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freedom fighter
General


Joined: 14 May 2009

PostPosted: Sun Jul 18, 2010 9:24 am    Post subject:  IE...
Subject description: Just after loading for battle
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Damn IE >_> Evey time the game finishes loading and gets to the battle (and just before I could even see the battlefield and my units), it IEs on me. I don't get it. I'm currently working on a Tank Drop support power and suspected it as being the cause of the IE. But after reading a thread about it here, I don't think this is the reason. Even after I've removed the support weapon from it's building the game still IEs. Anyone knows why (I'm still using Npatch. I know random IEs occur with this patch but three times in a row and in the same situation is definitely not the patch's fault)?



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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Jul 18, 2010 9:36 am    Post subject: Reply with quote  Mark this post and the followings unread

The game cant find the MCV(s), check the BaseUnit= tag in [General] section.

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Sun Jul 18, 2010 9:39 am    Post subject: Reply with quote  Mark this post and the followings unread

They are all intact O_o

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freedom fighter
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Joined: 14 May 2009

PostPosted: Sun Jul 18, 2010 11:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Dammit! Still no worky Sad Any solution?



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Take a look at the BaseUnit tag. Its all there ?_?

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Judeau
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Joined: 28 Feb 2004

PostPosted: Sun Jul 18, 2010 12:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Message from DCoder :
1. You are .....not particularily bright
2. you might want to move the mousecursors section to another place so that it does not ztyping BISECT THE GENERAL SECTION YOU BLATHERING IDIOT

EDIT : for clarification, that means making sure it doesn't bisect any section

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Sun Jul 18, 2010 2:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah, it works now. I'll keep this in mind.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sun Jul 18, 2010 4:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Judeau wrote:
Message from DCoder :
2. you might want to move the mousecursors section to another place so that it does not ztyping BISECT THE GENERAL SECTION YOU BLATHERING IDIOT


DCoder sounds like Professor Arturo from the TVshow Sliders. LOL

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Mon Jul 26, 2010 2:40 pm    Post subject: Spy Plane no worky... Reply with quote  Mark this post and the followings unread

I'm now having trouble getting to modify the Spy Plane SW. I wanna turn the old Spy Plane into a jet Spy Plane. Initially, all I did was give SPYP Image=*new voxel image*. Speed= was increased obviously. But when I tested it, the damned IE shows up. Then I decided to just overide SPYP's voxel model by using an expand. Still IE, shit. Third try was making a new Spy Plane and just adding Npatch's Spyplane=*new spy plane* in the SW's coding. It turned out to be another fruitless attempt and it was pissing me off. Last attempt was making a new set of codings for the SW. Same shit still happens >_> I'm just curious as to why it IEs when you just give the plane a new Image and how to fix this.

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Biohazard
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Joined: 17 Jan 2008
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PostPosted: Tue Jul 27, 2010 12:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Is the new voxel named SPYP? If not and its named for example SPYP2 dont forget the art and rules coding. HVA present?

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Tue Jul 27, 2010 1:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Used SPYP2 for a new Image but it didn't worked. Then renamed the voxel to SPYP and used it to override the current one. Still IE. Yes, the new voxel has HVAs. Art and rules are also in.

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Dubzac
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Joined: 21 May 2004
Location: New Zealand

PostPosted: Tue Jul 27, 2010 2:07 pm    Post subject: Reply with quote  Mark this post and the followings unread


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freedom fighter
General


Joined: 14 May 2009

PostPosted: Tue Jul 27, 2010 10:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dude, the problem was that I bisected the General section. I have since fixed that. The problem now is the Spy Plane.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Jul 27, 2010 10:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thats wierd, cause Image=Whatever should have worked. Maybe your vxl and/or hva is corrupted. But can I see your code for the aircraft your trying to use.

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Tue Jul 27, 2010 10:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm feeling generous today, change the ShadowIndex on your art. -_o

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Jul 28, 2010 1:26 am    Post subject: Reply with quote  Mark this post and the followings unread

I think there's a different problem though, cause his initial try was just using Image= which threw him an IE, and unless he used another aircraft with rotors I dont believe ShadowIndex is the culprit here.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Wed Jul 28, 2010 3:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Do you have a new except.txt? Might be easier to solve then.

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Thu Jul 29, 2010 9:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
I think there's a different problem though, cause his initial try was just using Image= which threw him an IE, and unless he used another aircraft with rotors I dont believe ShadowIndex is the culprit here.

NPatch + Image on [SPYP] = crash. Solves one.
Replacing the voxel and a crash is one of two things - bad voxel or bad ShadowIndex.

I was discussing this with DCoder and that's what the error is - ShadowIndex.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Jul 29, 2010 12:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

NPatch dosent allow you to use Image= on [SPYP]? So that would mean your forced to use the Art.ini code for [SPYP] as well? Then if this is the case I would agree it's most likely the ShadowIndex.

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Thu Jul 29, 2010 7:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

NPatch allows you to overlay the voxel. I use Boris' MIG as spyp.vxl and it works fine.

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Sat Aug 14, 2010 1:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

BUMP!

Ok, the spy plane works perfectly now, for me though. When the AI uses it and the spy plane is about to enter my sights, the game IEs. I know that you have to use custom actions to prevent IEs for custom SWs but my spy plane SW is simply the current one with a different plane. Any reason why it IEs for AI but it is fine for me?

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Sun Aug 15, 2010 3:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Need answers, man. Tried several stuff already, still no worky Sad

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Sun Aug 15, 2010 4:16 am    Post subject: Reply with quote  Mark this post and the followings unread

Did you change any settings on the SpyPlaneCamera weapon?

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Sun Aug 15, 2010 5:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Nope. Didn't even touch it.

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Sun Aug 15, 2010 9:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Still ain't working ;_;

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Aug 15, 2010 6:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hard to tell whats going on, I had a similar problem to this awhile back. But cant remember what the deal was. It sounds like a weapon problem though.

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Sat Aug 21, 2010 4:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, looks like this thread ain't getting any attention :/ Still having problems with the spy plane. Also my new spawned missile won't produce radiation. DeathWeapon= won't work with spawned missiles I know, along with some other related tags like Suicide=. SoI tried putting RadLevel= tag in the missile's explosion anim in artmd.ini (I remember someone saying that some artmd.ini tweaks are needed for this to work) . Doesn't seem to work :/ Any ideas?

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Aug 21, 2010 4:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Spawned RAD weapons don't work AFAIK, as for the spyplane we need more info to help post the except etc.

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Sat Aug 21, 2010 5:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Crevio managed to make spawned missiles produce radiation. AG too said it was possible :/ (I swear I did saw the nuclear sub in Robot Storm produce radiation with it's spawned missiles)

Also, here's the most recent except.



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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Aug 21, 2010 5:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

DeathWeapon and Explodes=yes must both be on the spawned missile.

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Sun Aug 22, 2010 5:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Nope. Doesn't work :/ (Wait, I thought DeathWeapon= tag doesn't wok with spawned missiles X_>)

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Sun Aug 22, 2010 6:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, AG made it work like I got so its probably wrong on your end. You did remember to give large cellspread for the radiation weapon you put in deathweapon...?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Aug 22, 2010 6:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm pretty sure Explodes=yes and DeathWeapon=whatever are invalid tags for MissileSpawn=yes aircraft. And without the ability to have a Primary=weapon with Suicide=yes set is this even possible?

I know a couple of you said it works, so if you dont mind, can you show us how you got this to work?

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Mon Aug 23, 2010 1:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium, it works. The missile produces radiation, but only when it is destroyed by aa fire. The missile ain't producing radiation when it attacks normally :/ I'll see what Suicide= will do, but does anyone has any ideas? Also still no solution to the spy plane.

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Cranium
Defense Minister


Joined: 05 Dec 2009
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PostPosted: Mon Aug 23, 2010 4:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

I know it works like that, I was refering to it actually dispersing radiation upon detenation with target. Which isnt possible with MissileSpawn=yes. However I have some sort of work around, but needs tweaking. Just remove the MissileSpawn=yes but leave Spawned=yes, then add a Primary= with a low speed invisible projectile that delivers radiation. But so far the Radiation appears before the missile does because of the delay of the missile raising and firing. Maybe adjusting the V3 settings will fix this. I will try and see.

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