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Art Bugs
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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Fri Sep 21, 2012 12:20 pm    Post subject:  Art Bugs Reply with quote  Mark this post and the followings unread

So here's a weird one.

So I tried adding a new Voxel to the game, coded it in so we'd have a nice unit...and then this happens.



Now before people start the "lol, n00b" train, I'd point out I know fix 101 for this is to make sure the Image and the image's section in Art.ini match up. So I went back and double checked my code.

Code:
[CUSTARD]   ; Allied Custodian Tank
Voxel=yes
Remapable=yes
Cameo=CUSTARDICON
AltCameo=CUSTARDUICO
Weapon1FLH=330,0,100    ; Cannon -- default cannon turret
Weapon2FLH=88,0,176     ; Engineer's repair arm
Weapon3FLH=72,0,160     ; GI -- gun turret
Weapon4FLH=72,0,160     ; Flak Trooper -- gun turret
Weapon5FLH=72,0,160     ; SEAL -- gun turret
Weapon6FLH=72,0,160     ; Sniper -- gun turret
Weapon7FLH=72,0,160    ; Shock Trooper -- high-tech turret
Weapon8FLH=72,0,160     ; Crazy Ivan -- high-tech turret (he just blows up so offset not important)
Weapon9FLH=72,0,160     ; Yuri -- high-tech turret (he does brain blast)
Weapon10FLH=72,0,160   ; Desolator -- high-tech turret
Weapon11FLH=72,0,160   ; Chrono Legion -- high-tech turret
Weapon12FLH=72,0,160    ; Terrorist -- high-tech turret (he just blows up)
Weapon13FLH=72,0,160   ; Cow -- high-tech turret
Weapon14FLH=72,0,160   ; Initiate -- high-tech turret
Weapon15FLH=72,0,160   ; Virus -- high-tech turret
Weapon16FLH=72,0,160   ; Yuri Prime -- high-tech turret
Weapon17FLH=64,48,180   ; Guardian GI -- high-tech missile turret


Code:
; ********************************************************************************************
; ********************************* Allied Custodian Tank ************************************

;Allied Custodian Tank
[MTNK]
UIName=Name:CUSTARD
Name=IFV
Image=CUSTARD
Prerequisite=GAWEAP
Primary=105mm
Strength=480
Category=AFV
Armor=heavy
DeployTime=.022
TechLevel=2
Sight=8
PipScale=Passengers
Speed=7
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
Cost=1000
Soylent=600
Points=20
ROT=5
Crusher=yes
TooBigToFitUnderBridge=true
Turret=yes ;GEF should be no for ifv???
Passengers=1
Gunner=yes
HasTurretTooltips=yes
TurretCount=9
WeaponCount=17

Weapon1=105mm      ;Normal
EliteWeapon1=105mmE      ;Normal
Weapon2=RepairBullet   ;Engineer
EliteWeapon2=RepairBullet   ;Engineer
Weapon3=CRM60         ;GI
EliteWeapon3=CRM60         ;GI
Weapon4=CRFlakGuyGun      ;Flak Troop ;Rocketeer
EliteWeapon4=CRFlakGuyGun      ;Flak Troop ;Rocketeer
Weapon5=CRMP5         ;Seal
EliteWeapon5=CRMP5         ;Seal
Weapon6=AWPE         ;Sniper
EliteWeapon6=AWPE         ;Sniper
Weapon7=CRElectricBolt   ;ShockTrooper
EliteWeapon7=CRElectricBolt   ;ShockTrooper
Weapon8=CRNuke         ;Crazy Ivan
EliteWeapon8=CRNuke         ;Crazy Ivan
Weapon9=CRMindControl   ;Yuri
EliteWeapon9=CRMindControl   ;Yuri
Weapon10=CRRadBeamWeapon;Desolator
EliteWeapon10=CRRadBeamWeapon;Desolator
Weapon11=CRNeutronRifle   ;Chrono
EliteWeapon11=CRNeutronRifle   ;Chrono
Weapon12=CRTerrorBomb      ;Terrorist
EliteWeapon12=CRTerrorBomb      ;Terrorist
Weapon13=CowShot      ;Cow
EliteWeapon13=CowShot      ;Cow
Weapon14=CRPsychicJab      ;Initiate
EliteWeapon14=CRPsychicJab      ;Initiate
Weapon15=CRVirusGun      ;Virus
EliteWeapon15=CRVirusGun      ;Virus
Weapon16=CRSuperMindBlast      ;Yuri Prime
EliteWeapon16=CRSuperMindBlast      ;Yuri Prime
Weapon17=CRMissileLauncher      ;Guardian GI
EliteWeapon17=CRMissileLauncher      ;Guardian GI



;Weapons
;GEF
;0=rocket
;1=gun
;2=repair arm
;3=high-tech

NormalTurretIndex=0
NormalTurretWeapon=0
RepairTurretIndex=2
RepairTurretWeapon=1
MachineGunTurretIndex=6
MachineGunTurretWeapon=2
FlakTurretIndex=7
FlakTurretWeapon=3
PistolTurretIndex=6
PistolTurretWeapon=4
SniperTurretIndex=0
SniperTurretWeapon=5
ShockTurretIndex=3
ShockTurretWeapon=6
ExplodeTurretIndex=2
ExplodeTurretWeapon=7
BrainBlastTurretIndex=2
BrainBlastTurretWeapon=8
RadCannonTurretIndex=4
RadCannonTurretWeapon=9
ChronoTurretIndex=4
ChronoTurretWeapon=10
TerroristExplodeTurretIndex=2
TerroristExplodeTurretWeapon=11
CowTurretIndex=2
CowTurretWeapon=12
InitiateTurretIndex=2
InitiateTurretWeapon=13
VirusTurretIndex=0
VirusTurretWeapon=14
YuriPrimeTurretIndex=2
YuriPrimeTurretWeapon=15
GuardianTurretIndex=5
GuardianTurretWeapon=16



IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=IFVSelect
VoiceMove=IFVMove
VoiceAttack=IFVAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=IFVMoveStart
EnterTransportSound= IFVTransform
LeaveTransportSound= IFVTransform
CrushSound=TankCrush
Maxdebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=10   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
Size=3
SizeLimit=1
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
DeathWeapon=CRNuke ;GEF This will be a special case that only goes off if it's piloted by Ivan
ElitePrimary=105mmE
OpportunityFire=no
BuildTimeMultiplier=1.5;Individual control of build time
;Bombable=no

; ********************************* Allied Custodian Tank ************************************
; ********************************************************************************************


And that checks out okay. If I wasn't 100% sure what the problem was, I wouldn't be writing this up. However, as it stands this confuses me. It's not just this it's done it for - other Voxels and SHP's are having the exact same issue.

It's a problematic bug that is setting us back quite a bit.

Quick Edit - Wasn't 100% sure where I should have dropped this. If a moderator pops by and finds it in the wrong section, feel free to move the topic.

Last edited by Sir Shockwave on Fri Sep 21, 2012 1:02 pm; edited 1 time in total

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Nuke Atty
Cyborg Soldier


Joined: 07 May 2012
Location: Chungking,China

PostPosted: Fri Sep 21, 2012 12:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Double check if u put the VXL&HVA into the game folder...
If u did it, and it's still like this, you just use the original code to test it(change the vxl's name to HTNK and build some Rhino Tank)..
If it still doesn't work, it should be the problem of the VXL or HVA...

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Fri Sep 21, 2012 1:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nuke Atty wrote:
Double check if u put the VXL&HVA into the game folder...
If u did it, and it's still like this, you just use the original code to test it(change the vxl's name to HTNK and build some Rhino Tank)..
If it still doesn't work, it should be the problem of the VXL or HVA...


Here's my current Voxel and HVA folders.





You see the Voxel and HVA files named "Custard"? That's the Voxel we're trying to integrate.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Sep 21, 2012 1:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Do you hacked the exe so it reads files from subfolders?
If not, place the hva/vxl directly in the game folder (there where the exe is as well).

here the list of common mistakes
1. mismatching names (i think we can check that off)
2. missing [VehicleTypes] entry or under a wrong/different ID
3. missing vxl/hva file (not in the right mix or in the wrong folder)
4. a doubled entry in art.ini or rules.ini which overwrites the here shown entry and thus changes the art
5. a second rules/art.ini placed somewhere in a mix, which overwrite the edited ones

\topic moved

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Sep 21, 2012 1:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quickest way I usually solved this is by just copying the IFV Entry and tweaking it from there...

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Fri Sep 21, 2012 2:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Do you hacked the exe so it reads files from subfolders?
If not, place the hva/vxl directly in the game folder (there where the exe is as well).

here the list of common mistakes
1. mismatching names (i think we can check that off)
2. missing [VehicleTypes] entry or under a wrong/different ID
3. missing vxl/hva file (not in the right mix or in the wrong folder)
4. a doubled entry in art.ini or rules.ini which overwrites the here shown entry and thus changes the art
5. a second rules/art.ini placed somewhere in a mix, which overwrite the edited ones

\topic moved


To elaborate - we're using Launch Base. It keeps things clean and organized, not to mention if I screw up there it doesn't end up doing bad things to the game itself.

1) We've already debunked this one with the above. Name ID's match up perfectly.
2) It's borrowing the former Grizzly Tank's entry. Also, if it wasn't on the list, it wouldn't be buildable.
3) Also debunked with screenshots.
4) and 5) Double checked. No duplicate code found. I'm usually very quick to remove any Dupe Code I find.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Sep 21, 2012 3:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Launchbase corrupt or not working then?

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ImP_RuLz
Jumpjet Infantry


Joined: 21 May 2004
Location: Pakistan

PostPosted: Fri Sep 21, 2012 3:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

does it happen to every unit in the "vxl" folder?
IIRC LaunchBase uses stuff only from "video" folder.

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Fri Sep 21, 2012 4:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Launchbase corrupt or not working then?


Could be. Definitely something to follow up.

ImP_RuLz wrote:
does it happen to every unit in the "vxl" folder?
IIRC LaunchBase uses stuff only from "video" folder.


Definately not. It's only a handful of Voxels and SHP's that are doing it, which is why this caught us off guard.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Sep 21, 2012 5:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

LB usually doesn't reject stuff to copy (except wavs in sound folder).

But you're missing tur1. YES, you DO need a tur1, so tur, and tur1-7 would be the valid setup, not tur and tur2-8 what you have now.

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Fri Sep 21, 2012 5:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
LB usually doesn't reject stuff to copy (except wavs in sound folder).

But you're missing tur1. YES, you DO need a tur1, so tur, and tur1-7 would be the valid setup, not tur and tur2-8 what you have now.


I got them as supplied. In that case then, would I set the turret count as 9 or 8?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Sep 21, 2012 6:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, if you have tur and tur1-7, then TurretCount is 8, yes.

_________________
"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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
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...

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Fri Sep 21, 2012 7:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Well, if you have tur and tur1-7, then TurretCount is 8, yes.


Tweaked and fixed. Now if only I could get it to show up ingame -_-

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tomsons26lv
Cyborg Artillery


Joined: 30 Dec 2009
Location: Latvia

PostPosted: Fri Sep 21, 2012 7:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Haven't modded RA2 for years but [MTNK] shouldn't that be [CUSTARD] too?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Sep 21, 2012 8:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Image=CUSTARD is present.

But it's indeed worth a try to remove the Image key and use the ID directly, since the Image key is known to be unreliable and ignore settings.
Also MTNK might have some special hardcoded settings (don't have the exe to check that right now).

btw, check the map. Maybe you have ini settings in the map like [MTNK] Image=MTNK which WW liked to do as well.

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Fri Sep 21, 2012 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
Image=CUSTARD is present.

But it's indeed worth a try to remove the Image key and use the ID directly, since the Image key is known to be unreliable and ignore settings.
Also MTNK might have some special hardcoded settings (don't have the exe to check that right now).

btw, check the map. Maybe you have ini settings in the map like [MTNK] Image=MTNK which WW liked to do as well.


Just ran a quick test. The short answer - not really. It changed the body A-Okay, but the Grizzly's default image (GTNK) appears to be hardcoded to the one turret.

And the map should be fine. Even then, I don't think I have access to those tools - at least, I never found the controls for that function. Having said that, I can't even find the lighting in there, or even if I'm looking at the INI file -_-

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Dny
Energy Commando


Joined: 28 May 2008

PostPosted: Sat Sep 22, 2012 5:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Check if the vehicle is on the list of technotypes? (has happened to me) and also if our using Launch base double check by placing the Inis directly in the yr folder and then running Yr (or ares) oldschool
Launchbase sometimes failed to copy these files causing the ini not to "update" the fixes

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Sat Sep 22, 2012 6:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Sir Shockwave the Image should show anyways even with the incorrect number of turrets just the turret will be gone.
BTW i have IFV type as well.

1. Needless to say its problery just a small typo error in the art.ini or Rules section units X=*unitname* (where x is a number)
Or
2. mod manger is not updating your mod.
Or
3. Your .mix name typo in the naming convention of the file name (when your working flat out very rarely this happens.)

Sir Shockwave, i didn't think you would ever get stuck on something this trivial.

PS: Please post when you have a screeny i want to see it when you've fixed it.

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Sat Sep 22, 2012 7:29 am    Post subject: Reply with quote  Mark this post and the followings unread

Dny wrote:
Check if the vehicle is on the list of technotypes? (has happened to me)


It's occupying the same space as the Grizzly used to occupy, so it's definitely on there. Also, if it wasn't there it wouldn't be spawning in the first place.

Dny wrote:
and also if our using Launch base double check by placing the Inis directly in the yr folder and then running Yr (or ares) oldschool
Launchbase sometimes failed to copy these files causing the ini not to "update" the fixes


I may try this later, though it's not going to corrupt the data if I do this...is it?

Dubzac wrote:
Sir Shockwave, i didn't think you would ever get stuck on something this trivial.


Well excuse me, your majesty.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Sep 22, 2012 9:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Shockwave, can you send/upload the gfx for this one? I'll try to get it working on my own. Also ignore Dubzac... he doesn't know that IFV setups are tricky bastard... I had troubles setting up mine as well.

_________________
"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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
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...

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MasterHaosis
General


Joined: 01 Nov 2010
Location: Serbia

PostPosted: Sat Sep 22, 2012 10:34 am    Post subject: Reply with quote  Mark this post and the followings unread

Dubzac,

Guys, hey wait second. What exactly Grizzly Tank is hard coded to do? This is first time that I heard that he is hard coded to anything.

Graion Dilach, hehe, well until you said that I though that I am dumb or something for IFVs. First time, few months ago, I tried to set up IFV's turret, actually to add more from pack. I copy pasted and set up exactly as tutorial said, and failed. Result was that IFV changed his turret every second visually. Then I was annoyed and removed IFV at all from my mod. I replaced him with AA vehicle.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sat Sep 22, 2012 11:12 am    Post subject: Reply with quote  Mark this post and the followings unread

One small mistake in the system, and it has no image. I know, I am using Gunner vehicles right now (not IFVs yet)... and have to say, that's why I want to see the full setup.

_________________
"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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
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...

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Dny
Energy Commando


Joined: 28 May 2008

PostPosted: Sat Sep 22, 2012 4:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

you know if its the gtnk then why not just rename all the vxls and hvas to gtnk? that worked for me ive replaced the gtnk also
and the files wouldnt become corrupted but first make sure there is no other ini files n the yr folder then put your own

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Dubzac
Commander


Joined: 21 May 2004
Location: New Zealand

PostPosted: Sun Sep 23, 2012 6:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Shockwave, can you send/upload the gfx for this one? I'll try to get it working on my own. Also ignore Dubzac... he doesn't know that IFV setups are tricky bastard... I had troubles setting up mine as well.


wha~!?!


Code:
; scout car
[YTNK]
UIName=Name:FV
Name=Scout Car
Image=SCTCAR
Prerequisite=YAWEAP
Primary=IFVMG
Strength=200
Category=Transport
Armor=medium
DeployTime=.055
TechLevel=3
Sight=10
PipScale=Passengers
Speed=7
CrateGoodie=no
Owner=YuriCountry
AllowedToStartInMultiplayer=no
Cost=500
Soylent=150
Points=20
ROT=16
Crusher=no
TooBigToFitUnderBridge=true
Turret=Yes
Passengers=1
Gunner=yes
AirRangeBonus=9
IsIFV=yes
TurretCount=7
WeaponCount=6
Weapon1=IFVMG         ;Heavy MG ;Normal with no unit inside
EliteWeapon1=IFVMGE      
Weapon2=RPGROCKET           ;Missile Launcher       
EliteWeapon2=RPGROCKETE      
Weapon3=Shotgun                 ;Shotgun
EliteWeapon3=ShotgunE   
Weapon4=MAGICMIS      ;(AA missiles)
EliteWeapon4=MAGICMIS   
Weapon5=CRAWP         ;Sniper GUN
EliteWeapon5=CRAWPE      
Weapon6=RepairBullet           ;Repair Arm
EliteWeapon6=RepairBullet    
NormalTurretIndex=3
NormalTurretWeapon=0
MachineGunTurretIndex=1
MachineGunTurretWeapon=1
FlakTurretIndex=7
FlakTurretWeapon=2
VirusTurretIndex=6
VirusTurretWeapon=3
PistolTurretIndex=4
PistolTurretWeapon=4
SniperTurretIndex=5
SniperTurretWeapon=5
RepairTurretIndex=6
RepairTurretWeapon=6
OpportunityFire=yes
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=IFVSelect
VoiceMove=IFVMove
VoiceAttack=IFVAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=IFVMoveStart
EnterTransportSound= IFVTransform
LeaveTransportSound= IFVTransform
CrushSound=TankCrush
Maxdebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=10   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
Size=3
SizeLimit=1
VeteranAbilities=SIGHT
EliteAbilities=CRUSHER
Accelerates=false


Dawn of the legions has many IFV's. this is just a example. Cool


btw in this code i only has 3 turrets and 6 weapons with elites
btw all your 8 turrets must be like this. btw note i have dummy turrets too #Tongue
0=1st
1=2nd
3=
4=
5=
6=
7=

(All numbers start at 0 in RA2/YR)

Anyways proof of my above post. Note if you want srceen shots you have to ask politely.

_________________
Link to a document to see what mods i have and/or working on or working with
Click

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Sun Sep 23, 2012 9:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Shockwave, can you send/upload the gfx for this one? I'll try to get it working on my own. Also ignore Dubzac... he doesn't know that IFV setups are tricky bastard... I had troubles setting up mine as well.


I have no need, when I can link you the model right here.

And as we're learning very quickly, IFV setups sound harder to code than anything else so far. Apologies for doing this late, we've been busy.

MasterHaosis wrote:
Guys, hey wait second. What exactly Grizzly Tank is hard coded to do? This is first time that I heard that he is hard coded to anything.


As far as I've tested, the Grizzly can be swapped out with any other MBT you design of your choosing, whether it's just a cosmetic swap or a full blown conversion. Why it isn't working here is beyond me.

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Dny
Energy Commando


Joined: 28 May 2008

PostPosted: Mon Sep 24, 2012 4:59 am    Post subject: Reply with quote  Mark this post and the followings unread

I did some testings im kinda lost too:
named him ATKND (original name)
1.[ATKND] with exact IFV settings, no image
2.[MTNK] (grizzly) with Image=ATKND, works!
3.[ATKND] with image=FV, works!
5.[FV] with Image=ATKND, no image Confused

no idea whats going on...but maybee this info will get us one step closer to fix this

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon Sep 24, 2012 7:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Ah, that voxel... I have it in, but I have a different setup (with keeping only the orig tank and a double-barreled variant)

Rename tur8 to tur1, TurretCount=8, rest seems okay.

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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Mon Sep 24, 2012 7:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Ah, that voxel... I have it in, but I have a different setup (with keeping only the orig tank and a double-barreled variant)

Rename tur8 to tur1, TurretCount=8, rest seems okay.


No dice. It's still not displaying ingame at all. Maybe it's just not correctly acknowledging a Tur1?

EDIT - Figured I'd put up some updated code. Though if the problem is now with the code, I'm beginning to suspect either the game or the Voxel is at fault.

Code:
;Allied Custodian Tank
[MTNK]
UIName=Name:CUSTARD
Name=IFV
Image=CUSTARD
Prerequisite=GAWEAP
Primary=105mm
Strength=480
Category=AFV
Armor=heavy
DeployTime=.022
TechLevel=2
Sight=8
PipScale=Passengers
Speed=7
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
Cost=1000
Soylent=600
Points=20
ROT=5
Crusher=yes
TooBigToFitUnderBridge=true
Turret=yes ;GEF should be no for ifv???
Passengers=1
Gunner=yes
HasTurretTooltips=yes
TurretCount=8
WeaponCount=17

Weapon1=105mm      ;Normal
EliteWeapon1=105mmE      ;Normal
Weapon2=RepairBullet   ;Engineer
EliteWeapon2=RepairBullet   ;Engineer
Weapon3=CRM60         ;GI
EliteWeapon3=CRM60         ;GI
Weapon4=CRFlakGuyGun      ;Flak Troop ;Rocketeer
EliteWeapon4=CRFlakGuyGun      ;Flak Troop ;Rocketeer
Weapon5=CRMP5         ;Seal
EliteWeapon5=CRMP5         ;Seal
Weapon6=AWPE         ;Sniper
EliteWeapon6=AWPE         ;Sniper
Weapon7=CRElectricBolt   ;ShockTrooper
EliteWeapon7=CRElectricBolt   ;ShockTrooper
Weapon8=CRNuke         ;Crazy Ivan
EliteWeapon8=CRNuke         ;Crazy Ivan
Weapon9=CRMindControl   ;Yuri
EliteWeapon9=CRMindControl   ;Yuri
Weapon10=CRRadBeamWeapon;Desolator
EliteWeapon10=CRRadBeamWeapon;Desolator
Weapon11=CRNeutronRifle   ;Chrono
EliteWeapon11=CRNeutronRifle   ;Chrono
Weapon12=CRTerrorBomb      ;Terrorist
EliteWeapon12=CRTerrorBomb      ;Terrorist
Weapon13=CowShot      ;Cow
EliteWeapon13=CowShot      ;Cow
Weapon14=CRPsychicJab      ;Initiate
EliteWeapon14=CRPsychicJab      ;Initiate
Weapon15=CRVirusGun      ;Virus
EliteWeapon15=CRVirusGun      ;Virus
Weapon16=CRSuperMindBlast      ;Yuri Prime
EliteWeapon16=CRSuperMindBlast      ;Yuri Prime
Weapon17=CRMissileLauncher      ;Guardian GI
EliteWeapon17=CRMissileLauncher      ;Guardian GI

;Weapons
;GEF
;0=rocket
;1=gun
;2=repair arm
;3=high-tech

NormalTurretIndex=0
NormalTurretWeapon=0
RepairTurretIndex=2
RepairTurretWeapon=1
MachineGunTurretIndex=6
MachineGunTurretWeapon=2
FlakTurretIndex=7
FlakTurretWeapon=3
PistolTurretIndex=6
PistolTurretWeapon=4
SniperTurretIndex=0
SniperTurretWeapon=5
ShockTurretIndex=3
ShockTurretWeapon=6
ExplodeTurretIndex=2
ExplodeTurretWeapon=7
BrainBlastTurretIndex=2
BrainBlastTurretWeapon=8
RadCannonTurretIndex=4
RadCannonTurretWeapon=9
ChronoTurretIndex=4
ChronoTurretWeapon=10
TerroristExplodeTurretIndex=2
TerroristExplodeTurretWeapon=11
CowTurretIndex=2
CowTurretWeapon=12
InitiateTurretIndex=2
InitiateTurretWeapon=13
VirusTurretIndex=0
VirusTurretWeapon=14
YuriPrimeTurretIndex=2
YuriPrimeTurretWeapon=15
GuardianTurretIndex=5
GuardianTurretWeapon=16



IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=IFVSelect
VoiceMove=IFVMove
VoiceAttack=IFVAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=IFVMoveStart
EnterTransportSound= IFVTransform
LeaveTransportSound= IFVTransform
CrushSound=TankCrush
Maxdebris=3
DebrisTypes=TIRE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=10   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=no
ImmuneToPsionics=no
Size=3
SizeLimit=1
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
DeathWeapon=CRNuke ;GEF This will be a special case that only goes off if it's piloted by Ivan
ElitePrimary=105mmE
OpportunityFire=no
BuildTimeMultiplier=1.5;Individual control of build time
;Bombable=no

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