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AI excessive unit creation...
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Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
Location: Less than 10 minutes from the internet

PostPosted: Fri Jul 17, 2009 5:17 am    Post subject:  AI excessive unit creation...
Subject description: oh boy...
Reply with quote  Mark this post and the followings unread

Hey all, I was just testing a pair of new units with some shiny new voxels I spotted (don't worry, I will give credit if it ever is worth releasing). Its the Hammer Tank and Guardian tank from RA3, but Im putting it in my RA2:YR mod.

Anyway, I just added their code into the rulesmd.ini and the artmd.ini, NOT the AI controller .ini YET and for some reason, the AI is creating swarms and swarms of both the new tanks, regardless of house or prerequisites... WTF? How did I manage that, without changing the AI task forces yet. How the AI is building BOTH tanks, I don't know.

It works fine from the human perspective, allowing only the unit belonging to your house. Here's the code. Ignore the dummy weapons, etc.:
Code:

; Medium Tank
[GARTK]
UIName=Guardian Tank ;Yes, I know this line is wrong, but I just learned about removing the "MISSING:" thingy
Name=Guardian Battle Tank
Image=GARTK
Prerequisite=GAWEAP,GATECH
Primary=105mmE
Strength=350
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=7
Sight=8
Speed=7
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=yes
Cost=850
Soylent=700
Points=25
ROT=4
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllVehicleSelect
VoiceMove=GenAllVehicleMove
VoiceAttack=GenAllVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=GrizzlyTankMoveStart
CrushSound=TankCrush
MaxDebris=2
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=15   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
OpportunityFire=yes
ElitePrimary=120mmE



; Heavy Tank
[HMMTK]
UIName=Hammer Tank
Name=Hammer Heavy Tank
Prerequisite=NAWEAP,NATECH
Primary=105mmE
Image=HMMTK
Strength=300
Category=AFV
Armor=light
Turret=yes
IsTilter=yes
TargetLaser=no
TooBigToFitUnderBridge=true
TechLevel=7
Sight=8
Speed=7
CrateGoodie=no
Crusher=yes
Owner=Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=yes
Cost=750
Soylent=700
Points=25
ROT=6
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenSovVehicleSelect
VoiceMove=GenSovVehicleMove
VoiceAttack=GenSovVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=RhinoTankMoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=40   
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
OpportunityFire=yes
ElitePrimary=120mm

And the code from the artmd.ini file:
Code:

[GARTK]   ; Guardian Tank
Voxel=yes
Remapable=yes
Cameo=GARDICON
PrimaryFireFLH=150,0,100

[HMMTK]   ; Hammer tank
Voxel=yes
Remapable=yes
Cameo=HTNKICON
AltCameo=HTNKUICO
PrimaryFireFLH=150,0,100


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m7
Commander


Joined: 17 Apr 2009

PostPosted: Fri Jul 17, 2009 6:30 am    Post subject: Reply with quote  Mark this post and the followings unread


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need my speed
Cyborg Artillery


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

PostPosted: Fri Jul 17, 2009 7:27 am    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, which version of NPatch does fix hat bug by the way? As I have the latest (?), version SE 22. NPatch's site is luckily really clear in what is the newest version, and on Google or ModEnc I can't find it so... #Tongue

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Fri Jul 17, 2009 11:03 am    Post subject: Reply with quote  Mark this post and the followings unread

it'll be the "100 unit bug".

swap the new tanks with vehicles that never get built, such as the taxi or suv in the list.

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Fri Jul 17, 2009 11:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Take some pictures! #Tongue

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Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
Location: Less than 10 minutes from the internet

PostPosted: Fri Jul 17, 2009 3:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't believe I have heard of these patches. Obviously, I don't have any of them. If one of these patches would fix it, I would be happy to install it, if my existing modifications should gain no ill effects.

Here's the vehicle list:
Code:

; ******* Vehicle Type List *******
; This lists all of the vehicles types in the game. Each vehicle
; type should have a matching section that specifies the data it
; requires.
[VehicleTypes]
1=AMCV;Allied MCV
2=HARV
3=APOC
4=HTNK
5=SAPC
6=CAR
7=BUS
8=WINI
9=PICK
10=MTNK
11=HORV
12=TRUCKA
13=TRUCKB
14=CARRIER
15=V3
16=ZEP
17=DRON
18=HTK
19=DEST
20=SUB
21=AEGIS
22=LCRF
23=DRED
24=SHAD
25=SQD
26=DLPH
27=SMCV; soviet MCV
28=TNKD
;29=CARRIERB
30=HOWI
;31=DREDB
32=TTNK
33=HIND
34=LTNK
35=CMON
36=CMIN
37=SREF
38=XCOMET ; Not real unit.  Weapons have to belong to a unit to be used for things like airburst and Shrapnel.  Not my hack.
39=HYD
40=MGTK
41=FV
42=DeathDummy ;dummy object used to work around INI parsing problem for DeathWeapon - TR ;gs needs to be unit since infantry hard code require art
43=VLAD
44=DTRUCK
45=PROPA
46=CONA
47=COP
48=EUROC
49=LIMO
50=STANG
51=SUVB
52=SUVW
53=TAXI
54=PTRUCK
55=CRUISE
56=TUG
57=CDEST
58=YHVR
59=PCV
60=SMIN
61=SMON
62=YCAB
63=YTNK
64=BFRT
65=TELE
66=CAOS
67=DDBX
68=BCAB
69=BSUB
70=SCHP
;71=DNOA ;made infantry
;72=DNOB
73=JEEP
74=MIND
75=DISK
76=UTNK
77=ROBO
78=YDUM
79=SCHD
80=DOLY
81=CBLC
82=FTRK
83=AMBU
84=CIVP

;My Units Start Here
85=COPT
86=SGBT
87=GBT
88=TSLBT
89=PMBT
90=GATBT
91=PTBT
92=MINTK
93=PIMP
94=SCAN
95=YRAIL
96=YART
97=RAVEN
98=MOPOST
99=ARAIL
100=SRAIL
101=SFV
102=PARX
103=RBT
104=SNTK
108=LOLMECH ;<-This one does it, disabled now
109=MAMU
111=NLTNK ;<-This one does it,
112=MBNK
113=WRTNK
114=HMMTK ;<-This one does it
115=GARTK ;<-This one does it

Otherwise, those other ones are free from this problem.

So tell me what these patches are called, and as it sounds like a good solution.

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ronco
Cyborg Firebomber


Joined: 08 Mar 2009
Location: solingen germany

PostPosted: Fri Jul 17, 2009 3:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

it is the 100 unit bug ... check each unit you dont know if it has techlevel=-1 its unbuildable so can be move on a number above 100 ... then add your new units on the free places

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Fri Jul 17, 2009 4:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

need my speed wrote:
Yeah, which version of NPatch does fix hat bug by the way? As I have the latest (?), version SE 22. NPatch's site is luckily really clear in what is the newest version, and on Google or ModEnc I can't find it so... #Tongue


The 100 unit bug...it doesn't happen in YR 1.001 Rolling Eyes

Hey Atari2600, just patch up to YR 1.001 (most mods requires YR to be patched up to this version) and your problem is solved (in fact, the AI doesn't build said units at all), unless however, you've already patched up your game to said version. That, I'm not sure how to solve...but it shouldn't happen, trust me on this one holmes Very Happy Oh and welcome to PPM forums comrade Smile

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Lt Albrecht
Defense Minister


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

PostPosted: Fri Jul 17, 2009 4:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

STFU. NOW.

The 100 unit bug is documented in RA2YR and refers to 100 buildable (tecthlevel=1-11 IIRC) units. Therefore unbuildable stuff (Techlevel=-1) dpes not count so you may well have 100 units, but seeings as you'll have 20 or 30 civ vehicles as stock you'll only get up to about 70. Plus it's unit 101 it starts spamming IIRC, not unit 100. So if you have 102 buildable units that the AI doeas not spam, please return.

Unntil then STFU and listen.

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Fri Jul 17, 2009 4:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

freedom fighter wrote:
The 100 unit bug...it doesn't happen in YR 1.001 Rolling Eyes


It does happen in YR, it happened to me once. Also IIRC it was discovered modding YR 1.001.

Also NPatch fixes this by increasing the number of units, I think it was 200 units now.

But avoiding this bug is quite easy, just move the units with techlevel=-1, so you units don't surpass the 100 mark.

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need my speed
Cyborg Artillery


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

PostPosted: Fri Jul 17, 2009 4:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

It moves it to 200? Well then I can't create an AI for my mod, seeing as it will add more then 600 unique infantry / vehicles / aircraft. Aircraft is obviously not much, so say 275 infantry / 275 vehicles. And that's only the stuff that will be added...ztype.

Any way to fix that?

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Lt Albrecht
Defense Minister


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

PostPosted: Fri Jul 17, 2009 5:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

HOLY SHIT WHY? Why that many? Seriously. Unless you are dday/historical you do not need so many units. Don't make each freaking GI have a personality or something stupid #Tongue

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Fri Jul 17, 2009 5:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

He probably has Great Britain as an country, with regions as factions.

With pip-pip-pip English fagboys, Welsh sheep Shocked and Scottish cavemen... #Tongue Maybe even Irish drunkards... Wink

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need my speed
Cyborg Artillery


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

PostPosted: Fri Jul 17, 2009 6:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nah, I have 6 factions with each 2 nearly totally different subfactions, and then some countries too. So 18 nearly completely different (sub) factions, plus 10 / 20 countries which all have 2 / 3 unique units...

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Lt Albrecht
Defense Minister


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

PostPosted: Fri Jul 17, 2009 7:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
English fagboys

Your life is forfeit. Well done, douchebag.

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need my speed
Cyborg Artillery


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

PostPosted: Fri Jul 17, 2009 7:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

That actually sounds cool. #Tongue

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Fri Jul 17, 2009 7:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lt Albrecht wrote:
Quote:
English fagboys

Your life is forfeit. Well done, douchebag.


Hey I got to keep everyone happy so I insult all islanders equally, well maybe except the Welsh, they don't look that aggressive... Wink

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Fri Jul 17, 2009 7:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

IIRC, the link that I provided in my post has the fixed list of units so you can maximize the number of units available. Or did we just ignore my useful link to understanding the problem?

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need my speed
Cyborg Artillery


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

PostPosted: Fri Jul 17, 2009 8:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

That won't help me though. With that method you can add 30 vehicles...I add 275 vehicles...

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Lt Albrecht
Defense Minister


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

PostPosted: Fri Jul 17, 2009 8:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

not for you ya muppet #Tongue

Anyways, couldn't you cut down on the sides/subfactions somewhat. You do realise RA1 style armour/firepower/ROF/cost multipliers work, right?

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need my speed
Cyborg Artillery


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

PostPosted: Fri Jul 17, 2009 8:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I use that too...#Tongue Actually, I've whole traits like C&C3 does, like Financial, Rusher, etc. But yeah, I could of course cut it back. Or I could finish my mod without AI and campaign. I'll probably do both. #Tongue

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Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
Location: Less than 10 minutes from the internet

PostPosted: Fri Jul 17, 2009 9:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I AM using YR version 1.001, so if this is happening, it must not be covered by that patch.

So basically, if I sort it with the civilian, non-buildable units w/ techlevel=-1 AFTER the 100, and then put my new units before it, this error should cease, huh? Alright, sounds good. Thank you for the information.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Jul 17, 2009 9:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

need my speed wrote:
Yeah, I use that too...#Tongue Actually, I've whole traits like C&C3 does, like Financial, Rusher, etc. But yeah, I could of course cut it back. Or I could finish my mod without AI and campaign. I'll probably do both. #Tongue

Why dont you just have factions share generic units and infantry, like RA1/TD/Dune2000?

I can't imagine most of those units actually being unique, only very slightly and visually.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Sat Jul 18, 2009 12:52 am    Post subject: Reply with quote  Mark this post and the followings unread

you can put all the units marked with a * after 100.

1=AMCV;Allied MCV
2=HARV
3=APOC
4=HTNK
5=SAPC
6=CAR*
7=BUS*
8=WINI*
9=PICK*
10=MTNK
11=HORV
12=TRUCKA*
13=TRUCKB*
14=CARRIER
15=V3
16=ZEP
17=DRON
18=HTK
19=DEST
20=SUB
21=AEGIS
22=LCRF
23=DRED
24=SHAD
25=SQD
26=DLPH
27=SMCV; soviet MCV
28=TNKD
;29=CARRIERB
30=HOWI* (unless you re-enabled it)
;31=DREDB
32=TTNK
33=HIND* (again, unless you re-enabled it)
34=LTNK
35=CMON
36=CMIN
37=SREF
38=XCOMET*
39=HYD
40=MGTK
41=FV
42=DeathDummy*
43=VLAD*
44=DTRUCK
45=PROPA*
46=CONA*
47=COP*
48=EUROC*
49=LIMO*
50=STANG*
51=SUVB*
52=SUVW*
53=TAXI*
54=PTRUCK*
55=CRUISE*
56=TUG*
57=CDEST
58=YHVR
59=PCV
60=SMIN
61=SMON
62=YCAB*
63=YTNK
64=BFRT
65=TELE
66=CAOS
67=DDBX*
68=BCAB
69=BSUB
70=SCHP
;71=DNOA (delete and replace this)
;72=DNOB (delete and replace this)
73=JEEP*
74=MIND
75=DISK
76=UTNK
77=ROBO
78=YDUM
79=SCHD
80=DOLY*
81=CBLC*
82=FTRK*
83=AMBU*
84=CIVP *

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Lexa
Tiberian Beast


Joined: 08 May 2009
Location: Humour House and Red Alert 2 Editing. Occupation: Female Modder, YR: Uprising coder

PostPosted: Sat Jul 18, 2009 1:48 am    Post subject: Reply with quote  Mark this post and the followings unread

You can't remove XCOMET and DeathDummy. They're placeholders like the Weedgay. XCOMET is a placeholder for tesla and prism tanks and DeathDummy for the unit's default death weapon.

The best thing you remove is the CARRIERB and the DREDB. Unless if you re-enabled it.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Sat Jul 18, 2009 2:06 am    Post subject: Reply with quote  Mark this post and the followings unread

You can move the unloaded miners and the deployed Siege Chopper down too.

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Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
Location: Less than 10 minutes from the internet

PostPosted: Sat Jul 18, 2009 2:33 am    Post subject: Reply with quote  Mark this post and the followings unread

I moved only the ones I recognized as movable, like the civy vehicles. It opened up enough room for me to work, and make a few more units, and in a test run, the AI didn't excessively build the units.

So, in a word, SUCCESS! It worked, and I appreciate the help.

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need my speed
Cyborg Artillery


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

PostPosted: Sat Jul 18, 2009 6:41 am    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
need my speed wrote:
Yeah, I use that too...#Tongue Actually, I've whole traits like C&C3 does, like Financial, Rusher, etc. But yeah, I could of course cut it back. Or I could finish my mod without AI and campaign. I'll probably do both. #Tongue

Why dont you just have factions share generic units and infantry, like RA1/TD/Dune2000?

I can't imagine most of those units actually being unique, only very slightly and visually.

You're right, most of them have only slight visual and code changes. For example, the Anarchists Slave Miner is a bit dustier an spawns 10 slaves.

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Lt Albrecht
Defense Minister


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

PostPosted: Sat Jul 18, 2009 3:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cut down on unit diversity, posssibly add more structure diversity to compensate.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Sat Jul 18, 2009 4:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lexa wrote:
You can't remove XCOMET and DeathDummy. They're placeholders like the Weedgay. XCOMET is a placeholder for tesla and prism tanks and DeathDummy for the unit's default death weapon.

The best thing you remove is the CARRIERB and the DREDB. Unless if you re-enabled it.


MRMIdAS wrote:
you can put all the units marked with a * after 100.


where do I say to delete xcomet or deathdummy?

I only say to delete the 2 dino entries that are commented out anyway.

What I AM saying is any unit not buildable by any side should go AFTER 100, so you get maximum units, without the bug.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jul 18, 2009 10:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

add to your infantry list an E1clone
then give this clone the weapons which the Deathdummy and XCOMET have

e.g.
[InfantryTypes]
...
66=WEAPDUMMY

[WEAPDUMMY]
Image=E1 ;infantry need art or they cause an IE
Primary=DefaultDeathWeapon
Secondary=CometFragment
ElitePrimary=TeslaFragment
EliteSecondary=SuperCometFragment

Then you should be able to delete those 2 stupid placeholder without any problems.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Sat Jul 18, 2009 11:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why are you wasting your time? Use an IFV clone unit. You have 40 weapon slots.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Jul 18, 2009 11:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

an IFV is again a VehicleType
I wanted to move the useless placeholder to other groups, like the smaller InfantryTypes list. The best might be AircraftTypes being the smallest list. The BuildingTypes list should also work as this one can even go in the thousands.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Sat Jul 18, 2009 11:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's an unbuildable VehicleType so it doesn't make a difference. Why clutter the file with clones that do the same thing? Far easier to load all of your invoked weapons on one unit.

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wardeathfun
Commander


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

PostPosted: Sun Jul 19, 2009 3:41 am    Post subject: Reply with quote  Mark this post and the followings unread

It is quit pointless to place hack units on another list... Just put them after the 100th line... not like they are ever built.

its rally pointless to do anything to them at all really.

Last edited by wardeathfun on Mon Jul 20, 2009 6:01 pm; edited 1 time in total

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Sun Jul 19, 2009 6:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

The IFV concept makes perfect sense. If you have more hack weapons, then this would be easier than creating 3 or 4 hack vehicles.

And btw, it's easier to find all your hacks on one unit. Besides the fact you don't add extra units to the list.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Mon Jul 20, 2009 1:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

m7 wrote:
The IFV concept makes perfect sense. If you have more hack weapons, then this would be easier than creating 3 or 4 hack vehicles.

And btw, it's easier to find all your hacks on one unit. Besides the fact you don't add extra units to the list.


not the point.

create hack infantry, no vehicles, they aren't suceptible to the 100 unit bug, so they work as dummies for hack weapons.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Mon Jul 20, 2009 5:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Infantry are susceptible to the problem... I tested it. They go crazy just like vehicles.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Mon Jul 20, 2009 7:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dark Templar X wrote:
Infantry are susceptible to the problem... I tested it. They go crazy just like vehicles.


yeah?

never had 100 infantry so wouldn't know.

buildings then, just make 'em unbuildable, and there's no limit to the best of my knowledge

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Mon Jul 20, 2009 7:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

Other than the IFV unit works just fine.

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue Jul 28, 2009 6:19 am    Post subject: xcomet and deathdummy Reply with quote  Mark this post and the followings unread

these 2 placeholders what if you scraped all the military vehicles from the game and started form scratch....could these to be taken out??

And Lt I take it you are British...English....not really sure what the proper term is, but Ixonoclast said English fagboys.....um does he know the English call cigarettes fags.......so then he is calling English cigarette boys....

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Tue Jul 28, 2009 3:11 pm    Post subject: Re: xcomet and deathdummy Reply with quote  Mark this post and the followings unread

Nikademis Von Hisson wrote:
these 2 placeholders what if you scraped all the military vehicles from the game and started form scratch....could these to be taken out??


no.

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need my speed
Cyborg Artillery


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

PostPosted: Tue Jul 28, 2009 3:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes they can, however, shrapnel (like splitting prism or tesla beams) won't work.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Tue Jul 28, 2009 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

XCOMET can be removed if you don't have cluster, shrapnel or fragmenting weapons but DeathDummy needs to be there.

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need my speed
Cyborg Artillery


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

PostPosted: Tue Jul 28, 2009 8:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh yes, but I thought there was a serperate vehicle for tesla and prism shrapnel, and thus assumed that he was talking about those 2. My fault.

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