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Random question and 2 IE's
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Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Wed Jun 10, 2009 6:01 am    Post subject:  Random question and 2 IE's Reply with quote  Mark this post and the followings unread

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)

[BORISWH]
Verses=200%,200%,100%,50%,50%,50%,1%,1%,1%,100%,100%
InfDeath=1
AnimList=PIFFPIFF,PIFFPIFF
Bullets=yes
ProneDamage=70%

[BORIS] ; Boris
Sequence=BorisSequence
Cameo=BRISICON
AltCameo=BRISUICO
Crawls=no
Remapable=yes
FireUp=3
PrimaryFireFLH=100,0,100

Here's the except.txt:

http://rapidshare.de/files/47481061/except.txt.html

Now, another unit also crashes, when firing its weapon. Its weapon is supposed to act like an elite Tesla ank as I mentioned earlier, here's the code:

; Voltager
[Voltager]
UIName=Name:TTNKReplace
Image=teslatank
Name=Tesla Tank
Prerequisite=NAWEAP;,NARADR
Primary=VoltagerBolt
;Secondary=TankAssaultBolt
Strength=400
Category=AFV
Armor=mediumvehicle ;heavy
Turret=yes
IsTilter=yes
TooBigToFitUnderBridge=true
TechLevel=10
Sight=6
Speed=4
CrateGoodie=yes
Crusher=yes
Owner=Russians,Confederation,Africans,Arabs,NodC,Sickle,Hammer,Soviets
RecquiredHouses=Sickle
Cost=1;500
Soylent=1500
Points=25
ROT=3
IsSelectableCombatant=yes
AllowedToStartInMultiplayer=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=TeslaTankSelect
VoiceMove=TeslaTankMove
VoiceAttack=TeslaTankAttackCommand
CrushSound=TankCrush
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=TeslaTankMoveStart
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Destroyer
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
ElitePrimary=VoltagerBoltE
Crewed=yes
ImmuneTo=electric
VeteranImmuneTo=electric
EliteImmuneTo=electric

[VoltagerBolt]
Damage=100
ROF=50
Range=7
Speed=100
Warhead=TTElectric
Report=TeslaTankAttack
Projectile=Electriclargebounce
IsElectricBolt=true

[VoltagerBoltE]
Damage=100
ROF=50
Range=10
Speed=100
Warhead=TTElectric
Report=TeslaTankAttack
Projectile=Electriclargebounce
IsElectricBolt=true

[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

[teslatank] ; Voltager
Voxel=yes
Remapable=yes
Cameo=TTNKICON
AltCameo=TTNKUICO
PrimaryFireFLH=120,25,100
ElitePrimaryFireFLH==120,25,100

And here's the except.txt of this one:

http://rapidshare.de/files/47481077/except.txt.html

Can anyone figure my problems out? Thanks in advance.

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Wed Jun 10, 2009 7:17 am    Post subject: Reply with quote  Mark this post and the followings unread

this your first prob,
Primary=BorisAK
ElitePrimary=BorisAKE

and your weapons are called;
AKM
AKME

so change the names of your weapons to;
Primary=AKM
ElitePrimary=AKME

not sure what the prob is on the second....

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[TiberianFuture]
Scrin Overlord


Joined: 30 Apr 2009
Location: The Mothership

PostPosted: Wed Jun 10, 2009 7:26 am    Post subject: Reply with quote  Mark this post and the followings unread

For the second one, I think the names between the [ ] should be in capital letters.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed Jun 10, 2009 10:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Are you using RPatch/NPatch? that would explain why you have code like Armor=hero

your second unit problem is a projectile does not exist

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Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Wed Jun 10, 2009 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

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).

The projectiles do exist...

[Electriclargebounce]
ShrapnelWeapon=TeslaLargeFragment
ShrapnelCount=4
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=no
SubjectToWalls=no

[TeslaLargeFragment]
Damage=30
ROF=80
Range=3
Projectile=TeslaLargeProjectile
Speed=10
Report=TeslaCoilAttack
Warhead=Electric
IsElectricBolt=true
Anim=PIFFPIFF ;gs TEMP###

[TeslaLargeProjectile]
ShrapnelWeapon=TeslaFragment
ShrapnelCount=4
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=no
SubjectToWalls=no

[TeslaFragment]
Damage=30
ROF=80
Range=3
Projectile=SmallTeslaP
Speed=10
Report=TeslaCoilAttack
Warhead=Electric
IsElectricBolt=true
Anim=PIFFPIFF ;gs TEMP###

[SmallTeslaP]
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes

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Lt Albrecht
Defense Minister


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

PostPosted: Wed Jun 10, 2009 3:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

You gotta attatch the Shrapnelweapon to a dummy unit.
So the game loads it, otherwise it IEs.

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Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Wed Jun 10, 2009 4:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

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?

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed Jun 10, 2009 5:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

The first except is a missing projectile or missing primary weapon...

Second generated an unusable one.

Since you've admitted to using a Random IE Generator, not much you can do with excepts very often.

Otherwise, they've pretty much got it. >_>

Also. You _should_ use caps for unit names, especially since that turned out to be the cause of an IE a while back.

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Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Wed Jun 10, 2009 5:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

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?

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Become one with your heart's desire:
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Lt Albrecht
Defense Minister


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

PostPosted: Wed Jun 10, 2009 7:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Jun 10, 2009 8:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Guess you cant code. Rolling Eyes

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Lt Albrecht
Defense Minister


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

PostPosted: Wed Jun 10, 2009 8:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Erm... I can code. All I ever did in a mod once was add some Npatch MDK code.

It had random IEs.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Jun 10, 2009 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Then I repeat: you cant code.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed Jun 10, 2009 9:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

I bet he can. I can code fine and NPatch still kicks my ass with random, untraceable errors.

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Xovvo
AA Infantry


Joined: 26 Mar 2009

PostPosted: Thu Jun 11, 2009 5:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, while really not that helpful, I do see one problem -- completely code unrelated -- that made me cry.

"Voltager"

Everyone who loves the English language died a little bit on the inside. You cannot substantivize a substantive, sweetie.

And aside from that, it's an awkward name for what could be a badass unit.

Try using Wiktionary, Word Web, or even The Urban Dictionary if you would like the materials for awesome names.

Thank you kindly for listening (well, reading, rather).

Good luck with the unit!

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Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Thu Jun 11, 2009 6:05 am    Post subject: Reply with quote  Mark this post and the followings unread

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?

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Lt Albrecht
Defense Minister


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

PostPosted: Thu Jun 11, 2009 7:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Then I repeat: you cant code.

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.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Jun 11, 2009 8:49 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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need my speed
Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Thu Jun 11, 2009 12:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

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...#Tongue

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...

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Lt Albrecht
Defense Minister


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

PostPosted: Thu Jun 11, 2009 3:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
how was I supposed to know it must be attached to a unit.

Read your rules, Xcomet and weedguy say this already #Tongue

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Jun 11, 2009 6:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

need my speed wrote:
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.

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need my speed
Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Fri Jun 12, 2009 5:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Ok...You win! And I did know something was wrong with the weapons but better safe then sorry.

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Lt Albrecht
Defense Minister


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

PostPosted: Fri Jun 12, 2009 9:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Your brain is your best friend. Give him something to do every now and then. Wink

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