Posted: Wed Jul 02, 2008 4:01 pm Post subject:
2 problems alike - 2 units refusing to fire
1. I made a new inf - Mummy (cloned MUMY) and gave it a weapon like Yuri's wave but it won't use it; instead it walks near the target.
2. I gave YENGINEER a RepairWrench as primary, made an animation that holds a repairing particle; made the WH, too but it behaves the same as Mummy - it walks close to the target.
Are they having the same problem, or should I provide the code?
Thanks in advance. QUICK_EDIT
[MUMMY] ; mzm new unit
UIName=Name:MUMMY
Name=Restless Mummy
Image=MUMY
Category=Soldier
Prerequisite=YABRCK ;NACLON
Primary=MumWave
Secondary=VirtualScanner
Strength=1000
Armor=Plate
TechLevel=3 ; should be 9
CrushSound=InfantrySquish
Sight=6
Speed=3
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AllowedToStartInMultiplayer=no
Cost=800
Soylent=400
Points=5
Fraidycat=yes
IsCow=yes
;Nominal=yes ; mzm I guess it's redundant
Pip=yellow
VoiceSelect=MummySelect
VoiceMove=MummyMove
VoiceAttack=MummyMove
DieSound=MummyDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0 ; This value MUST be 0 for all building addons
SpecialThreatValue=1
ImmuneToVeins=yes
Size=1
Trainable=no
Unnatural=yes
DefaultToGuardArea=yes
GuardRange=6
SelfHealing=yes
ImmuneToPsionics=yes
AttackFriendlies=yes
;**** WEAPON
[MumWave] ; mzm PsiWave clone for mummy
Damage=250;Needed to be considered offensive unit
Range=1
ROF=50
Projectile=Psychic
Speed=1
Warhead=MumPulse
AreaFire=yes ; just shoot straight at ground under feet
FireOnce=yes ; Only fire once; don't stay in attack mission
Report=YuriDeploy
Anim=RING1
;****** WARHEAD
[MumPulse] ; mzm psipulse clone
CellSpread=3 ; gs moved a designer fix from the weapon because it was put in the old WideAreaDamage way instead of the new damage way. This number used to be 3
PercentAtMax=.85
Verses=2%,2%,2%,2%,2%,2%,2%,2%,2%,2%,2%
PsychicDamage=yes ; mzm also affects friendlies in range
Neither primary, nor secondary works.
2. Yuri Engineer
(rulesmd.ini)
Code:
[YENGINEER]
UIName=Name:ENGINEER
Image=ENGINEER
Name=Yuri Engineer
Category=Soldier
Primary=RepairWrench
Secondary=VirtualScanner ; gs the computer uses range to determine what buildings to run to and capture
Prerequisite=Barracks
CrushSound=InfantrySquish
LeadershipRating=3
Strength=75
Armor=none
TechLevel=1
Sight=4
;BombSight=4 ; detecting ivan's little friends
Speed=4
Pip=Blue
Engineer=yes
Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
ForbiddenHouses=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
Cost=800 ; mzm 500
Soylent=400 ; mzm 250
Points=5
IsSelectableCombatant=no
VoiceSelect=EngYuriSelect
VoiceMove=EngYuriMove
VoiceAttack=EngYuriCapture
VoiceFeedback=EngYuriFear
VoiceSpecialAttack=EngYuriCapture
VoiceEnter=EngYuriCapture
VoiceCapture=EngYuriCapture
DieSound=EngSovDie
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0 ; This value MUST be 0 for all building addons
SpecialThreatValue=1 ; this should be between 0 and 1
ImmuneToVeins=yes
GuardRange=9
Size=1
PreventAttackMove=yes
IFVMode=1
Trainable=no
OmniCrushResistant=yes
AttackFriendlies=yes
AttackCursorOnFriendlies=yes
CloseRange=yes
;***** Weapon
; Yuri engineer repairing
[RepairWrench]
;Cursor=Repair
Damage=1 ; mzm 1*10 (that is, RepairTick particle)*verses=final output
ROF=200 ;
Range=1.8 ; mzm 1.8 - Dont decrease the value, lower than this value can cause technical problems
Projectile=Invisible ;
Speed=100
Report=IFVRepair
UseSparkParticles=yes
AttachedParticleSystem=WeldingSys
Warhead=WrenchTool
[Warheads]
107=WrenchTool ; mzm repair for mechanic
2. As NewGuy said, remove Engineer=yes. Also, that is one roundabout way Psycho made there...highly doubt a particle system is needed. As long as the weapon has a negative versus it should be able to heal vehicles. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Joined: 14 Feb 2006 Location: Flying into hostile territory
Posted: Thu Jul 03, 2008 1:56 am Post subject:
no it has to be negative damage 4 star. if you look at the way the medic and repair bot are set up in ts their warheads are normal they just use a negative Damage= value _________________ QUICK_EDIT
Finally I've made a mechanic; the range is 1.5 and no problems reporting. Anyway, I do have a problem but not related to the range: it doesn't stop repairing when the unit it's healthy; plus - after EVERY shot the unit to be repaired flashes and precisely then it heals, instead of healing at FireUp=; it looks like totally messed up.
I'll try without the particle.
About the mummy, no range is good enough to make it work. Is something hard coded that I don't know? QUICK_EDIT
The unit continuing to repair problem may be because you are using a particle system therefore it doesn't check for the health like a normal weapon. Removing said particle system most likely will also fix the animations.
Most likely your finding the reason it was a deploy weapon? _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Due to you all, my units are almost there.
@4StarGeneral:
You're right.
Yuri's PsiWave is a deploy weapon, alright. But I wanted to make the mummy MumWave fire normally.
I can see no tag in PsiWave suggesting it's a deploy weapon; however, Yuri has Deployer=yes and DeployFire=yes. Are some weapons hard coded to be deployed? QUICK_EDIT
I've removed the particle, much better. The mechanic still repairs like hell. But it makes sense, since the mechanic tries to inflict damage. He repairs against his will, frustrated
Maybe in case of neg. dam / pos versus it wouldn't.
Now, about the mummy, I made it deployer, added the deploy stuff to the sequence but still doesn't show RING1 (yuri wave) as animation. QUICK_EDIT
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