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few unit/weapons problems
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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Wed May 11, 2011 9:17 pm    Post subject:  few unit/weapons problems Reply with quote  Mark this post and the followings unread

hello again...

I have some weird problems with weapons (or maybe projectiles)

1. whatever other weapon I assign to Cyborg Reaper (spider), I get internal error, only his (rockets) work ok on him, is this some game forced limitation or... ?
note that I didn't do any insanity on that, I tried with cyborg machine guns and cyborg comando plasma and wolverine guns, its always game crash whenever unit gets built, it doesn't even get chance to shoot anything out...

2. I'm trying to have 2 units that do close (0.5 or 1 cell) hit
- one is hovering Hunter Seeker unit, nothing is changed on weapon behalf or unit, except its movement zone - the Seeker comes close to target and does nothing, just stands by it, while I'd like it to simply do instant kill #Tongue

-another is custom infantry, but principle is simmiliar, to come close and shoot (not instant kill) except it uses own weapon/projectile which normaly does NOT do instant kill, and unfortunately end result is same, it comes close and does nothing

I tried with multiple different "game set" weapons/projectiles (just to see
if my customs screws things up) ;
like of artilery or bazooka rocket (just made them 0.5 cell range, and latter 1 in case 0.5 wasn't accepted), but nothing gets any affect

is there something I am missing ?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed May 11, 2011 10:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. I don't know. I'm quite sure there isn't any hardcoded restriction/weapon on the reaper. So it might be a problem with something else of your code, like a broken/missing weedguy hack.

2. The range is too short. 0.5 and 1 aren't long enough to reach the adjacent cell. You would need at least a range of about 1.5 and if it's supposed to reach horizontal/vertical adjacent cells you would need even a range of 2 to 2.5.
Range is a quite precise system which you can see/test on the different infantry standing positions. While for example Range=1.5 can reach the closest of the 3 infantries on an adjacent cell, it might not be able to reach the center or the distant infantry.

The art.ini PrimaryFireFLH (or SecondaryFireFLH) key also influences this. e.g. a long barrel can lengthen the range, while a FLH with a very small F value (e.g. -200) moves the bullet starting point far to the back of the unit, thus reducing its range.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Wed May 11, 2011 10:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
it might be a problem with something else of your code, like a broken/missing weedguy hack.


hmm, I've never touched weedguy stuff b'coz I know from past it was broken or something
any possible tip what I should track down something related to spider ?

Quote:
The range is too short. 0.5 and 1 aren't long enough to reach the adjacent cell. You would need at least a range of about 1.5 and if it's supposed to reach horizontal/vertical adjacent cells you would need even a range of 2 to 2.5.


thanks for info, good to know this stuff, by the way, if even 1 is too small
how come Hunter seeker special has set it to range 1 - and it obviously works in special weap?

thanks for your help & responces Smile

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Lord Unforgiven
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Joined: 23 Apr 2009
Location: Belgium

PostPosted: Wed May 11, 2011 10:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hunter Seeker is airborne and explodes on the cell it is on.

Try making a clone of the Reaper if you're sure you coded everytihng right, that'll solve any hardcoded issue.

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Exley
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Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Wed May 11, 2011 11:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

I did/I use clone of reaper, just with different weapon(s)

the AI/Nod builds one OK, and as I said when I build mine(clone in this case) works also OK as long as I leave his weapons
any other weap crashes game after he gets built #Tongue

sorry, I should have been more clear and explaining that #Tongue

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Exley
Commander


Joined: 09 May 2011
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PostPosted: Fri May 13, 2011 3:11 am    Post subject: Reply with quote  Mark this post and the followings unread

did little poking today again

the increased cell weapon to 2 helped for an unit I wanted to just attack
but hunter seeker even if increased to 3 doesn't do nothing

is it perhaps because I set the wrong movement zone and it clashes with weapon "purpose" ?

Code:

MovementZone=AmphibiousDestroyer
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
Speed=18
Category=AFV
FlightLevel=400
Crusher=yes
HunterSeeker=yes
IgnoresFirestorm=yes
AlternateSpeed=10
AlternateFlightLevel=50
ROT=16


weapon is same as seeker's, just everything cloned (not to clash with original)

-------

as for spider(clone) goes, I removed weapon today from him, and it was built with no crashes, so if game doesn't crash with
no weap or his original ones, what might be "most probable" cause then?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri May 13, 2011 11:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

The HunterSeeker=yes key and the corresponding special selfdestruct logic works only together with a fly locomotor and no other locomotor.


you can upload your rules.ini here so we can have a look at the reaper issue. Wink

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Sun May 15, 2011 2:21 am    Post subject: Reply with quote  Mark this post and the followings unread

well I seem to have problems with both "land" hunter seeker and spider
getting constant IE-s on builtup
so if anybody doesn't mind, I'll post codes for both

Code:

; Tarantula - cyborg reaper
[RASPIDER]
Image=REAPER
NonVehicle=true
Name=Tarantula
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Speed=6
Owner=Nod
Category=AFV
CrateGoodie=yes
TiberiumProof=yes
SpeedType=Creep
Accelerates=false
Prerequisite=RAFACT
Primary=TARANWEAP
TechLevel=1
Strength=900
Armor=light
Sight=9
Cost=500
Points=30
FireAngle=10
ImmuneToVeins=yes
MoveToShroud=yes
TiberiumHeal=yes

; Tarantula Plasma Cannon - clone of Cyborg commando weapon
[TARANWEAP]
Damage=40
Burst=2
ROF=50
Projectile=ProtonBlast
Speed=70
Warhead=TARANWH
Range=8.00
Report=scrin5b

- warhead is same as of Cyborg commandos plasma, just cloned



Code:

; Suicide Drone - cloned hunter seeker
[RASUICIDE]
Name=Suicide Drone
Image=GGHUNT
MovementZone=AmphibiousDestroyer
VoiceSelect=HUNTER2
VoiceMove=HUNTER2
VoiceAttack=HUNTER2
VoiceFeedback=HUNTER2
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
Speed=12
Owner=Nod
Category=AFV
Crusher=yes
SpeedType=Hover
AlternateSpeed=10
Prerequisite=RAFACT
Primary=SuicideBomb
TechLevel=1
Strength=300
Sight=8
Cost=550
Points=50
ThreatPosed=10
AllowedToStartInMultiplayer=no
ImmuneToVeins=yes
Trainable=no
MoveToShroud=yes

- weapon is of Hseeker just increased range fro 0,5 to 1,5



there #Tongue
(if realy whole Rules.ini is necessary, then I'll UL it, but as original units work, then I still think its something
related to their cloned versions, so for now I just pasted their code)

any insight is much appreciated Very Happy

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed May 18, 2011 8:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Do you have added the TARANWH to the Warheads list?

Do you used TibEd or any other ini-editor? The order of the keys looks strange and like something TibEd would mess up. If you use that, scrap the editor and modify the inis with a text editor like notepad.

I don't see anything else that could cause the IE, thus i think it would be better if you upload your rules.ini and art.ini.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Wed May 18, 2011 7:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

it seems something is screwed up

yes I use editor who everyone hates (se2k), but it does
cloning of things faster, but things I have to add I do manual
so.... #Tongue

I uploaded rules/fs + art/fs, would apreciate any insight #Tongue

Last edited by Exley on Wed May 18, 2011 10:42 pm; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed May 18, 2011 10:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. start again the mod. se2k so damn messed up the file by reordering all the sections that i really can't tell if it isn't already this causing a problem. TS afaik isn't using the kernel32 ini reading functions and has some own implemented which can already fail due to the heavily reordered inis.
Especially the se2k behaviour of moving the comment block into the first entry of a list can't be good for the game. An empty line can already separate keys to the corresponding section and the comment blocks are like 20 empty lines between the section name and the first key.

It's also impossible to find anything due the extremely messed up ordering.

2. se2k added wrong keys like the "Desc=Blank Section" under [AIGenerals] and i don't feel like going through the whole file checking for all the other wrong/useless se2k additions.

3. and the biggest mistake you did was using firestrm.ini and rules.ini. Always add first all firestorm stuff from firestrm.ini and artfs.ini to rules.ini or art.ini.
In your case you define a weapon in rules.ini (TARANWEAP) which isn't used there, thus the game ignores it, and when it loads the firestrm.ini it can't find the weapon and crashes.
Start again by using Aro's UMP (this has many bugs of TS fixed and the firestorm stuff already moved to normal TS) and scrap se2k. Sorry, but to repair your current inis would take for ever and a day.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Wed May 18, 2011 10:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

hehehe
ah well...

btw to ask, I noticed the problem #3 when trying to merge firestrm.ini to se2k, and the program reported same errors
tho I ignored them as, atleast as I understood the game as
you say loads 1st Rules and 2nd Firestrm

but doesn't it read from both files exactly coz of situations like this ?

I mean when Westwood made Firestorm, why then they
didn't do the thing you say, just make bigger Rules and Art
and just overpatch it ?

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Ordosherrscher
Commander


Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Wed May 18, 2011 10:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

cause, there are differents.
If you look at FS, the Visceroids has more range (1.5) and can attack through walls. They couldn't do it in TS.
Additional, they want that TS players can play with FS players in TS mode. If the would have patched the rules.ini, the versions would be different. Would they have patched TS to the FS standart, it would be able to reenable the FS stuff by using just TS.
On the other hand, they HAD problems, and patched the normal TS mix files to FS mix files, but this is another story.
WW did mess a lot of things up. Like hardcoding weapons, instead changing them in the rules.ini, etc.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Thu May 19, 2011 5:56 am    Post subject: Reply with quote  Mark this post and the followings unread

The game parsing engine for inis, isn't simply dump all the entries into memory as is but it actually parses them individually so for example if you define a weapon in rules but its hooked/attached/used by nothing in said rules, it is completely discarded and won't be added to memory and if you go reference this weapon then from firestrm.ini which is again parsed individually it has no choice but to crash as rules was handled individually and it did not look for links between the two while in the end the both are merged in memory if using FS Mode. Of course if the wanted weapon was used by something in rules (and thus parsed), we can safely reference it from firestrm.ini, if we did a new weapon, we would declare it in same rules/firestrm.ini as the unit/building using it ideally.

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Exley
Commander


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PostPosted: Thu May 19, 2011 1:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

thank you all for explaining this
makes sense now Very Happy

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Exley
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PostPosted: Fri May 27, 2011 7:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

btw, while we are at unit problems... and not to spam another thread

I assigned that Rocket/bazooka soldier can be built by GDI as well
and just added Common Baracks instead Hand of NOD

but as far as I see only Nod builds it and GDI doesn't
is there some limitation with this?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri May 27, 2011 7:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

What do you mean with "only Nod builds it". Sounds like you refer to the AI and not the player ability being unable to build it.

The AI doesn't cares in general about prerequisites and owners.
The scripts in ai.ini simply tell the ai to build it, and then it builds the set unit, regardless of the rules.ini settings.

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Exley
Commander


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PostPosted: Fri May 27, 2011 7:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

ouch that file seems complicated lols

btw thanks for answer Very Happy

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Exley
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PostPosted: Mon Jun 06, 2011 1:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

time to bump this a bit #Tongue

I have a problem with GDI vulcan cannon/weapon
it is unmodified - everything is as in original rules
i even did not modify either projectile or WH it uses
so it is all as default

but for some reason it doesn't fire anymore
the vulcan turret only spins around as it is trying to fire
but nothing happens to any units or vehicles

then I tried to increase its weapon range to 8
also same result, then reduced to 6
then replaced weapon to devil's toungue fire, again nothing,
then reverted back to vulcan weapon, and again nothing...

is this some common bug or ... ?
any ideas ?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jun 06, 2011 1:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

My only assumption is, that another weapon interferes with the vulcantower mg. Might be also again a problem of your Se2k messing up the inis or the fact you're still using the firestrm.ini.

I think the only way to tell the problem is, if you upload your inis again.

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Exley
Commander


Joined: 09 May 2011
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PostPosted: Mon Jun 06, 2011 2:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

when you say "another weapon interferes with the vulcantower"

in what way ?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Jun 06, 2011 7:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

e.g.
-you have another wrong coded one in firestrm.ini
-you've changed the vulcantower weapon projectile for another weapon
-you've added another weapon with the same name
-you've changed the coding of the upgrade so the weapon doesn't works anymore
etc etc etc

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Exley
Commander


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PostPosted: Mon Jun 06, 2011 8:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

well every new weapon/proj/wh I make, I check if it works - so no problem there

I havent changed anything in vulcantower regarding weapon. proj or wh - checked that (except range, then I reverted it back)

- I don't have weap with same names #Tongue (believe it or not se2k checks this lol)

Quote:
you've changed the coding of the upgrade so the weapon doesn't works anymore

this I don't know what you mean exactly, but I havent tampered around GDI upgrades as I know they are also sensitive

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jun 07, 2011 8:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
I think the only way to tell the problem is, if you upload your inis again.
Wink

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Exley
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PostPosted: Tue Jun 07, 2011 12:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmm
I just rechecked some things...

seems game is sensitive on if vulcan tower doesn't have
secondary weapon of same too it wont work °_°

(now works) -_-

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jun 07, 2011 1:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yep, the component tower using Powersuptolevel=1 has some special hardcoded features.
Primary and secondary are used at the same time, instead of like burst=2. If only Primary is present, it doesn't fires the gun, except the weapon has Burst=2 or higher.
This way you can also let the tower fire 2 different weapons at the same time, if you give Primary and Secondary different weapons.

But haven't you said you didn't touched the component tower or the upgrades? Removing a weapon isn't "untouched".

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Exley
Commander


Joined: 09 May 2011
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PostPosted: Tue Jun 07, 2011 2:16 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think bugged se2k did that on its own

I've noticed in many many occasions it removes (randomly)
either a weapon from unit or building
or changes (atleast to me) a upgrade building required
for upgrades (ion cannon... and simmiliar) #Tongue

I'm amaized Steve never bothered to fix this things in past #Tongue

hence why I always re-check some buildings and new units before
applying changes to game #Tongue

btw, is there anything of defence buildings like this behave too?

I ask because I've noticed when I clone laser/obelisk weapon
it doesn't do any damage at all, yet again it might be just se2k but when I always did manual check, values were ok

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Tue Jun 07, 2011 2:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

No. The component tower is the only defense building with such an effect. It's also the only one that can't be cloned due to the hardcoded upgrade logic for the different turret images.

All other defense buildings can be cloned fine.

Morpher wrote:
Oh and scrap se2k.

Lin Kuei Ominae wrote:
Oh and scrap se2k.

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Krow
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PostPosted: Tue Jun 07, 2011 2:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

Listen to LKO. Just use notepad. The best way to do it. Wink

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Exley
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PostPosted: Fri Jun 10, 2011 11:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

think I will at the end

I'd also like to ask 1 thing with weapons
regarding FLH values

does changing them affects fire angle (for example if made to shoot from top, will weapon/projectile really shoot from higher angle) or is this just for "look" sake ???

I ask mostly coz of rail guns not able to shoot thorugh things in flat line

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Sat Jun 11, 2011 7:47 am    Post subject: Reply with quote  Mark this post and the followings unread

yep, the FLH is a real 3D alignment. With a very high H value you can shoot over small slopes.
one slope height is about 128 leptons of the H (height) value.

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Exley
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PostPosted: Mon Jun 27, 2011 11:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

what about FireAngle=
in art.ini

what is the difference between that and PrimaryFireFLH?
or they do the same?

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Allen
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PostPosted: Tue Jun 28, 2011 1:57 am    Post subject: Reply with quote  Mark this post and the followings unread


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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Jun 28, 2011 8:29 am    Post subject: Reply with quote  Mark this post and the followings unread

I've tested FireAngle several times and i think it doesn't works in TS. In art.ini as well as rules.ini it didn't changed the pitch of the launched missile on units with a voxel and no barrel.
However i only tested SHP projectiles and it could affect vxl projectiles, since these have a different flight behaviour.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Thu Jun 30, 2011 4:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks both for answers+links Smile

got another question
is there a way to make in TS projectile fly/fire flat line
like they did in Tiberian Dawn ?

I find annoying to see rockets and tank bomblets go in arch #Tongue

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Thu Jun 30, 2011 5:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

ROT=1 in the projectile is the only way.

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Exley
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PostPosted: Thu Jun 30, 2011 10:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

will the projectiles then be able to "home all the way to target"
or hit ground at some point (if terrain is flat) ?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jul 01, 2011 6:50 am    Post subject: Reply with quote  Mark this post and the followings unread

They will home in a very slight way, but not much. If the enemy is moving they might not hit, because they can't turn fast enough.
However it depends on the speed of the weapon, as a slow one (Speed ≤ 15) will be able to turn much more than a fast one (Speed>15)

A slope in the flight path, will cause the projectile to hit the ground if the flying height is too low (e.g. if it was fired from a low PrimaryFireFLH position)

btw, it's the same technique, that the cyborg commando proton cannon uses.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Fri Sep 02, 2011 1:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:

btw, it's the same technique, that the cyborg commando proton cannon uses.


no wonder he can't hit some things Very Happy

btw, if you're in a mood (or anyone else)...
I'd like to make myself a Volcano structure #Tongue

and for that I wanted to make it fire METDEBRI from itself
something like when you add CRYSTAL to shoot and it flies all around the building

and I did this, but whenever I build the structure, I get internal error...
hope someone can explain why

Code:

; Vulcan weapon
[Vulkanus]
Damage=1   ; bullet must not damage others
ROF=7
Burst=0      ; infinite shots
Range=255
Projectile=Invisible
Speed=100
Warhead=WeakShit
Anim=METDEBRI   ; farts meteor debris upon bullet shot


; Weak Warhead
[WeakShit]
Spread=1
Wall=no
Fire=no
Tiberium=no
InfDeath=4
Deform=0%
ProneDamage=0%
Verses=1%,1%,1%,1%,1%

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Sep 02, 2011 2:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Burst=0 is wrong. There is no 0th shot.
Is WeakShit added to the [Warheads] list?


Since the high Range would make the volcano fire constantly, a better way is to use the ActiveAnim of the Volcano Building.

art.ini
Code:

[VOLCANO]
Foundation=1x1
ActiveAnim=MAGMABURST

;add this to the Animations list in rules.ini
[MAGMABURST]
Image=FIRE1 ;use an invisible dummy shp instead or a bubbling magma anim
LoopCount=-1 ;loop forever
TrailerAnim=METDEBRI
TrailerSeperation=4 ; the rate at which it spawns the debris (less means faster)

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Tue Sep 06, 2011 12:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

sorry for long delay, had few busy days couldn't play TS #Tongue

ok to answer, yes WeakShit is on the [Warheads] list,
but I tried your method instead

and building does nothing (no shots of anything)

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Tue Sep 06, 2011 1:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

can you upload your rules.ini and art.ini?

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Tue Sep 06, 2011 2:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

sure Very Happy

one note, the "vulcan" is named [DNVULCAN]
any help appreciated (or tip) Very Happy

Last edited by Exley on Tue Sep 06, 2011 8:31 pm; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Sep 06, 2011 3:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. That was a code example. You of course have to add all the missing keys for the building like NewTheater, Buildup, Remapable, the correct Foundation size etc

2. In rules.ini you have Image=LIROD on the DNVULCAN, thus the building is not using the art.ini entry DNVULCAN, but LIROD. Thus nothing happens ingame.

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Exley
Commander


Joined: 09 May 2011
Location: Approaching the Great Pyramid

PostPosted: Tue Sep 06, 2011 8:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

ah sweet hehe
now it works nicely

btw if i have in art for volcano set Foundation=4x5
why is it in game 1x1 still ?

also is there an easy way to "make" what is usually a damage smoke
to be active anim of this ?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Sep 06, 2011 10:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Exley wrote:
btw if i have in art for volcano set Foundation=4x5
why is it in game 1x1 still ?

because the foundation 4x5 does not exist.
See tutorial forum Tiberian Sun Foundations.

Exley wrote:
also is there an easy way to "make" what is usually a damage smoke
to be active anim of this ?

no, not without an intermediate step in the animation.
e.g.
[VOLCANO]
ActiveAnim=MAGMAINIT

[MAGMAINIT]
traileranim=MAGMAERUPT
trailerseperation=100 ;the interval at which the volcano erupts

;start the spawning and create the smoke particlesystem
[MAGMAERUPT] ; as debris
maxxyvel=1
minzvel=-10 ;hit the same cell
expireanim=MAGMABURST ;start the spawning
damage=1
warhead=SmokeWH ;create the smoke

[SmokeWH] ;just a dummy
Particle=BigGreySmokeSys

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Exley
Commander


Joined: 09 May 2011
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PostPosted: Tue Sep 06, 2011 10:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmm but then no metdebri as shooting out right ?
there can't be smoke and metdebri at once ?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Sep 07, 2011 4:57 am    Post subject: Reply with quote  Mark this post and the followings unread

look at the example closely. MAGMABURST is still there and used of course from the old code, which i haven't written again.
Lin Kuei Ominae wrote:
expireanim=MAGMABURST ;start the spawning

quite obvious imo Wink

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Exley
Commander


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PostPosted: Thu Sep 08, 2011 3:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

I seem to bee to stupid in this things lal
nothing works now

*RULES*
Code:


building:

; Vulkan
[VULKAN]
Name=Vulkan
Owner=Nod
Prerequisite=DNTECH
TechLevel=1
Strength=15000
Sight=10
Cost=100
Points=40
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
Armor=wood
DamageSmokeOffset=-60, 60, 200
MaxDebris=8
TogglePower=no
Power=-20
Adjacent=50
PlaceAnywhere=yes
Capturable=false
Crewed=no
BuildLimit=1
ImmuneToVeins=yes


warhead:

; vulkan smoke
[SmokeWH]
Particle=BigGreySmokeSys


*ART*
Code:

[VULKAN]
Foundation=4x4
Remapable=no
Height=4
DemandLoad=false
DemandLoadBuildup=true
ActiveAnim=MAGMAINIT

----
[MAGMAINIT]
traileranim=MAGMAERUPT
trailerseperation=100 ;the interval at which the volcano erupts

;start the spawning and create the smoke particlesystem
[MAGMAERUPT] ; as debris
maxxyvel=1
minzvel=-10 ; hit the same cell
expireanim=MAGMABURST ;start the spawning
damage=1
warhead=SmokeWH ;create the smoke
 
[MAGMABURST]
Image=INVISO   ; use an invisible dummy shp instead or a bubbling magma anim
LoopCount=-1   ; loop forever
TrailerAnim=METDEBRI
TrailerSeperation=10   ; the rate at which it spawns the debris (less means faster)


I also added in rules the anim list of
MAGMABURST
MAGMAINIT
MAGMAERUPT

warhead is also added on its list

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Sep 08, 2011 6:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

And again, it was an "example" code. That means you can't simply copy it and of course have to take care of correct written keys as mine were written from memory.
Thus they don't follow the exact spelling.
I also thought it would be obvious, since not one of the keys follows the necessary case sensitivity rules.

Thus, use the code as an example to understand the logic behind it and implement it yourself using the correct keys and also add missing keys to make the animations complete.

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