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From RP 1.08 SE to RP 1.10 0036. IE EIP 0044D4E5. (SOLVED!)
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EmpirioN
Medic


Joined: 09 Feb 2009
Location: Finland

PostPosted: Mon Feb 09, 2009 11:08 am    Post subject:  From RP 1.08 SE to RP 1.10 0036. IE EIP 0044D4E5. (SOLVED!) Reply with quote  Mark this post and the followings unread

Hello!

I am new in the forums, but I have been modding same mod now about 4 years. Mod is basically combining RA2, YR with TS, FS. And this is starting to be quite finished.

I have used RP 1.08 SE for a long long time, but due it's limitations (and actually the ability to make a pretty nice clone of the reaper's WEB weapon) I finally decided to move on to a bit never RP.

Reason I chose 1.10 is simply that I found a guide what to change when you have used older RP. Of course I could try the NPatch aswell, if it would work..

Anyway, the problems are:

1. When firing Cluster Missile I get an IE 0044D4E5.
Tried searching, but couldn't find any solutions to this one.

So the Cluster Missile is made like in the Deezire's tutorial and it uses FireAtSpecial in able to be launched.

Here is the action:
[MouseCursors]
FireAtAction=140,10,4,516,-1,12345,12345

Here is the fire at special:

[FireAtSpecial]
UIName=Name:FireAtSpecial
Name=Cluster Missile
IsPowered=true
RechargeVoice=00-I156
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=6
Type=Fire
Action=FireAtAction ;check out the Adding custom Actions page to find out more about this
SidebarImage=multiicon
ShowTimer=yes
DisableableFromShell=yes
AITargetingType=1
EvaReady=ClusterMissileReady
Range=1,6
LineMultiplier=2

IE occurs when I click the on a target in the battlefield.
If this could be resolved, the IE id could also be added in the list of known causes. Smile

Another problem.

2. When I try to fire my another custom SW, Tiberium Bomb, it just doesn't do anything when I click the ready button from the sidebar.
No plane comes to drop the bomb. This is a paradrop special clone.

Action:

NewParaSpecial=259,10,4,516,-1,12345,12345

Weapon:

; New Nod Tiberium Shower
[NewParaSpecial]
UIName=Name:Para
Name=Kane's Chemical Bomb
IsPowered=true
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=10
Type=ParaDrop
Action=NewParaSpecial
SidebarImage=tibshowerico
ShowTimer=yes
DisableableFromShell=yes
FlashSidebarTabFrames=120
AIDefendAgainst=yes
Range=7
LineMultiplier=1
AITargetingType=1

And both of those weapons worked in the old RP 1.08 SE, so this is my fault for not doing something right...But what?

I appreciate any help very much! Smile



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Last edited by EmpirioN on Thu Feb 26, 2009 11:41 pm; edited 1 time in total

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Feb 09, 2009 6:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Urm, i dunno, pointer to WeaponTypeClass.Report data

Im not a YR dude, im the TS dude #Tongue

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Mon Feb 09, 2009 8:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

1.
Type=Fire >> Type=EMPulse
Also make sure the building have EMPulseCannon=yes set

2.
Type=ParaDrop >> Type=NewParaDrop

VKs guide had alot of errors

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EmpirioN
Medic


Joined: 09 Feb 2009
Location: Finland

PostPosted: Mon Feb 09, 2009 9:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thank you ArvinCool!

Tiberium Bomb weapon works fully now! Smile

Cluster Missile IE still exists though...I also tried "Primary=FireAtSpecial" in the building code, but still no go... Rolling Eyes

And I discovered another problem...

3. My Ion Cannon SW started acting weird.

It is a dominator clone. It was pretty much same as in TS, small area effect, but deadly on that small area. However, now it seems to do same area damage as the dominator does..So it ignores the CellSpread tag completely.

The Ion Cannon WH:

[IonCannonWH]
CellSpread=2
PercentAtMax=1;PercentAtMax=.1
;WallAbsoluteDestroyer=yes
Wood=yes
Verses=100%,100%,100%,400%,400%,400%,150%,150%,10%,100%,100%
InfDeath=5
Rocker=yes
Sparky=no
ShakeXlo=10
ShakeXhi=10
ShakeYlo=10
ShakeYhi=20

And the SW itself:

[NewDominatorSpecial]
UIName=Name:Ion
Name=Ion Cannon
IsPowered=true
RechargeTime=6
Type=NewDominator ;NewDominator is the type for Psychic Dominator clones
Action=NewDom ;check out the Adding custom Actions page to find out more about this
ShowTimer=yes
DisableableFromShell=yes
Range=1.7
LineMultiplier=3
AIDefendAgainst=no
;New Tags
DomWarhead=IonCannonWH ;the warhead the PsyDom clone uses, for damage only
DomFirstAnim=IONBEAM
DomSecondAnim=RING11
DomFireAtPercentage=1 ; 10 ;when the first anim is at this percentage, the second will be played and damage be caused
DomCaptureRange=0 ;the capture range
DomCapture=no ;this determines whether units are captured at all
DomDamage=950 ;damage caused..jees damage
ActivateSound=ioncan
;New Tags (RP 1.08 SE)
DomCaptureAll=no ;Allowing to capture units with ImmuneToPsionics=yes
DomCaptureBuildings=no ;Allowing to capture buildings
;Light stuff
Lighting=no ;turns custom lighting on or off
LightRed=85 ;amount of red
LightGreen=20 ;amount of green
LightBlue=30 ;amount of blue
LightAmbient=120 ;intensity of lighting (?)
LightGround=0 ;no idea
LightLevel=0 ;again, no clue what this does
LightAmbientChangeRate=1
AITargetingType=1
SidebarImage=IONICON
EvaReady=IonCannonReady

So, someway the dominator clone does not seem to work anymore. What would be the best way of recreating the Ion Cannon? Question

Anyway, thanks for the help! Smile

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Mon Feb 09, 2009 9:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Use NPSE and you get to create proper Ion Cannons. #Tongue

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Orion X
Soldier


Joined: 05 Feb 2009

PostPosted: Mon Feb 09, 2009 11:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

EmpirioN wrote:
Cluster Missile IE still exists though...I also tried "Primary=FireAtSpecial" in the building code, but still no go... Rolling Eyes

The building requires an actual weapon. -_-

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EmpirioN
Medic


Joined: 09 Feb 2009
Location: Finland

PostPosted: Tue Feb 10, 2009 9:59 am    Post subject: Reply with quote  Mark this post and the followings unread

It has an actual weapon:

Primary=V3Airburst

[V3Airburst]
ROF=50
Damage=25
Speed=20
Range=500
Projectile=V3AirburstP
Warhead=V3HE

------

I switched to NPSE, got the Ion Cannon working much more like it supposed again. Smile However, is there a way to change the damage?

And how can I fix the animation, I mean the beam goes two cells below the target.

Thanks again![/quote]

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Orion X
Soldier


Joined: 05 Feb 2009

PostPosted: Tue Feb 10, 2009 1:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
I switched to NPSE, got the Ion Cannon working much more like it supposed again. However, is there a way to change the damage?

[CombatDamage]
IonCannonDamage=int

Quote:
And how can I fix the animation, I mean the beam goes two cells below the target.

YDrawOffset on the animation.

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EmpirioN
Medic


Joined: 09 Feb 2009
Location: Finland

PostPosted: Wed Feb 11, 2009 8:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks, animation and damage like it supposed to be again. Smile One thing thought..Is there a way to make the Ion Cannon shake the screen on impact? I added the shake tags in the Ion Cannon WH, but It didn't work..

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Azkhare
Grenadier


Joined: 24 Jan 2008

PostPosted: Wed Feb 11, 2009 9:03 am    Post subject: Reply with quote  Mark this post and the followings unread

I think the shake screen was controlled in the [General] section, and it affected the unit exploding, not the weapon you fired... But I think there may be a possibility. Try emulating the Ion Cannon as if it was a parabomb. That way it could be possible.

I mean, for example: an invisible plane comes from off the screen, and launches an invisible bomb, that is an infantry, and has the death weapon of the Ion Cannon. If I remember correctly, the shake value was called from the Strenght in the unit stats, so giving the infantry/bomb a large amount of strenght. So, the bomb falls, and when it hits the ground, dies, triggers the ion cannon, and thus, shakes the screen.

Note that I just came with this right now, I don't know if it could be done, nor have I tested it in any way. I is just a suggestion.

Good luck!

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EmpirioN
Medic


Joined: 09 Feb 2009
Location: Finland

PostPosted: Thu Feb 19, 2009 6:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for the tips, I tried every way I know, but there was always something that did not work the way I wanted. And I still have the FireAtWeapon IE, so I guess I will be staying in the RP 1.08SE.

Of topic, but does anyone know what's the difference with RP 1.08SE revision 0033 and revision 0035 "(Update Version)"?

Thanks anyway! Smile

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Orion X
Soldier


Joined: 05 Feb 2009

PostPosted: Sat Feb 21, 2009 2:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Your Multi Missile does not have a valid Report attached to it.

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EmpirioN
Medic


Joined: 09 Feb 2009
Location: Finland

PostPosted: Sun Feb 22, 2009 3:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

THAT WAS IT!!!!!! IT IS SOLVED! Unbelievable! Very Happy

So basic thing...And it worked without a report before, so I didn't think about it was going to a problem. #Tongue

Thanks Orion! =) So, can we conclude that IE EIP 0044D4E5 is from a missing Report in weapon code? It could be added to the IE error databases. Smile

Anyway, few other things that I would like to know:

1. NPatch comes with the new "start screen", way to disable it?

2. When the Cluster Missile is fired from a building which is on a different hight level than it's target, it explodes right away outside of the building that fired it..Is there a solution to this, or do I just have to learn to live with it?

Thanks anyway, now I can finally move on to NPatch! Smile

EDIT: BTW, is there a full list of the NPatch features somewhere?

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Orion X
Soldier


Joined: 05 Feb 2009

PostPosted: Sun Feb 22, 2009 6:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Did you get the NPatch MDK? That explains how to disable the new menu and everything the NP can do.

Post your multimissile weapon. Sounds like it has to do with the projectile.

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EmpirioN
Medic


Joined: 09 Feb 2009
Location: Finland

PostPosted: Sun Feb 22, 2009 10:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks, MDK downloaded. =)

So, this is the weapon:

[V3Airburst]
ROF=50
Damage=25
Speed=20
Range=500
Report=AegisAttack
Projectile=V3AirburstP
Warhead=V3HE

Projectile:

[V3AirburstP]
Arm=2
Proximity=yes
High=yes
VeryHigh=yes
Image=MISLCHEM
Cluster=9
Airburst=yes
AirburstWeapon=V3Cluster
Ranged=yes
AA=no
ROT=4

Hope this helps a bit. I am pretty poor at editing weapons. :/

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EmpirioN
Medic


Joined: 09 Feb 2009
Location: Finland

PostPosted: Thu Feb 26, 2009 11:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Orion X wrote:
Post your multimissile weapon. Sounds like it has to do with the projectile.


This error does not seem to exist anymore, thanks for the NPatch I guess! Smile

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