So whats so hard about c/p the orca bomber code and editing to your liking? If your just using stock vxl's, just use Image=PDPLANE for the bomber and use the orca bomber weapon. Not exactly sure what you want with the paratroop plane, if you want one to be able to land, load it with paratroops, just clone the PDPLANE and edit it to make it landable and dont use Airportbound=yes _________________
The enemy shall be injected with toxic poison - Venom Last edited by Cranium on Sat Aug 13, 2011 7:59 pm; edited 1 time in total QUICK_EDIT
i wanted to do that but i don't currently have TS installed on my comp thats one of the reasons i've started moddin RA2 agein (i'll find i rules.ini on the net) QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Aug 13, 2011 8:23 pm Post subject:
Then go and download the TS UMP and c'n'p the code from that one. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
i've had a slight problem with the bomber i copied all the codes from ts inis and everything and changed what i needed to tested the bomber woth a harrier worked perfectly so then i used the plane art that i wanted to use the bomber for and it errors when it drops it's bombs strnage? the plane i'm using is the big soviet one with 4 proppelers from MadH
[Nuke Bomber] (Ther Unit)
UIName=Name:F22RAPTER
Name=Intruder
Image=BOMBER
Prerequisite=RADAR
Primary=NukeBomb
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
Strength=155
Category=AirPower
Armor=light
TechLevel=6
Sight=8
RadarInvisible=no
Landable=yes
MoveToShroud=yes
;Dock=GAAIRC,GAHPAD,NAHPAD
Dock=GAAIRC,AMRADR
PipScale=Ammo
Speed=16
;PitchSpeed=0.9
;PitchAngle=0
PitchSpeed=1.1
PitchAngle=0
OmniFire=yes
Owner=Americans
Cost=1
Points=20
ROT=3
Ammo=1
Crewed=yes
ConsideredAircraft=yes
AirportBound=yes ; If I ever need to land and there are no airports I crash because I can only land on them
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Maxdebris=3
IsSelectableCombatant=yes
VoiceSelect=IntruderSelect
VoiceMove=IntruderMove
VoiceAttack=IntruderAttackCommand
VoiceCrashing=IntruderVoiceDie
DieSound=
MoveSound=IntruderMoveLoop
CrashingSound=IntruderDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=20 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=IntruderTakeOff ;Taking off
AuxSound2=IntruderLanding ;Landing
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=STRONGER,FIREPOWER,ROF
Fighter=yes
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
PreventAttackMove=yes
You do realize that you have a space in the name of the bomber plane, dont you?
[Nuke Bomber]
Should be [NukeBomber] with no space _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
i've named like 5 other planes with spaces and had no problem but i may try it anyways and think it's somthing to do with the FLH for some strange reason but your much more skilled than me so i'm probely wrong QUICK_EDIT
names with spaces will work, but ive heard they can have issues. I'll see if i can spot something else, but right now i dont see anything. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
I downloaded the vxl, it has a screwed up hva file. Body is way to low, and the rotors are way outta place. delete the hva file its using and make a new one. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Not to mention against using TIBED yet they insist and then want help... use your ztyping spaces but don't ask for help if things go dicey as all you get is as all your risking is unstability if game parser fails parsing the unitname and when that happens it points to nonavailable entry and that can be nice crashes. In reality the game engine is prone to random crashing as it has tendancy to ignore some "coding errors" for few turns but say 3rd/8th/10th/20th/30th/40th time, it can crash instead which makes random unstability. QUICK_EDIT
Try using a different weapon with the new plane. If it still IE's then its not the weapon. Which means its the .vxl and/or hva file. Or it simply could be your coding. Does aircraft with rotors need to use the ShadowIndex= tag? _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Your art code needs a ShadowIndex= entry, with the value being set to the desired voxel section you want to cast a shadow.
In order to find the index value for a voxel, you'll need Voxel Section Editor III. To check the index value, open your voxel up in VXLSEIII and look under the Section menu for "Voxel Header." A new window with 3 tabs should appear. In the 'Header' tab you'll see some information about the voxel, including the Voxel Section (a dropdown box with all the voxel sections listed), the name, Index, and Normals mode. To get the appropriate index for the body of the plane, you'll find the section that is the body and pull up it's information in the voxel header.
When you have the appropriate voxel shadow index number, add ShadowIndex=# to your artmd.ini entry, where '#' is the value. I hope that helped and was easy to understand. QUICK_EDIT
Your art code needs a ShadowIndex= entry, with the value being set to the desired voxel section you want to cast a shadow.
In order to find the index value for a voxel, you'll need Voxel Section Editor III. To check the index value, open your voxel up in VXLSEIII and look under the Section menu for "Voxel Header." A new window with 3 tabs should appear. In the 'Header' tab you'll see some information about the voxel, including the Voxel Section (a dropdown box with all the voxel sections listed), the name, Index, and Normals mode. To get the appropriate index for the body of the plane, you'll find the section that is the body and pull up it's information in the voxel header.
When you have the appropriate voxel shadow index number, add ShadowIndex=# to your artmd.ini entry, where '#' is the value. I hope that helped and was easy to understand.
it came up with index=0 (but thats the default) so iver it's somthing else wrong or i've done somthing wrong QUICK_EDIT
You should still define ShadowIndex=0 on your art unit. You may also want to set a PrimaryFireFLH=x,y,z so the weapon will fire from the proper spot on your bomber. A Cameo= may be necessary in order to get an ingame sidebar image, but shouldn't cause any issues. And you don't need an Image= when the reference in Image= is the same as in the [ID] of the unit. QUICK_EDIT
Alright, lets try this. Did you add your own NukeBomb code into the rules? There is already a Nukebomb in the game. If your using the original Nukebomb, it's spelled Nukebomb with a lower case b not a capital B.
you have NukeBomb and it should be Nukebomb.
If you added a new NukeBomb to the game put a 2 after it. NukeBomb2 and then it should work _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
Alright, lets try this. Did you add your own NukeBomb code into the rules? There is already a Nukebomb in the game. If your using the original Nukebomb, it's spelled Nukebomb with a lower case b not a capital B.
you have NukeBomb and it should be Nukebomb.
If you added a new NukeBomb to the game put a 2 after it. NukeBomb2 and then it should work
the thing is the the weapon works with other planes so i think it's the plane but i'm no skillish master QUICK_EDIT
you didnt answer my question. Do you or do you not have 2 Nukebomb weapons in your rules? Dosent matter if one has a lower case b and the other a capital b. Its still the same weapon as far as the games concerned. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
you didnt answer my question. Do you or do you not have 2 Nukebomb weapons in your rules? Dosent matter if one has a lower case b and the other a capital b. Its still the same weapon as far as the games concerned.
i never knew there was already a nukebomb in the rules i'll chahge mine to nukebomb2 QUICK_EDIT
When using this logic, which is a special case I'm fairly sure, the plane always drops five bombs. This cannot be changed. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
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