Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Tue May 12, 2026 9:39 pm
All times are UTC + 0
2 problems alike - 2 units refusing to fire
Moderators: Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [12 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
mireazma
Soldier


Joined: 14 Feb 2007

PostPosted: Wed Jul 02, 2008 4:01 pm    Post subject:  2 problems alike - 2 units refusing to fire Reply with quote  Mark this post and the followings unread

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.

Back to top
View user's profile Send private message
John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Wed Jul 02, 2008 4:09 pm    Post subject: Reply with quote  Mark this post and the followings unread


Back to top
View user's profile Send private message Visit poster's website Skype Account
mireazma
Soldier


Joined: 14 Feb 2007

PostPosted: Wed Jul 02, 2008 6:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. Mummy

(rulesmd.ini)
Code:

[Warheads]
106=MumPulse

[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

;***** Warhead

[WrenchTool]
Verses=0%,0%,0%,-100%,-100%,-100%,-50%,-50%,-50%,100%,0%
AnimList=TECHHEAL

[Particles]
23=RepairTick

;***** Particle

; mzm active particle that repairs (for techncian/mechanic)
[RepairTick]
MaxDC=40
MaxEC=40
Damage=10
Warhead=WrenchTool
WindEffect=0
Radius=7
StartFrame=0
EndStateAI=20
Translucency=50
BehavesLike=Gas
StateAIAdvance=4

[Animations]
1072=TECHHEAL ; mzm dummy animation for repair



(artmd.ini)

Code:

[TECHHEAL] ;Dummy Anim, to hold Repair Particle
SpawnsParticle=RepairTick
NumParticles=1


That's about it. For mechanic, I followed Psycho's tutorial: http://yrarg.cncguild.net/index.php?page=tutorials/techn
Missed anything...?

Back to top
View user's profile Send private message
NewGuy
Missile Trooper


Joined: 24 Feb 2008

PostPosted: Thu Jul 03, 2008 1:07 am    Post subject: Reply with quote  Mark this post and the followings unread

1. Give the mummy weapon longer range, like 1.8.
Range=1 is to short and it unit wont fire.

2. Engineers cant have weapons, its hardcoded.

_________________
Please, read the signature rules of the forum.

Back to top
View user's profile Send private message
4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Thu Jul 03, 2008 1:38 am    Post subject: Reply with quote  Mark this post and the followings unread

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."

Back to top
View user's profile Send private message Send e-mail YouTube User URL
ORCACommander
Commander


Joined: 14 Feb 2006
Location: Flying into hostile territory

PostPosted: Thu Jul 03, 2008 1:56 am    Post subject: Reply with quote  Mark this post and the followings unread

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

_________________

Back to top
View user's profile Send private message
wardeathfun
Commander


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

PostPosted: Fri Jul 04, 2008 4:23 am    Post subject: Reply with quote  Mark this post and the followings unread

that only works when infantry heals infantry crap, when infantry heals vehicles, negetive versus is best way.

Back to top
View user's profile Send private message Send e-mail Visit poster's website
mireazma
Soldier


Joined: 14 Feb 2007

PostPosted: Sun Jul 13, 2008 4:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

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?

Back to top
View user's profile Send private message
4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sun Jul 13, 2008 11:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

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."

Back to top
View user's profile Send private message Send e-mail YouTube User URL
mireazma
Soldier


Joined: 14 Feb 2007

PostPosted: Mon Jul 14, 2008 7:31 am    Post subject: Reply with quote  Mark this post and the followings unread

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?

Back to top
View user's profile Send private message
John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Mon Jul 14, 2008 8:28 am    Post subject: Reply with quote  Mark this post and the followings unread

mumble grumble rtfm grumble

Doesn't the name of the tags give it away?

Back to top
View user's profile Send private message Visit poster's website Skype Account
mireazma
Soldier


Joined: 14 Feb 2007

PostPosted: Mon Jul 14, 2008 11:30 am    Post subject: Reply with quote  Mark this post and the followings unread

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 Laughing
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.

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [12 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.2110s ][ Queries: 11 (0.0079s) ][ Debug on ]