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LtRail problem.
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Uberfuchs
Civilian


Joined: 20 Apr 2009

PostPosted: Fri Apr 24, 2009 7:24 pm    Post subject:  LtRail problem. Reply with quote  Mark this post and the followings unread

I am working on a mod map (simply because of ease of transfer online), and I was told that attaching the LtRail as the primaryweapon= for a unit should be fine. However, any unit I attach it to and try to build causes an internal error. Any help?

This is all I am doing, which creates an IO when building a unit:
[HTNK]
Primary=LtRail

or

[Ghost]
Primary=LtRail



railgun.yrm
 Description:
Very simple map, only modification is htnk with primary=ltrail. Causes IO.

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 Filename:  railgun.yrm
 Filesize:  47.19 KB
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wardeathfun
Commander


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

PostPosted: Fri Apr 24, 2009 7:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

have you tried looking in the rules to see if LtRail is missing anything? most weapons that are not used are not finished. also I am not 100% sure but... I believe it needs to be exact typing... so you may have capitalization off....

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Fri Apr 24, 2009 11:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well I took a look at the ini file and although this weapon was complete some main components were shut off, so I reactivated them and works fine. However you will need to copy this code to your map, GL

[LtRail]
Damage=0 ; this should be 0 for railgun shots
AmbientDamage=150 ; use this for the railgun damage field. Leave damage = 0
ROF=60 ; ROF for railgun is tied to the duration (MaxEC) of the railgun particle
Range=6
Projectile=InvisibleLow
Speed=100
Warhead=RailShot2
Anim=GUNFIRE
IsRailgun=true
AttachedParticleSystem=SmallRailgunSys
Report=BIGGGUN1

; Ghost's Railgun
[RailShot2]
Spread=1
;Verses=100%,130%,150%,110%,5%
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
Rocker=yes
ProneDamage=100%
InfDeath=2

[SmallRailgunSys]
HoldsWhat=SmallRailgunPart
BehavesLike=Railgun
SpiralRadius=6
ParticlesPerCoord=.1
SpiralDeltaPerCoord=.035
MovementPerturbationCoefficient=.3
PositionPerturbationCoefficient=20
VelocityPerturbationCoefficient=.6
Laser=yes
LaserColor=255,128,0

It should work just fine for ya now......

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Biohazard
Commander


Joined: 17 Jan 2008
Location: MD,USA

PostPosted: Sat Apr 25, 2009 12:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Yea except for the 4 second lag caused by the railgun particles

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Sat Apr 25, 2009 1:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Biohazard wrote:
Yea except for the 4 second lag caused by the railgun particles

Which can be alleviated a great deal.

Code:
[whateverparticlesys]
ParticlesPerCoord=.04
MovementPerturbationCoefficient=0
PositionPerturbationCoefficient=0
VelocityPerturbationCoefficient=0

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sat Apr 25, 2009 2:02 am    Post subject: Reply with quote  Mark this post and the followings unread

how about you copy paste the entry for the railgun into the map's ini?

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Sat Apr 25, 2009 3:10 am    Post subject: Reply with quote  Mark this post and the followings unread

It's unnecessary. LtRail exists as a valid weapon.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sat Apr 25, 2009 3:43 am    Post subject: Reply with quote  Mark this post and the followings unread

I'd say bull because no other unit in RA2 or YR actually uses the weapon. So I think the game drops it or something from when reading and Rules.ini (pure speculation) since it's not actually used.

Try it mister...U, and tell me if it works.

EDIT: I tested it and it works fine, just by adding the entry for the weapon itself. And also, lol, the second reply said the same thing. I must have missed reading it.

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

PostPosted: Sat Apr 25, 2009 6:07 am    Post subject: Reply with quote  Mark this post and the followings unread

DaFool wrote:
I'd say bull because no other unit in RA2 or YR actually uses the weapon. So I think the game drops it or something from when reading and Rules.ini (pure speculation) since it's not actually used.


[TankMakeupKit] ; Mirage tank's version since he targets different things
Damage=1
ROF=100
Range=-2 ; infinite
Projectile=Invisible
Speed=100
FireOnce=yes ; Firing clears TarCom so only one shot is fired
Warhead=TankSnapshot
RevealOnFire=no ; Doesn't clear shroud when fired
TerrainFire=yes ; I get an attack cursor on Trees and rocks.
Report=MirageTankDisguise

there is allot of stuff in the rules.ini that isnt used but works. go away. lol.

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Uberfuchs
Civilian


Joined: 20 Apr 2009

PostPosted: Sat Apr 25, 2009 7:10 am    Post subject: Reply with quote  Mark this post and the followings unread

It seems when I add the rules (at least, I tested the LtRail rules add and then removal of only that section) it prevents the game from crashing. This goes against what I've previously understood...

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Lt Albrecht
Defense Minister


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

PostPosted: Sat Apr 25, 2009 8:44 am    Post subject: Reply with quote  Mark this post and the followings unread

This can be explained using knowledge pilfered from Dcoder.

The game builds it's own internal array of weapons when it loads the rules (reason for the dummy xcomet unit), so most weapons aren't loaded. If added to a unit in the rules they're added to this internal array. If you reference a weapon not on the array in a map you WILL get an IE; however, adding it to the map means it is loaded again and added then.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Sun Apr 26, 2009 7:31 am    Post subject: Reply with quote  Mark this post and the followings unread

LtRailGun was not meant for ra2, just for the fact it dosent load by itself, However it works fine if put into map ini....The code I posted way up top.^

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Lt Albrecht
Defense Minister


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

PostPosted: Sun Apr 26, 2009 3:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
LtRailGun was not meant for ra2, just for the fact it dosent load by itself

What next? IFV logic works by voodoo? AAcombat offends the gods? Rolling Eyes

Me, plus a bit more in cease you didn't get it wrote:
The game builds it's own internal array of weapons when it loads the rules (reason for the dummy xcomet unit). If a unit/building/infantry/aircraft has a weapon in one of the [Insert]Weapon= tags (gattling, IFV, primary, secondary) then it is loaded and put in the game's list, if it isn't then according to the game it does not exist, so most weapons aren't loaded, this list is called an array. If you reference a weapon not on the array in a map you WILL get an IE(map-mod the GI to use MechRail etc); however, adding it to the map means it is loaded again and added to the array then, averting the IE and making it work fine.
THERE IS NO GODDAMED VOODO, RAILGUN CODE IN ITS ENTIRETY IS IN RA2 MOST WEAPON TAGS ARE! NOTHING IS "MEANT" FOR EITHER GAME UNLESS THE EXE CODE IS MISSING.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Sun Apr 26, 2009 4:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey LT Albrecht you need to get a life and quit being so negative towards everyone! Everytime someone posts whether it be stupid crazy nonsense you have nothing nice to say, So shut the F#$% UP!

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Lt Albrecht
Defense Minister


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

PostPosted: Sun Apr 26, 2009 4:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Hey LT Albrecht you need to get a life and quit being so negative towards everyone! Everytime someone posts whether it be stupid crazy nonsense you have nothing nice to say, So shut the F#$% UP!

How about no?



And explaining that RA2 does not work by black magic is not evil, it is merely truthful. If the truth hurts I hope this is 7.62mm armour piercing.

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DaFool
Defense Minister


Joined: 07 Nov 2006

PostPosted: Sun Apr 26, 2009 4:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

@wardeathfun
I looked at the entry, and the mirage tank does in fact, not have the weapon. So, when you give that weapon to a unit in a mod map without copying the weapon's ini entry, does it work?

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Sun Apr 26, 2009 6:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

DaFool wrote:
@wardeathfun
I looked at the entry, and the mirage tank does in fact, not have the weapon. So, when you give that weapon to a unit in a mod map without copying the weapon's ini entry, does it work?


if no other unit uses it, then no.

thats why there's dummy units, you attatch the weapon to a dummy unit to force the game to load the weapon, even though the unit it's attatched to will never be used.

or you can try aforementioned voodoo, guess what I'm putting my money on...........

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wardeathfun
Commander


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

PostPosted: Sun Apr 26, 2009 8:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

DaFool wrote:
@wardeathfun
I looked at the entry, and the mirage tank does in fact, not have the weapon. So, when you give that weapon to a unit in a mod map without copying the weapon's ini entry, does it work?


dunno. but it was an example ontop of my head. why dont you try it :p

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