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how to make superweapons work for my new teams?
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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Thu Jul 07, 2011 3:51 pm    Post subject:  how to make superweapons work for my new teams?
Subject description: they don't come out
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i've copied the missile silo, temple of nod ect. ect. to my new teams but when i fire there superweapons they don't work and don't come out why is this?

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Thu Jul 07, 2011 8:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

plzz someone help me i really need help here i've tryed for hours but i can't get my super wepons to work for my new teams

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Team Black
Defense Minister


Joined: 25 Sep 2006
Location: Teamblackistan Posts: Over 9000

PostPosted: Thu Jul 07, 2011 8:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

It must be embarrassing when things don't come out when you want them to. I'm guessing it happens to you a lot

post your code please

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Thu Jul 07, 2011 9:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

thx for replying
[Cabal Missile Silo]
Name=Missile Silo
SuperWeapon=MultiSpecial
SuperWeapon2=ChemicalSpecial
Prerequisite=Cabal Tech
Strength=1000
Armor=wood
TechLevel=10
Adjacent=2
Sight=4
Owner=Cabal,Special
Cost=1300
Points=30
Power=-50
Crewed=yes
Capturable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=6
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
AIBuildThis=yes
SpecialThreatValue=1
NukeSilo=yes
HasStupidGuardMode=false
Image=NAMISL

[Cabal Temple]
Name=Temple of Cabal
Prerequisite=Cabal Tech
Strength=1000
Armor=wood
TechLevel=10
Adjacent=3
Sight=6
Owner=Cabal,Special
Cost=2000
Points=60
Power=-200
Capturable=true
Sensors=yes
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=9
ThreatPosed=0 ; This value MUST be 0 for all building addons
SuperWeapon=HuntSeekSpecial
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=1210, 680, 400
AIBuildThis=yes
IsTemple=yes
Image=NATMPL

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iamn00b
Jumpjet Infantry


Joined: 23 Apr 2010
Location: indonesia, sticking at keyboard

PostPosted: Fri Jul 08, 2011 12:28 am    Post subject: Reply with quote  Mark this post and the followings unread

do you use something like tibed?

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Fri Jul 08, 2011 1:15 am    Post subject: Reply with quote  Mark this post and the followings unread

I swear we've told this guy not to use spaces in his identifiers.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Jul 08, 2011 1:26 am    Post subject: Reply with quote  Mark this post and the followings unread

yes, he was already told that once before.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Fri Jul 08, 2011 5:43 am    Post subject: Reply with quote  Mark this post and the followings unread

NukeSilo=yes only works on 1 building entry AFAIK so not gonna work anyhow and yes don't god damned use the spaces unless like probability of random IEs higher Very Happy

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Fri Jul 08, 2011 2:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

dodgevipergtc,
[Cabal Missile Silo]
[Cabal Temple]
I think they are saying for those spaces. They should not be in those names.
Thats how it should look like. Or maybe all caps!
[CabalMissileSilo]
[CabalTemple]
I do not know about TS, I know spaces cannot be in RA2/YR, but perhaps in TS too cause RA2 is based on TS engine.
Also do not use big names, I do not know how much letters it should have a max, but I know game cannot handle long big names.

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Fri Jul 08, 2011 3:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

i changed it to CabalMissileSilo and put NukeSilo=No but the superweeapon still dosn't work?

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Fri Jul 08, 2011 4:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
NukeSilo=yes only works on 1 building entry
.
For the SW to work, it NEEDS NukeSilo=yes but it won't work because it is already used for the NAMISL.

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interesting seeing your voxel work. They're still better than Aro's!

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Fri Jul 08, 2011 5:24 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Fri Jul 08, 2011 5:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Me or him? Confused

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interesting seeing your voxel work. They're still better than Aro's!

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Jul 08, 2011 6:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

dodgevipergts of course, but he never reads any posts. Maybe he can't read.

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Fri Jul 08, 2011 7:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt, then throw at him one Bolt! Omega if possible.
But its always better and easier to open thread on forums and ask for something, rather than searching for already answered questions on forums. hahaha
If he read thread from that link you posted, then he wouldn't create this thread, and this thread would not have 15 posts already! At least he made his thread popular. Very Happy Very Happy Very Happy
Well, his further similiar threads will be most likely locked.

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dodgevipergts
Chem Warrior


Joined: 31 Jan 2011

PostPosted: Fri Jul 08, 2011 7:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

thx for the link allied general i'm sorry i'm such i noob but i really do try my best to become better at modding i'm slowly getting there i think cheers i could'nt find this

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superdjidane
Cyborg Engineer


Joined: 17 Nov 2011

PostPosted: Fri Nov 18, 2011 9:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Anybody knows how make AI use superweapons ?

I found the trigger for that, but the AI still don't use it's superweapon...

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