quote  Mark this post and the followings unread

well, many mods without rpatch or npatch just replaced the unit. you might aswell unless you plan to use rockpatch or npatch.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat May 24, 2008 9:29 am    Post subject: Reply with quote  Mark this post and the followings unread

I suggest re-checking your code and looking trough some tutorials supplied with the RP... I also use RP, but an earlier version, and I haven't added any new missiles, so I can't help you more Wink
EDIT: pic? what pic #Tongue

Last edited by Dutchygamer on Sat May 24, 2008 9:55 am; edited 1 time in total

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Vefbl4
General


Joined: 07 Feb 2007

PostPosted: Sat May 24, 2008 9:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Good,but i think it doesnt work.Right?

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Roaches
Cyborg Commando


Joined: 16 Dec 2007
Location: Modding other games.

PostPosted: Sat May 24, 2008 9:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
*sigh*

He is using RP 1.10 as said in the first post...


Quote:
Last edited by the1corrupted on Yesterday, at 3:43 pm; edited 1 time in total


My post time: Posted: Yesterday, at 3:18 pm

Now if it weren't for him to make himself more clear (before edit) then I wouldn't say HARDCODED in the first place. Rolling Eyes

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sat May 24, 2008 9:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Ow, sorry for that #Tongue
*edits previous post*
Now good? #Tongue

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat May 24, 2008 2:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Don't use RP use the newest version of VK's work NP.

pd stop working on RP1 since 1.08

stop posting the same shit about the patch not working

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Sat May 24, 2008 5:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:
Don't use RP use the newest version of VK's work NP.

pd stop working on RP1 since 1.08

stop posting the same shit about the patch not working


And here's what ModEnc has to say...

ModEnc wrote:
VK continued hacking the exe with his new "NPatch" project, a thinly-veiled continuation of RockPatch (using 1.10 as its basis), but as his style of work didn't change, the community mostly followed him out of necessity (him being the only exe hacker around) rather than enthusiasm.


Same base, same bugs. Turns out there really isn't much difference at all between RockPatch and NPatch.

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NewGuy
Missile Trooper


Joined: 24 Feb 2008

PostPosted: Sat May 24, 2008 5:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

the1corrupted wrote:

Same base, same bugs. Turns out there really isn't much difference at all between RockPatch and NPatch.

you are wrong. Here is one diffrence, in NPatch can you play online, not in RP10, only in RPCE but that one dont have many features.

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Sat May 24, 2008 6:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

NewGuy wrote:
the1corrupted wrote:

Same base, same bugs. Turns out there really isn't much difference at all between RockPatch and NPatch.

you are wrong. Here is one diffrence, in NPatch can you play online, not in RP10, only in RPCE but that one dont have many features.


I don't really care for online play, I do this for fun in my spare time.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sat May 24, 2008 7:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

What we are trying to get at here is, RP 1.10 is incredibly unstable which is one reason VK didn't want anyone using it after it came out. So you are much better off using the newest NPatch version which has much of these bugs you are finding, fixed.

(I think if this keeps up we're gonna need a RP subdivision like Renproj)

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Sat May 24, 2008 8:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

to be fair, i tried Npatch. and i always get an IE when running the Npatch right before the load screen (the button that starts the game, then screen goes black with a big white block of IE) but when i installed Rockpatch CE.... LOL. my game is now fine. the only thing i hate about CE is that terrible thousand unit bug. so it goes to show all ece hacks are far from perfect. so lets remain on topic.

Last edited by wardeathfun on Sun May 25, 2008 2:29 am; edited 1 time in total

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Sat May 24, 2008 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

First things first, Im patiently waiting on RP2 by pd.

Secondly, V4 in the code? I coulda sworn it was V3 for all that. Thus if it is V3 either the game is having some nasty ass background errors or more likely, the code is not getting parsed thus no calculations/effects.

In English, a simple typo may be causing all your problems.

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Mon May 26, 2008 5:59 am    Post subject: Reply with quote  Mark this post and the followings unread

SomeGuy[YR:SF] wrote:
First things first, Im patiently waiting on RP2 by pd.

Secondly, V4 in the code? I coulda sworn it was V3 for all that. Thus if it is V3 either the game is having some nasty ass background errors or more likely, the code is not getting parsed thus no calculations/effects.

In English, a simple typo may be causing all your problems.


I didn't delete the old V3 codes. This is a new missile, thus requiring new missile handlers, am I right?

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Mon May 26, 2008 2:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not necessarily.

I really doubt VK in post 1.08 RP editions and NPatch was that forseeing and predefined a bunch of new named missile code. He just allowed there to be more than exists.

So the V3 handlers were exactly what you needed. Try it with originals and see what happens.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Mon May 26, 2008 3:49 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Mon May 26, 2008 11:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

AG, you are in a thin ice, man... I like you, but if I see you flaming again, you might be banned for some long days. I'm serious.

Note: I've removed your insult this time.

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Mon May 26, 2008 11:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Allied General wrote:
http://www.modenc.renegadeprojects.com/RockPatch_Docs:Creating_new_Missile_Types

IsCustomMissile=yes ;this tells the game that this AircraftType is a custom missile type


Tried that.. Still won't work :/

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Team SomeGuy
General


Joined: 18 Aug 2006

PostPosted: Tue May 27, 2008 1:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Did you actually just replace the missile graphics? Or did you actually create the new [yourentryhere] in both Rules(md).ini and art(md).ini?

Cuz if you replaced the graphics only, then what I said holds true. If not, then you need to define the missile code per the (shoddy) documentation of doing so in RP or NPatch on ModEnc.

So ultimately the question remains, what did you actually do to create this missile?

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the1corrupted
Grenadier


Joined: 02 Dec 2007

PostPosted: Tue May 27, 2008 4:17 am    Post subject: Reply with quote  Mark this post and the followings unread

I got it workin! Woohoo! Here's the code I made to get the whole thing going...

Code:

[NCARRIER]
UIName=Name:NOVA
Name=Nova Missile Launcher
Category=AFV
Prerequisite=NAWEAP
Primary=NLauncher
CanPassiveAquire=no ; Won't try to pick up own targets
Spawns=NROCKET
SpawnsNumber=1
SpawnRegenRate=200
SpawnReloadRate=0 ; missile spawn don't come back
NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (V3WO)
Strength=150
Armor=light
TechLevel=3
Turret=no
CrateGoodie=yes
Sight=7
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=200
Soylent=200
Points=40
ROT=5
;EDITLATERNESS
AllowedToStartInMultiplayer=yes
Crusher=yes
Crewed=no ; Big giant missile on its head precludes survivor (per designer)
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=V3Select
VoiceMove=V3Move
VoiceAttack=V3AttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=V3MoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Destroyer
ThreatPosed=25   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
AccelerationFactor=0.01
ZFudgeColumn=8
ZFudgeTunnel=13
Size=5
GuardRange=9
Trainable=no
TooBigToFitUnderBridge=true
;MobileFire=false   ; SJM: Looks like this was meant for the V3, but let's not enable it until we know we need it.
Bunkerable=no; Units default to yes, others default to no

[NROCKET]
UIName=Name:V3ROCKET
Name=V3 Rocket
FireAngle=1
Strength=50
Category=AirPower
Armor=special_2
Spawned=yes
MissileSpawn=yes
TechLevel=-1
Sight=1
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Ammo=1 ;Aircraft are hard wired to require ammo
Speed=15
Owner=Russians,Confederation,Africans,Arabs
Cost=50
Points=20
ROT=3
Crewed=no
Explodes=no
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MinDebris=10
Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8}
MovementZone=Fly
ThreatPosed=10   ; This value MUST be 0 for all building addons
DamageParticleSystems=SmallGreySSys   ; Sparks don't work well here.  SJM
AuxSound1=V3Attack ;Taking off
;AuxSound2=DROPDWN1 ;Landing
ImmuneToPsionics=yes
;VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
NoShadow=yes
Selectable=no
Trainable=no
DontScore=yes
IsCustomMissile=yes ;this tells the game that this AircraftType is a custom missile type
MissileWarhead=DMISLWH
MissileEliteWarhead=DMISLEWH
MissilePauseFrames=20   ;How many frames the rocket pauses on the launcher before tilting
MissileAcceleration=0.8 ;This much is added to the missile's velocity each frame during launch
MissileAltitude=768     ;Cruising altitude in leptons: at this height missile BEGINS leveling off
MissileTiltFrames=60
MissilePitchInitial=0
MissilePitchFinal=1
MissileDamage=300       ; Exploding DMisl does this much damage (at center of explosion, presumably).
MissileEliteDamage=600       ; Exploding DMisl does this much damage (at center of explosion, presumably).
MissileTurnRate=0.08    ; Pitch maneuverability of missile in air.  Adjust by trial and error.
MissileRaiseRate=1      ;GEF How much the missile will raise each turn on the launcher (for Cruise Missile only)
MissileAcceleration=0.8
MissileType=NROCKET


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