Posted: Thu Apr 08, 2010 1:44 am Post subject:
Internal error from new unit
Subject description: Limpet Mine Tank
Attached the Except.txt
So the internal error went off when my deployed mine came into proximity to a enemy unit or any ally unit.
The units code is below. Originally it was suppose to hover, then land when deployed. But I realize that for unloadingclass to work they both needed the ground locomotor. Also fro some reason, cloaking isn't working when it deploys? Should I switch the code to a non parasite code for the secondary parasite weapon?
_________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
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I think your right, I've switched to a suicide "instant tank kill" weapon. How do i get cloaking to work without making the first part of the tank code cloakable? Also is there a way to have the aforementioned hover effect when not deployed? _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Also noticed under [GDITANK3] .............you have Turret=no listed two times _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
I was doing the code rather quickly a messy like..... lol You got me there.....
But still how can i get cloaking on just the deployed unit and not both? Or should i just let it cloak but give it a primary dummy weapon? _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
I still cant make only the second 1 cloak, and the Deathweapon also won't work..... And I can't get hover to work for just 1 unit... I think I'm just asking for the impossible? _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
Hmmm, I think I'm just gonan give this up, And turn them into a Deploying "Tick Tank" style defense. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
For the record, the following tags have defaults and aren't needed (so you know):
IsTilter=yes
TargetLaser=no
Accelerates=false
TooBigToFitUnderBridge=true
Unsure if UnloadingClass inherits tags from its "parent", but it seems to, as far as Cloakable and DeathWeapon goes.
One way you could do it is if you could deploy it into a building, though you'd have to make a SHP and building code and all that. But yeah, CloakGenerator + CloakGeneratorRadius=1 should work well enough. OR the CloakStop tag if you'd rather not. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
If you don't want it hovering... change the goddamn locomotor. >_>
Well as it is, it doesn't hover. I wanted its undeployed state to be hovering, but I guess that isn't possible.
As for this unit, I've turned it into a mobile Deploying defense now, which seems to work good.
4StarGeneral wrote:
you'd have to make a SHP and building code and all that.
While your suggestion is good, this is for a map-mod, no extra art can be added. _________________ Grab my Map Logic Expansion Pack 5.2 here!
Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.
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