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.
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Fri Apr 24, 2009 7:39 pm Post subject:
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.... QUICK_EDIT
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
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. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Sat Apr 25, 2009 6:07 am Post subject:
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. QUICK_EDIT
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... QUICK_EDIT
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. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
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.^ QUICK_EDIT
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?
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.
_________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
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#$% UP! QUICK_EDIT
Hey LT Albrecht you need to get a life and quit being so negative towards everyone! Everytime someone posts whether it be stupid crazy nonsense you have nothing nice to say, So shut the F#$% 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. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
@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? _________________ Please, read the signature rules of the forum. QUICK_EDIT
@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........... QUICK_EDIT
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Sun Apr 26, 2009 8:56 pm Post subject:
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 QUICK_EDIT
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