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how can i make a bomber plane
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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Sat Aug 13, 2011 7:43 pm    Post subject:  how can i make a bomber plane Reply with quote  Mark this post and the followings unread

been trying to make a bomber plane like a orca bomber or when the paratrooper plane drops off men how can i do this cheers in advance

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Aug 13, 2011 7:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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Last edited by Cranium on Sat Aug 13, 2011 7:59 pm; edited 1 time in total

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Aug 13, 2011 7:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Primary=Bomb

Find and download a copy of TS rules for any logics related to TS.

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Sat Aug 13, 2011 8:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

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)

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Aug 13, 2011 8:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Then go and download the TS UMP and c'n'p the code from that one.

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Sat Aug 13, 2011 9:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

[BOMBER] (MadHQ Bomber Art)
Voxel=yes
Remapable=yes
Image=BOMBER

[NukeBomb] (Weapon)
Damage=160
ROF=10 ; was 1
Range=3
Projectile=NukeProj
Speed=1
Warhead=NukeBWH
Floater=yes

[NukeBWH] (Warhead)
Wall=yes
Wood=yes
Bright=yes
Fire=yes
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100% ; changed conc from 10%
Conventional=yes
Rocker=yes
InfDeath=2
AnimList=EXPLOMED,EXPLOLRG
Deform=8%
DeformThreshhold=160
ProneDamage=150%

[NukeProj] (Projectile)
Image=NBOMB
AA=no

[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



bmber.rar
 Description:
The Vxl I'm using

Download
 Filename:  bmber.rar
 Filesize:  69.92 KB
 Downloaded:  79 Time(s)


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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Aug 13, 2011 10:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

did you add the NukeBWH to the [Warheads] list?

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Sat Aug 13, 2011 11:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
did you add the NukeBWH to the [Warheads] list?


yes i did like i said i tested this weapon with the harrier worked fine but then i used my new plane and it bombed bang IE

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Aug 13, 2011 11:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Sat Aug 13, 2011 11:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Aug 14, 2011 12:02 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Sun Aug 14, 2011 12:24 am    Post subject: Reply with quote  Mark this post and the followings unread

thx

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Cranium
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Location: USA

PostPosted: Sun Aug 14, 2011 1:29 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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m7
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Joined: 17 Apr 2009

PostPosted: Sun Aug 14, 2011 3:16 am    Post subject: Reply with quote  Mark this post and the followings unread

How many threads have been spawned in the last few months that repeatedly advise AGAINST using spaces in the ID of the unit?

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Sun Aug 14, 2011 5:37 am    Post subject: Reply with quote  Mark this post and the followings unread

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 Rolling Eyes 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.

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Sun Aug 14, 2011 11:34 am    Post subject: Reply with quote  Mark this post and the followings unread

i changed the HVA i'm pretty sure i got it right but i don't know because it still errors

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Sun Aug 14, 2011 8:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

i've tryed renaming so theres no spaces and i've changed the hva but it still dosn't work with the plane i want to use

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Aug 14, 2011 8:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

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?

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Sun Aug 14, 2011 9:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

i tryed it with rotors it didn't work then i tryed it with a maverick it still didn't work

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m7
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Joined: 17 Apr 2009

PostPosted: Sun Aug 14, 2011 9:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Sun Aug 14, 2011 9:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

m7 wrote:
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

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m7
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Joined: 17 Apr 2009

PostPosted: Sun Aug 14, 2011 9:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Sun Aug 14, 2011 10:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

i've done all that now but it's still erroring also thx

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Aug 14, 2011 11:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Mon Aug 15, 2011 12:02 am    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
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

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Cranium
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PostPosted: Mon Aug 15, 2011 12:16 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

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FurryQueen
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PostPosted: Mon Aug 15, 2011 2:19 am    Post subject: Reply with quote  Mark this post and the followings unread

[NukeBomb] != [Nukebomb]. Just so we're clear.

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Orac
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PostPosted: Mon Aug 15, 2011 3:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Holy shit. Another amazing thread.

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Mon Aug 15, 2011 11:39 am    Post subject: Reply with quote  Mark this post and the followings unread

Cranium wrote:
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

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Allied General
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Location: United Kingdom

PostPosted: Mon Aug 15, 2011 11:49 am    Post subject: Reply with quote  Mark this post and the followings unread

+ =

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Mon Aug 15, 2011 2:51 pm    Post subject: Reply with quote  Mark this post and the followings unread

cheers Cranium and M7 thx for all the help i looked though all the help you'd wrote edited a bit and now it's working thx

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Tue Aug 16, 2011 1:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

also is there a way of making the bomber only drop one bomb i tryed increasing the fire rate but it still drops 5 bombs

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Tue Aug 16, 2011 2:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

the weapon code

[TESTBOMBERBOMB]
Damage=100
ROF=100 ; was 1
Range=3.6
Projectile=NukeBomberBombProjectile
Speed=1
Warhead=NukeBomberBombWH
Floater=yes
Report=KirovAttack

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FurryQueen
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Location: Liyue

PostPosted: Tue Aug 16, 2011 7:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

When using this logic, which is a special case I'm fairly sure, the plane always drops five bombs. This cannot be changed.

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Tue Aug 16, 2011 7:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

FurryQueen wrote:
When using this logic, which is a special case I'm fairly sure, the plane always drops five bombs. This cannot be changed.
is there another logic which will work?

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Mig Eater
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PostPosted: Tue Aug 16, 2011 8:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Add ROT=100 to the bomb's projectile.

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Tue Aug 16, 2011 10:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

cheers migeater

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