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Some things need fixing.
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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Mon Sep 21, 2009 2:24 am    Post subject:  Some things need fixing. Reply with quote  Mark this post and the followings unread

So here's some freestyle stuff you guys could think up that I always mess up.

1: Upgrading Gattling Cannon

I can't do it, I want it to always fire its 3rd stage weapons when upgraded, but it "swipes the ground" when it fires at aircrafts. Any codes that work would be suffice.

2: Survival Mode

How to get it, the MP***MD.ini file. I have a map, but when I run it on MPBattleMD.ini it screws up when done loading and gives IE.

3: SOLVED*****

4: SOLVED*****

5: SOLVED*****

6: SOLVED*****

7: SOLVED*****

Last edited by 001010011100101110 on Sat Sep 26, 2009 9:27 pm; edited 4 times in total

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Mon Sep 21, 2009 7:00 am    Post subject: Reply with quote  Mark this post and the followings unread

1. Are you ussing upgrade logic. Well just recreate all the weapons. Set them on your new upgrade building. When upgrade is palced, the new weapon systems will fire instead of the old ones. This involves cloning all the weapons, or you can leave them and just change these values on the new upgrade building:
Stage1=200
Stage2=400
Stage3=600
EliteStage1=100
EliteStage2=200
EliteStage3=300
RateUp=1
RateDown=50

And no I will not give you codes, figure it out yourself. No PnP for you.

2. I have no clue. This sounds like a mod question, I do map mods, but they never require changing actual game ini files.

3. Ok you got a few options here that I know of.

A. You can make the mcv autofire a sucide weapon and it will simply explode in first few seconds of game, note you will want to use a lock input trigger and an unlock trigger about 7 seconds later. At game start, also chaning screen location makes it feel like you never even got an mcv. Note the ai's mcv will not be destroyed if you use this method.

B. Mod the darn mcv, change it's image, make it not able to deploy into anything. Then what you got is a convoy truck.

C. Just use a trigger to give players a new building, and have all thie runits get destroyed from start. Then you can give them whatever and have an atatched trigger that destroys said building after a few seconds.

D. However if you just want to plain remove them from starting in game, it's not possible to my knoledge, hardcoded. But I have never tried any patches, so a more enlightneded modder here might be able to help you with that.

Well I hoped that helped you, also did my tip in other thread help you? You don't have to create a new thread for ever new post you make, it seems all your threads are asking alot of the same questions that could have easily been in 1 thread.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Tue Sep 22, 2009 12:13 am    Post subject: Reply with quote  Mark this post and the followings unread

1: I tried myself, it works partially, but it "swipes the ground" as I have said.

2:LOL

3:I can do it, just change BaseUnits or something I forgot the code, but I will still get PCV as a starting unit arround the middle unit for some reason while my allies don't...

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Tue Sep 22, 2009 12:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Some new questions added.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Tue Sep 22, 2009 7:34 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm pretty sure you can't include gattling logic on an upgrade since you need... IsGattling. >_>

If you want the upgrade to always fire a level 3 weapon, clone it and use it that way ffs. Not that hard of a concept.

For the nuke shots, post your code. I got this to work with, and without, custom projectile images.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Wed Sep 23, 2009 12:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Code:

;Rulesmd.ini

[BuildingTypes]
...
516=DUMMYHBOMB
517=HSILO
...

[Animations]
...
1095=HMISSILEDOWN
1096=HMISSILEUP
1097=HSILO_F
1098=HSILO_E
1099=HSILO_G
1100=HSILO_H
1101=HSILOMK
...

[SuperWeaponTypes]
...
16=HydrogenBombSpecial
...

[MouseCursors]
...
HBomb=319,10,4,513,1,12345,12345
...

[HydrogenBombSpecial]
UIName=Name:HBOMB
Name=HNuke
IsPowered=true
RechargeTime=20
Type=MultiMissile
Action=HBomb
WeaponType=NukeCarrier
SidebarImage=HBOMBICO
ShowTimer=yes
DisableableFromShell=yes
Range=7
LineMultiplier=3
;NewTags
ActivateSound=NukeSiren;Activatingsound
Warhead=HNUKE      ;Damagingwarhead
NukeTakeOff=NUKETO
NukeDamage=10000
NukeFirstAnim=NUKEBALL
NukePayload=HNukePayload
NukePsiWarning=PSIWARN
EvaDetected=EVA_NuclearSiloDetected
EvaReady=EVA_NuclearMissileReady
EvaActivated=EVA_NuclearMissileLaunched
Lighting=yes;turnscustomlightingonoroff
LightRed=255;amountofred
LightGreen=255;amountofgreen
LightBlue=255;amountofblue
LightAmbient=120;
LightGround=0
LightLevel=0
LightAmbientChangeRate=1
AITargetingType=1

[DUMMYHBOMB]
DeathWeapon=HNukePayload

[HSILO]
UIName=Name:HSILO
Name=HydrogenMissileSilo
BuildCat=Combat
SuperWeapon=HydrogenBombSpecial
Prerequisite=NAMISL,GAWEAT,YAPPET
Strength=2000
Armor=concrete
TechLevel=10
Adjacent=2
Sight=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=1;gs0forGood,1forEvil
Cost=10000
Points=50
Power=-500
Crewed=yes
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnims=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
ThreatPosed=0
DamageParticleSystems=SparkSys,LGSparkSys
SpecialThreatValue=1
NukeSilo=yes
Nominal=yes
RevealToAll=yes
HasStupidGuardMode=false
Spyable=yes
ChargedAnimTime=1.5;NumberofminutesleftatwhichweaponshouldswitchtochargedstateGeoffisgod!
AIBuildThis=yes
ProtectWithWall=yes
BuildLimit=1
DamageSelf=yes

[HNukePayload]
Damage=5000
Range=30
Projectile=HMISSILEDOWN;MultiMissile
Speed=10
RadLevel=1000
Warhead=HNUKE
Report=

[HNUKE]
CellSpread=10
PercentAtMax=.8;usedtobe.8
WallAbsoluteDestroyer=yes
Wood=yes
Verses=100%,100%,100%,200%,100%,100%,90%,100%,50%,100%,100%
InfDeath=7;
Sparky=no
Tiberium=yes
AnimList=HNUKEANIM
ShakeXlo=6
ShakeXhi=6
ShakeYlo=25
ShakeYhi=25




;Artmd.ini

[HNUKEANIM];nuke mushroom cloud explosion
Rate=400
Report=NukeExplosion

[HSILO]
Cameo=HBSILOICO
Remapable=yes
Foundation=4x3
Buildup=HSILOMK
Height=8
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=no
PrimaryFirePixelOffset=39,75 ;;-4,30 ; aim for center of pad to align with anim
SuperAnim=HSILO_E      ;; normal, 9-min
SuperAnimYSort=543
SuperAnimZAdjust=-2
SuperAnimTwo=HSILO_F   ;missile lifts
SuperAnimTwoYSort=543
SuperAnimTwoZAdjust=-3
SuperAnimThree=HSILO_G  ; with missile
SuperAnimThreeYSort=543
SuperAnimThreeZAdjust=-4
SuperAnimFour=HSILO_H  ;; closing
SuperAnimFourYSort=543
SuperAnimFourZAdjust=-5
SuperAnimDamaged=HSILO_ED
SuperAnimTwoDamaged=HSILO_FD
SuperAnimThreeDamaged=HSILO_GD
SuperAnimFourDamaged=HSILO_HD
CanBeHidden=False
OccupyHeight=3
DamageFireOffset0=-33,31
DamageFireOffset1=-3,48

[HSILO_E]  ;Hsilo
Normalized=yes
Start=0
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=200
Layer=ground
NewTheater=no
Shadow=yes

[HSILO_ED]  ;Hsilo
Image=HSILO_E
Normalized=yes
Start=1
LoopStart=1
LoopEnd=2
LoopCount=-1
Rate=200
Layer=ground
NewTheater=no
Shadow=yes

;startup, transition to charged
[HSILO_F]
Normalized=yes
Start=0
End=23
Rate=200
Layer=ground
NewTheater=no
Shadow=yes
StartSound=NuclearSiloReady

[HSILO_FD]
Image=HSILO_F
Normalized=yes
Start=24
End=47
Rate=200
Layer=ground
NewTheater=no
Shadow=yes
StartSound=NuclearSiloReady

;looping, charged
[HSILO_G]
Normalized=yes
Start=0
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes

[HSILO_GD]
Image=HSILO_G
Normalized=yes
Start=1
LoopStart=1
LoopEnd=2
LoopCount=-1
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes

[HSILO_H]
Normalized=yes
Start=0
LoopStart=0
LoopEnd=13 ;;28
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes

[HSILO_HD]
Image=HSILO_H
Normalized=yes
Start=14
LoopStart=14
LoopEnd=27
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes

;; the missile stuff

[HMISSILEUP]
Trailer=NUKEPUFF

[HMISSILEDOWN]


I posted ALL the codes just for the sake of completeness, I do not see ANY mistakes, if you do, point them out and I would be a VERY happy person.

P.S. do you have any idea how to get the rest of the questions fixed?

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed Sep 23, 2009 1:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Projectile means a projectile. NOT the damn missile image. Secondly, you're reusing NukeCarrier, which will use the original nuke up shot. The reason you don't see anything and that it doesn't work is Projectile=HMISSILEDOWN. That's incorrect. Reference the Nuke's original coding and it's not hard to figure out.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Wed Sep 23, 2009 1:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Code:

[HMISSILEUP]
Arm=2
Shadow=no
Acceleration=1
Vertical=yes
DetonationAltitude=20000
FirersPalette=yes

[HMISSILEDOWN]
Arm=2
Shadow=no
Acceleration=1
Vertical=yes
DetonationAltitude=30000
FirersPalette=yes


Added and made NukeCarrierH:

Code:

[InfantryTypes]
...
77=WEEDGUYH

[WEEDGUYH]
UIName=Name:WEEDGUY
Name=ZZZChemSprayInfantry
Category=Soldier
Primary=NukeCarrierH
Secondary=V3Cluster;gsLookslikehackisweaponsmustberepresentedonce
Prerequisite=BARRACKS
TiberiumProof=yes
CrushSound=InfantrySquish
Strength=130
Storage=7
Pip=white
Fearless=yes
Armor=none
TechLevel=-1
Sight=4
Speed=6
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=300
Points=5
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
DieSound=
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=0;ThisvalueMUSTbe0forallbuildingaddons

[NukeCarrierH]
Projectile=HMISSILEUP
Speed=100
Warhead=NukeMaker

[HydrogenBombSpecial]
...
WeaponType=NukeCarrierH


Now the up and down doesn't show at all... I copied the nuke stuff but I cant figure out what is the problem...

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Wed Sep 23, 2009 1:43 am    Post subject: Re: Some things need fixing. Reply with quote  Mark this post and the followings unread

001010011100101110 wrote:
So here's some freestyle stuff you guys could think up that I always mess up.

1: Upgrading Gattling Cannon

I can't do it, I want it to always fire its 3rd stage weapons when upgraded, but it "swipes the ground" when it fires at aircrafts. Any codes that work would be suffice.

2: Survival Mode

How to get it, the MP***MD.ini file. I have a map, but when I run it on MPBattleMD.ini it screws up when done loading and gives IE.

3: SOLVED*****

4: MISSILEUP and MISSILEDOWN

I can't seem to get it right whatever I try. I got both missile anims in Animations and added art codes... I even tried to change the WeaponType on the superweapon and setting the projectile, and even made a seperate WEEDGUY for my new weapontype to work... but the projectile shows up invisible, if I don't make a new WeaponType, it shows the original GiantNukeUp but no Down... HELP!

5: Third Campaign

How do I change the voice when my mouse is over it? I just want to know that.


6: IE

I was starting Convoy/Survivor Mode and when it almost loaded there was an IE.



except.txt
 Description:
IE

Download
 Filename:  except.txt
 Filesize:  25.08 KB
 Downloaded:  70 Time(s)


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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Wed Sep 23, 2009 2:36 am    Post subject: Reply with quote  Mark this post and the followings unread

7: How do you get movies working in third campaign?

How?

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed Sep 23, 2009 6:23 am    Post subject: Reply with quote  Mark this post and the followings unread

001010011100101110 wrote:
1: I tried myself, it works partially, but it "swipes the ground" as I have said.

2:LOL

3:I can do it, just change BaseUnits or something I forgot the code, but I will still get PCV as a starting unit arround the middle unit for some reason while my allies don't...


For your question: 6: IE

I was starting Convoy/Survivor Mode and when it almost loaded there was an IE.

If you could do it, why ask? And also
[General]
BaseUnit=AMCV,SMCV,PCV ; unit to consider "home" when no buildings are present

That line is hardcoded to my knowledge, you can't add or subtract mcv units, it breaks the ai and causses error. The methods I gave you will work for your survivor mode/convoy mode.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed Sep 23, 2009 7:39 pm    Post subject: Re: Some things need fixing. Reply with quote  Mark this post and the followings unread

001010011100101110 wrote:
6: IE

I was starting Convoy/Survivor Mode and when it almost loaded there was an IE.

There was a problem initializing a starting unit, which looks to be an infantry.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Wed Sep 23, 2009 11:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, I fixed that, just checked it and there was no starting infantry... XD

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Thu Sep 24, 2009 3:14 am    Post subject: Reply with quote  Mark this post and the followings unread

New problem: I was making a single player campaign and when about 1 second of time passed, an IE popped up with 0072652D. I checked on ModEnc and still nothing... anyone wanna help?

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Sat Sep 26, 2009 3:01 am    Post subject: Reply with quote  Mark this post and the followings unread

So... does anyone have any idea how to fix the rest of the problems? New IE fixed by the way.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Sep 26, 2009 10:53 am    Post subject: Reply with quote  Mark this post and the followings unread

5: Edit BootCampSelect in the sound ini.

7: The moves are controlled via the map files, look at singleplayer settings in FA2.

_________________



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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Sat Sep 26, 2009 4:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks, the "7" question, the movie setting is in the map...

Any ideas on the other questions?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Sep 26, 2009 5:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

1: Upgrades where originally coded to use Primary & Secondary, Gattling logic uses a whole other weapons system so it's no surprise it's fucked up.

2: We can't help you without any more information, could be a million reasons it work work! posting the except.txt from the IE would be a start.

4:Add Image=HMISSILEUP/DOWN etc to the projectile code.

_________________



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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Sat Sep 26, 2009 6:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, so the gattling upgrade is prone to that? No cure?

Anyways, here is the except.txt, I searched it on ModEnc and nothing.



except.txt
 Description:
IE

Download
 Filename:  except.txt
 Filesize:  25.27 KB
 Downloaded:  73 Time(s)


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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Sat Sep 26, 2009 7:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, there's no cure. Gattling systems use an entirely different control method. It's very likely it won't work as you want it to.

For the nuke images, I didn't want to do this, but here's part of what I used; however, you need to figure out the rest.
Code:
[ToxinNukeSpecial]
WeaponType=ToxinNukeCarrier

[ToxinNukeCarrier]
Projectile=GiantToxinNukeUp

[GiantToxinNukeUp]
Image=TXMSLUP

[GiantToxinNukeDown]
Image=TXMSLDN


The 0072652D EIP came from creating a trigger, seemingly related to a house and a timer.

For the above EIP, as DCoder said, "Stop playing with the [Digest] section. Otherwise, I have no fuckin' clue what it could be."

Last edited by Dark Templar X on Sun Sep 27, 2009 5:05 am; edited 1 time in total

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Sat Sep 26, 2009 9:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

So um... two questions left, any idea for the survival mode thing? I didn't mess with Digest, I don't even know what it is... definitely something I would read...

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