Posted: Mon Sep 21, 2009 2:24 am Post subject:
Some things need fixing.
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 QUICK_EDIT
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. QUICK_EDIT
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... QUICK_EDIT
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. QUICK_EDIT
Posted: Wed Sep 23, 2009 1:43 am Post subject:
Re: Some things need fixing.
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.
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. QUICK_EDIT
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? QUICK_EDIT
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 QUICK_EDIT
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... QUICK_EDIT
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