Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Wed Jun 10, 2009 6:01 am Post subject:
Random question and 2 IE's
Hello all, I've got a question, and 2 IE's that I don't know how to fix. First, my question, is it possible to make tesla beams bounce when fired at normal ground. For example, elite Tesla Tank's electric beams split in a few different beams when fired at enemies (or allies), but not when fired at normal ground. The same goes for spawning particles, is that possible without firing at enemeis or allies?
Now, my IE's, when I build Boris, the game crashes. It says that his elite weapon doesn't exist, but I even recreated it...Here are the codes (including art):
;Boris
[BORIS]
UIName=Name:Boris
Name=Boris
;Image=TANY
Category=Soldier
Prerequisite=NAHAND ;NATECH
Primary=BorisAK
Secondary=BorisFlare
OpenTransportWeapon=0;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress
NavalTargeting=4
LeadershipRating=8
Assaulter=no ; I clear out UC buildings
CrushSound=InfantrySquish
Crushable=no
TiberiumProof=yes
Strength=325
Armor=hero ;flak
TechLevel=9
Pip=red
Sight=9
Speed=5
Owner=Russians,Confederation,Africans,Arabs,NodC,Sickle,Hammer,Soviets
ForbiddenHouses=Sickle,Hammer
AllowedToStartInMultiplayer=no
Cost=1 ;500
Soylent=750
Points=50
IsSelectableCombatant=yes
VoiceSelect=BorisSelect
VoiceMove=BorisMove
VoiceAttack=BorisAttackCommand
;VoiceAttack=BorisAttackCommand
VoiceFeedback=BorisFear
VoiceSecondaryWeaponAttack=BorisAirstrikeVoice
;VoiceSecondaryWeaponAttack=BorisAirstrikeVoice
DieSound=BorisDie
CreateSound=BorisCreated
EnterWaterSound=TanyaEntersWater
LeaveWaterSound=TanyaLeavesWater
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=25 ; This value MUST be 0 for all building addons
SpecialThreatValue=1
ImmuneToVeins=yes
ImmuneToPsionics=yes
ImmuneToPsionicWeapons=yes
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,SCATTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
DetectDisguise=yes
DetectDisguiseRange=8
ElitePrimary=BorisAKE
IFVMode=4
UseOwnName=true
BuildLimit=1
SelfHealing=yes
AirstrikeTeam=2
EliteAirstrikeTeam=4
AirstrikeTeamType=BPLN
EliteAirstrikeTeamType=BPLN
AirstrikeRechargeTime=100
EliteAirstrikeRechargeTime=50
[AKM]
Damage=65
ROF=20
Range=7
Projectile=InvisibleLow
Speed=100
Warhead=BORISWH
Report=BorisAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
[AKME]
Damage=90
ROF=20
Range=9
Projectile=InvisibleLow
Speed=100
Warhead=BORISWH
Report=BorisAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
[TTElectric]
Verses=100%,100%,100%,100%,100%,100%,75%,75%,75%,200%,100%
InfDeath=5
Wood=yes
Wall=yes ; SJM: This allows Tesla Coils to destroy bridges (approved by DB)
AnimList=TSTIMPCT
ImmunityType=electric
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Wed Jun 10, 2009 2:10 pm Post subject:
The weapons are right, I just copied the wrong ones...
Here are the good ones:
[BorisAK]
Damage=65
ROF=20
Range=7
Projectile=InvisibleLow
Speed=100
Warhead=BORISWH
Report=BorisAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
[BorisAKE]
Damage=90
ROF=20
Range=9
Projectile=InvisibleLow
Speed=100
Warhead=BORISWH
Report=BorisAttack
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
The names between the [ and ] don't have to be capital, I nearly never do.
Yes I am using NPtach, version 22 (if that's the last one).
[SmallTeslaP]
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes _________________ ☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
☭☭☭☭☭☭☭☭☭☭ QUICK_EDIT
You gotta attatch the Shrapnelweapon to a dummy unit.
So the game loads it, otherwise it IEs. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Wed Jun 10, 2009 4:40 pm Post subject:
Ah ok, thank you. And what about Boris, or my question if shrapnel weapons can also spawn shrapnel when fired at buildings or just the ground? _________________ ☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
☭☭☭☭☭☭☭☭☭☭ QUICK_EDIT
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Wed Jun 10, 2009 5:41 pm Post subject:
What is the first and second except? I take it the first is Boris' one? Well, his weapons and projectiles all exist...
And I fixed the Voltager's one, thanks to Lt Albrecht. I promoted him to general.
How can names not written in caps cause IE's...Surely it must be something other? Weird...But I do believe you...Why wouldnt'I? _________________ ☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
☭☭☭☭☭☭☭☭☭☭ QUICK_EDIT
Yr is a fussy, temperamental engine. Npatch is like spoiling it to try and make it do more stuff, all you end up with is a stroppier child who does a few little things to help now and then. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Thu Jun 11, 2009 6:05 am Post subject:
Ah...I'm 14 and live in the Netherlands, so, sorry...It seems this IE is something that can't be fixed, only by pure luck? _________________ ☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
☭☭☭☭☭☭☭☭☭☭ QUICK_EDIT
If all I did was add (to the correct places) code that was listed in the MDK for that version of Npatch, how is it that I can't code when I haven't even written any code?
That's like someone being given an unstable chair and being told "you can't sit!" when they fall off. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
Look this is basic coding issues, i.e. not attaching shrapnel weapons to dummy units.
also next time you post - post everything including
- any exe patches
- which game you playing (RA2/YR)
- full unit code
Also think logically how to code.
For example test the unit using a weapon which you know works e.g. M60, flak, if it IE then you know you broke something in the code.
As for NPatch, yes its buggy, yes it produces odd errors, but its the only patch which is availiable on a web site in a exe, and not as open source code. Also for some users, none or any errors how occured. _________________ QUICK_EDIT
Joined: 13 Jan 2007 Location: Netherlands! Banned: 3 times
Posted: Thu Jun 11, 2009 12:45 pm Post subject:
Yeah, I should've mentioned I mod Yuri's Revenge...Seeing as I posted Boris' code with YR only tags, that probably wasn't very clear...
I did think logical...And I knew something was wrong with the shrapnel, just not what. And yes, I forgot to post the shrapnel...And as I've never worked before with shrapnel (other then those that already existed), how was I supposed to know it must be attached to a unit. I couldn't find anything on the internet. But that unit already is fixed... _________________ ☭☭☭☭☭☭☭☭☭☭
Become one with your heart's desire:
http://www.moddb.com/mods/command-conquer-red-renegade1
☭☭☭☭☭☭☭☭☭☭ QUICK_EDIT
And as I've never worked before with shrapnel (other then those that already existed), how was I supposed to know it must be attached to a unit.
directly taken from rules/rulesmd.ini
ElitePrimary=SuperCometFragment ;Like [WEEDGUY] this just instantiates more weapons
also like I said if you changed the Primary= to somethin like M60 you would have figured out it was a problem with your weapon code, instead of having to post your entire unit code. _________________ QUICK_EDIT
Your brain is your best friend. Give him something to do every now and then. _________________ Yes, work on MV continues. It is not forgotten. QUICK_EDIT
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