Joined: 09 May 2011 Location: Approaching the Great Pyramid
Posted: Wed May 11, 2011 9:17 pm Post subject:
few unit/weapons problems
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
-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
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 09 May 2011 Location: Approaching the Great Pyramid
Posted: Wed May 11, 2011 10:18 pm Post subject:
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?
Joined: 09 May 2011 Location: Approaching the Great Pyramid
Posted: Wed May 11, 2011 11:09 pm Post subject:
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
sorry, I should have been more clear and explaining that _________________
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? _________________
Joined: 09 May 2011 Location: Approaching the Great Pyramid
Posted: Sun May 15, 2011 2:21 am Post subject:
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
- weapon is of Hseeker just increased range fro 0,5 to 1,5
there
(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)
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 09 May 2011 Location: Approaching the Great Pyramid
Posted: Wed May 18, 2011 10:39 pm Post subject:
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 ? _________________
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. _________________
Think of me as Nordos, 'cause Banshee wouldn't rename me QUICK_EDIT
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. QUICK_EDIT
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 09 May 2011 Location: Approaching the Great Pyramid
Posted: Mon Jun 06, 2011 1:35 pm Post subject:
time to bump this a bit
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 ? _________________
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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 _________________ SHP Artist of Twisted Insurrection: Nod buildings
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". _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 09 May 2011 Location: Approaching the Great Pyramid
Posted: Tue Jun 07, 2011 2:16 pm Post subject:
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)
I'm amaized Steve never bothered to fix this things in past
hence why I always re-check some buildings and new units before
applying changes to game
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 _________________
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.
Joined: 09 May 2011 Location: Approaching the Great Pyramid
Posted: Fri Jun 10, 2011 11:15 pm Post subject:
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 _________________
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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)
Joined: 09 May 2011 Location: Approaching the Great Pyramid
Posted: Tue Sep 06, 2011 2:57 pm Post subject:
sure
one note, the "vulcan" is named [DNVULCAN]
any help appreciated (or tip) Last edited by Exley on Tue Sep 06, 2011 8:31 pm; edited 1 time in total QUICK_EDIT
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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
----
[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
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. _________________ SHP Artist of Twisted Insurrection: Nod buildings
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