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Ion Cannon wont fire
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Anti Human 3
Vehicle Drone


Joined: 10 Sep 2010

PostPosted: Tue Sep 14, 2010 5:24 am    Post subject:  Ion Cannon wont fire
Subject description: check my codes please?
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heres my art ini btw im using ares, i think the problem is i dont have a weapon for the ioncannon because i dont know how to make one for a SW and i might also be missing an art ini insertion for the actual ion cannon beam, but basically it builds, countsdown the timer and says ready to fire, i click it and nothing, the timer restarts, maybe its my cursor but i cant even get that to show up.

[IONCAN]
Remapable=yes
Normalized=yes
Height=5
Cameo=IONICON
Foundation=3x3
Buildup=GAWETHMK
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
SuperAnim=GAWETH_E
SuperAnimDamaged=GAWETH_ED
SuperAnimZAdjust=-20
SuperAnimYSort=543
SuperAnimTwo=GAWETH_F
SuperAnimTwoDamaged=GAWETH_FD
SuperAnimTwoZAdjust=-20
SuperAnimTwoYSort=543
SuperAnimThree=GAWETH_G
SuperAnimThreeDamaged=GAWETH_GD
SuperAnimThreeZAdjust=-20
SuperAnimThreeYSort=543
SuperAnimFour=GAWETH_H
SuperAnimFourDamaged=GAWETH_HD
SuperAnimFourZAdjust=-20
SuperAnimFourYSort=543
CanHideThings=True
CanBeHidden=False
OccupyHeight=2
AddOccupy1=-1,0
AddOccupy2=-1,-1
AddOccupy3=0,-1
DamageFireOffset0=2,50
DamageFireOffset1=38,63

rules ini
SW list


[IonCannonSpecial]
UIName=Name:IonCannon
Name=Ion Cannon
IsPowered=true
RechargeVoice=00-I156
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=10
Type=GenericWarhead
Action=IonCannon
SidebarImage=BOLTICON
ShowTimer=yes
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox
Range=1.4
LineMultiplier=3
GenericWarhead.Warhead=IonCannonWH
GenericWarhead.Damage=1000
Cursor.Frame=357
Cursor.Count=12
Cursor.Interval=12
Cursor.MiniFrame=357
Cursor.MiniCount=12
Cursor.HotSpot=Center,Middle

Building list

;Ion Cannon Uplink
[IONCAN]
UIName=Name:IONCAN
Name=Allied Ion Cannon
Image=GAWETH ;GEF we need to get this name straightened out
BuildCat=Combat
;Image=NTIRON
Prerequisite=GATECH,GACNST
TechLevel=10
Strength=1000
Powered=true
Adjacent=2
Armor=concrete
Sight=5
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=5000
Points=30
Power=-200
Crewed=yes
Capturable=false
RevealToAll=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
SuperWeapon=IonCannonSpecial
Nominal=yes
ThreatPosed=1 ; This value MUST be 0 for all building addons
AIBuildThis=yes
Spyable=yes
ChargedAnimTime=1 ;Number of minutes left at which weapon should switch to charged state
ProtectWithWall=yes
BuildLimit=1
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=14
MinDebris=7

Warhead

[IonCannonWH]
CellSpread=10
PercentAtMax=.5
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
InfDeath=5
Wood=yes
Wall=yes
Fire=yes
Deform=100%
Sparky=no
ShakeXlo=10
ShakeXhi=10
ShakeYlo=10
ShakeYhi=20

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Tue Sep 14, 2010 11:36 am    Post subject: Reply with quote  Mark this post and the followings unread

Try using

[IonCannonSpecial]
Action=Custom

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Tue Sep 14, 2010 1:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is also a tut for IonCannon using GenericWarhead in the Tutorial section.

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Anti Human 3
Vehicle Drone


Joined: 10 Sep 2010

PostPosted: Wed Sep 15, 2010 2:42 am    Post subject: Reply with quote  Mark this post and the followings unread

i tired your idea alexb and it worked sort of.lol i some how have the targeting cursor of the chronosphere and when i launched the actual ion cannon, it decimated the entire enemy base with no blue beam and i won in a one hit ko.lol umm so question, how do i know what numbers in the cursors makes what cursor, like how do i know wheter or not im using a nuke cursor, a lightning storm cursor, ect. and how do i add a blue beam to the art ini so it portrays an ion cannon? Ive seen the small blue beam in pictures, but is there another blue beam thats bigger that anyone is familiar with and has tested?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Sep 15, 2010 4:27 am    Post subject: Reply with quote  Mark this post and the followings unread

With a cell spread of =10 it's gonna be a one hit TKO Razz
But anyway, I know all the names of the cursors, but dont know what order they fall in. Best thing I can say to do is open the Mouse.Sha in OS .shp builder. This will show you pretty much what cursor is what, what frame the cursor starts and how many frames are in that cursor. And you can modify them this way too. Just remember for it to work correctly it must be saved with Compression1 or you'll end up with some funky looking cursors.
For the IonBeam anim. If you want a bigger one you'll have to modify the original .shp or make a new one. For it to show up ingame, list it in the warhead AnimList=IONBEAM. There's already an Artmd.ini entry for it, so you wont have to worry about that part.

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Anti Human 3
Vehicle Drone


Joined: 10 Sep 2010

PostPosted: Wed Sep 15, 2010 7:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

ah ha, the ion cannon works, but i thought the beam was suppose to be blue and not red.lol so is there a blue beam that yall know of? and what else can SHP builder do? so far ive only used it for making cameos but lets say i wanted to redesign an entire unit using the voxels and what not, is that the program i use? and one more question, the chaos gas warhead when the drone is emitting it, i tried to put the chaos WH on some shells so when i shot they exploded into chaos gas but though it worked visually, the enemy tanks and men werent even effected, same with the superweapon i made using chaos gas, i could hit only 1 tank and the effect didnt last but maybe 4 seconds, is there a way to put chaos gas on a SW to have the spread effect of an entire base(cell spread=10)and still keep its effects or is the effects hardocded?

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Wed Sep 15, 2010 10:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

The beam was used in Tiberian Sun but never in RA2, thus it uses the wrong palette. You'll have to convert it to YR's animation palette. With the other probs I can't really help, sorry.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Sep 15, 2010 10:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

There is a blue beam in the .mix file located here

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Anti Human 3
Vehicle Drone


Joined: 10 Sep 2010

PostPosted: Fri Sep 17, 2010 9:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

awsome it worked.lol thanks.

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