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Electrokirov Airship
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Xovvo
AA Infantry


Joined: 26 Mar 2009

PostPosted: Tue Apr 21, 2009 1:40 am    Post subject:  Electrokirov Airship
Subject description: Has a few problems
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Well, in my pursuit of a Tesla Kirov, I seem to have left something out.
First, Thought it has an art entry - I have yet to figure out how to use the XCC mixer to place the vxl and hva files; I'm sure it's easy and obvious, I just haven't found it yet.

That, however, is not the problem - I can deal with invisible blimps.
I cannot deal with a non-functioning weapon. The tesla bolt weapon will fire a seemingly set amount of times before it ceases to fire - and will not fire again for an indeterminate amount of time, sometimes a short interval, sometimes incredibly long (sometimes functionally never). now, It seems to fire in the 3-4 bomb burst of a normal kirov, only with the added tesla warhead. Unlike the standard kirov, it doesn't always start up again. I am unable to tell if promotion affects the performance (id est, starts the problem).

But enough talk -the code is required:

Code:
; Electrokirov Airship, Blimp
[EKA]
UIName=Name:EKA
Name=Electrokirov Airship
Prerequisite=NAWEAP,NATECH
Primary=KirovCoilBolt
Strength=2000
Category=AirPower
Armor=medium
TechLevel=10
Sight=10
RadarInvisible=no
MoveToShroud=yes
BalloonHover=yes ; ie never land
;OmniFire=yes ;GEF moving to weapon
Speed=5
JumpjetSpeed=5 ;params not defined use defaults (old globals way up top called Jumpjet controls)
JumpjetClimb=6 ; SJM increased from 2 so Kirov can get out of factory before doors close
JumpjetCrash=12 ; Climb, but down
JumpJetAccel=10
JumpJetTurnRate=2
JumpjetHeight=750
;JumpjetWobbles=.01 ; ! value of zero stop wobbles?  NO!  Wobbles of zero means div by 0 crash.  "How many wobbles would you like?"  "0"  "You must have wobbles!!!  I kill you!"
;JumpjetDeviation=1
JumpjetNoWobbles=yes ; Really small numbers on two lines above don't actually slow down the wobbling since it is the amplitude of a sinusoidal curve
Crashable=yes ; JJ plummets down like aircraft
PitchSpeed=.9
PitchAngle=0
Owner=Russians,Confederation,Africans,Arabs
Cost=1500
Soylent=1500
Points=100
ROT=10
SpeedType=Hover
Crewed=no
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=14
IsSelectableCombatant=yes
VoiceSelect=KirovSelect
VoiceMove=KirovMove
VoiceAttack=TeslaTankAttackCommand
VoiceFeedback=
VoiceCrashing=KirovVoiceDie
DieSound=
CreateSound=KirovCreated
CrashingSound=KirovDie
ImpactLandSound=KirovCrash
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;Jumpjet
MovementZone=Fly
ThreatPosed=30   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=Dummy ;Taking off
AuxSound2=Dummy ;Landing
AllowedToStartInMultiplayer=no
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
SelfHealing=Yes
MoveSound=KirovMoveLoop
ElitePrimary=OPKirovCoilBolt
Parasiteable=no
Size=50
Bunkerable=no; Units default to yes, others default to no

The Warhead:
Code:

; Fire by Telsa Kirov
[KirovCoilBolt]
Damage=200
ROF=50 ;120
Range=12
Speed=100
Warhead=Electric
Report=TeslaCoilAttack
;Projectile=InvisibleHigh
Projectile=Electricbounce
IsElectricBolt=true
; SJM: Now using home-grown DelayedFire system. Charges=yes

And the Elite warhead:
Code:

; Fire by Telsa Kirov Elite
[OPKirovCoilBolt]
Damage=350
ROF=40 ;120
Range=12
Speed=100
Warhead=Electric
Report=TeslaCoilSuper
;Projectile=InvisibleHigh
Projectile=Electricbounce
IsElectricBolt=true
IsalternateColor=true
; SJM: Now using home-grown DelayedFire system. Charges=yes

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Tue Apr 21, 2009 12:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dont know! I put the codes into map and couldnt even get it to appear in the build list.....Hmmm. Maybe I mised something, but try to add IsPowered=yes and add a fast recharge time. Not sure that will remedy the prob, but its just a thought.....GL

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Apex
General


Joined: 24 Dec 2005
Location: Final Alert 2

PostPosted: Tue Apr 21, 2009 1:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Try adding OmniFire=yes to the weapon. Otherwise it will ignore any target not right ahead of it(flying vehicles/aircraft dont turn to face their target when stationary)

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Xovvo
AA Infantry


Joined: 26 Mar 2009

PostPosted: Tue Apr 21, 2009 8:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

I did not notice that - thank you for pointing that out;
and to Crevio: You need to add it to the build list before you can build it - it's near the beginning of the .ini, in the format "XX=EKA", senza the quotes.

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Xovvo
AA Infantry


Joined: 26 Mar 2009

PostPosted: Tue Apr 21, 2009 8:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, Omnifire helped - but it only solved half of the problem. The Airship still won't attack certain structures/units at certain times; It is still inconsistent, but less so than before.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Apr 21, 2009 8:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well:

IsalternateColor=true

Should be:

IsAlternateColor=true

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Xovvo
AA Infantry


Joined: 26 Mar 2009

PostPosted: Tue Apr 21, 2009 9:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Even without that code the airship is buggy - but thank you for pointing that out, I did not notice it.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Tue Apr 21, 2009 10:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

I noticed the same type of firing issues with a tesla-based weapon on the water.

Have you tried using a projectile that can fire at any target? Like InvisibleAll? Start with that; seems to be somewhat related.

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Xovvo
AA Infantry


Joined: 26 Mar 2009

PostPosted: Tue Apr 21, 2009 10:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Where did I... ah!
I suppose that would be placed where InvisibleHigh goes - although I may need to comment out ElectricBounce.

Thank you so much!

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Tue Apr 21, 2009 11:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Conventional wisdom states that you can only use one projectile so just replace Electricbounce with InvisibleAll.

Last edited by Dark Templar X on Tue Apr 21, 2009 11:58 pm; edited 1 time in total

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Xovvo
AA Infantry


Joined: 26 Mar 2009

PostPosted: Tue Apr 21, 2009 11:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, It works beautifully - even on other aircraft.
I still have some omnifire issues -but aside from that the unit performs beautifully.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed Apr 22, 2009 12:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Well it would seem that allowing the projectile to touch anything would seem to help. You could clone InvisibleAll and then not allow it to fire at airborne targets.

Other than that, I don't think you can really solve some of these issues.

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Xovvo
AA Infantry


Joined: 26 Mar 2009

PostPosted: Wed Apr 22, 2009 12:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh, firing at aircraft is no issue (I would expect the gigantic tesla coils flying through the air to hit airborne units) and the pseudo-Omnifire just serves to balance out this unit (I could take apart an opponents base with just one, two if he has aircraft defenses).

Thank you for all of your help - You are wonderful!

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed Apr 22, 2009 12:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Xovvo wrote:
You are wonderful!

That's a first. xD

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