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Need help regarding units...
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Chrono Crusade
Cyborg Engineer


Joined: 12 Dec 2007
Location: Gensokyo

PostPosted: Sat Jan 17, 2009 3:26 pm    Post subject:  Need help regarding units...
Subject description: I'm adding in MARV...
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Hello everyone. I'm adding the unit MARV but i'm having problems adding MARV in. Like I can't even build it (I didn't add the camoe in)

This is my rules.ini:

; Landship mk 1
[MARV]
UIName=Name:MARV
Name=MARV
Prerequisite=GAWEAP,GATECH
Primary=120mm
Strength=5000
Category=AFV
Armor=concrete
Turret=yes
IsTilter=yes
TooBigToFitUnderBridge=true
TechLevel=10
Sight=6
Speed=4
PipScale=Passengers ; for bunker version
SizeLimit=1
CrateGoodie=yes ; #Tongue
Crusher=yes
Crewed=no ; doesn't matter with autodestruction
Owner=GDI
Cost=5000
Points=50
ROT=5
IsSelectableCombatant=yes
AllowedToStartInMultiplayer=no
Explosion=DEFD_EXP
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
DieSound=
MoveSound=
EnterTransportSound=
LeaveTransportSound=
Maxdebris=9
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destoryer
ThreatPosed=200 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=6 ;3.5
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=12
ZFudgeTunnel=15
Size=6
ElitePrimary=120mm
Explodes=yes
Crusher=yes
ImmuneToVeins=yes
TiberiumProof=yes
TiberiumHeal=yes

My art.ini:

; Landship mk 1
[MARV]
UIName=Name:MARV
Name=MARV
Prerequisite=GAWEAP,GATECH
Primary=120mm
Strength=5000
Category=AFV
Armor=concrete
Turret=yes
IsTilter=yes
TooBigToFitUnderBridge=true
TechLevel=10
Sight=6
Speed=4
PipScale=Passengers ; for bunker version
SizeLimit=1
CrateGoodie=yes ; #Tongue
Crusher=yes
Crewed=no ; doesn't matter with autodestruction
Owner=GDI
Cost=5000
Points=50
ROT=5
IsSelectableCombatant=yes
AllowedToStartInMultiplayer=no
Explosion=DEFD_EXP
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
DieSound=
MoveSound=
EnterTransportSound=
LeaveTransportSound=
Maxdebris=9
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destoryer
ThreatPosed=200 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=6 ;3.5
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=12
ZFudgeTunnel=15
Size=6
ElitePrimary=120mm
Explodes=yes
Crusher=yes
ImmuneToVeins=yes
TiberiumProof=yes
TiberiumHeal=yes

a long lot...

Well anyway, can someone tell me what am I doing wrong?

Oh and yes, I put the voxel files in the root directory...

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Street
Combat Engineer


Joined: 13 Sep 2007

PostPosted: Sat Jan 17, 2009 3:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why has the art.ini part the same as the rules.ini part? That is all I can notice that is wrong.

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Jan 17, 2009 3:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

For a start you've put all of the rules code in art.ini Rolling Eyes
You need:
[MARV]
Voxel=Yes
Cameo=Whatever you like, use an existing one
Turretoffset=o

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Street
Combat Engineer


Joined: 13 Sep 2007

PostPosted: Sat Jan 17, 2009 3:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yea what he said, unless its a mistake that it looks like this and you thought you copied the art part when it did not and accidentally pasted the rules code twice... If so post the real art codes

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sat Jan 17, 2009 4:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

You have to add it in the Vehicletypes list...

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Jan 17, 2009 5:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

That too... Didn't think of that as it's a given normally...

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Chrono Crusade
Cyborg Engineer


Joined: 12 Dec 2007
Location: Gensokyo

PostPosted: Sat Jan 17, 2009 5:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alright, I've managed to put it in game but the cannon is in the wrong place... Any help?

I didn't know that I had to add vehicles types. Thank You. =)

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Lt Albrecht
Defense Minister


Joined: 25 Jul 2007
Location: Hampshire, England. Creating RA2: Moscow's vengeance

PostPosted: Sat Jan 17, 2009 5:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

You mean the shooting animation? The big flash of fire when it attacks? PrimaryFireFLH=XXX,XXX,XXX
FLH=Forward,Lateral, Height.

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Sat Jan 17, 2009 5:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Play a bit around with the turret offset tag.

@Lt. Albrecht: He means this:

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jan 17, 2009 6:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Night Wizard wrote:
I didn't know that I had to add vehicles types. Thank You. =)

stands all in the PM which i wrote you. Wink
You really have to read the answers which were given you.

I also wrote you, that many RA2/YR keys don't exist in TS, but you're still using the RA2 code.

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Sat Jan 17, 2009 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can use pieces of codes from existing TS units.

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Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Sat Jan 17, 2009 8:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ya, but also since in Tiberian Sun remember that units can't Garrison stuff... This is only possible in RA2/YR and I'm seeing RA2/YR coding in this.

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Chrono Crusade
Cyborg Engineer


Joined: 12 Dec 2007
Location: Gensokyo

PostPosted: Sun Jan 18, 2009 12:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Alright thank you...

I the rules.ini with the MARV here is the unedited version (I forgot to put in the one edited to TS specs)

and Yes, I meant like the cannon is out of place...

Like the cannon isn't on the circle hole on top of the MARV but moved out of place e.g. too forward...

EDIT: I do read stuff, but I don't know what I'm reading sometimes...

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0warfighter0
Commander


Joined: 07 Dec 2007
Location: Belgium, Haasdonk

PostPosted: Sun Jan 18, 2009 12:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, like I said, change the Turret offset number and you'll find it out by trial and error.

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Chrono Crusade
Cyborg Engineer


Joined: 12 Dec 2007
Location: Gensokyo

PostPosted: Sun Jan 18, 2009 12:54 am    Post subject: Reply with quote  Mark this post and the followings unread

I've changed it... Many times but I don't see a difference...

I've tried:

-150
-930
0
130

... Anything wrong?

Oh and by the way, my turret isn't floating like that War Miner...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Jan 18, 2009 1:17 am    Post subject: Reply with quote  Mark this post and the followings unread

take a look on original units
you won't see there any unit having a turretoffset smaller than -64

I'm not sure which data type this key accepts, but i would suggest that you always start with values which lay at least in byte (-128 to 127).

In addition, are you sure you put the TurretOffset key into art.ini?

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Chrono Crusade
Cyborg Engineer


Joined: 12 Dec 2007
Location: Gensokyo

PostPosted: Sun Jan 18, 2009 1:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes. I've placed it in the art.ini

However, the name of my file is art

just like rules.ini it's rules

EDIT: Nevermind, I've found the problem...

I didn't add the -bunker only- codes...

Thanks for all the help guys!!!

=)

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sun Jan 18, 2009 2:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Night Wizard wrote:
I didn't know that I had to add vehicles types. Thank You. =)


Lol no problem, its just something you should always check #Tongue

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