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Superweapon Building Code Failure
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Sir Shockwave
Cyborg Firebomber


Joined: 06 Sep 2011

PostPosted: Wed Mar 27, 2013 4:41 pm    Post subject:  Superweapon Building Code Failure Reply with quote  Mark this post and the followings unread

Because it's clogging the Tutorial Requests page, I've moved the discussion to this topic instead.

To recap - we're having an issue where a single building given two superweapons isn't using the second superweapon. The code is provided below:

Code:

; *** Super Weapon List **
; This is a list of the various types of super weapons available in the game

[SuperWeaponTypes]
1=NukeSpecial
2=IronCurtainSpecial
3=LightningStormSpecial
4=ChronoSphereSpecial
5=ChronoWarpSpecial
6=ParaDropSpecial
7=AmericanParaDropSpecial
8=PsychicDominatorSpecial
9=SpyPlaneSpecial
10=GeneticConverterSpecial
11=ForceShieldSpecial
12=PsychicRevealSpecial
13=AlliedBomberASpecial ;The First new Superweapon
14=AlliedInterceptorASpecial ;The Second new Superweapon

;GEF Note that the american specific radar is at the end of the allied section
; airforce command
[GAAIRC]
UIName=Name:GAAIRC
Name=Allied Airforce Command Headquarters
Image=GAAIRC
BuildCat=Tech
Prerequisite=GARADR
Strength=1500
Armor=steel
Adjacent=2
TechLevel=3
Sight=5
UnitReload=yes
;UnitRepair=yes;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.)
Helipad=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1000
Points=70
Power=-50
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=8
MinDebris=4
ThreatPosed=0   ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=75, 270, 140
AIBuildThis=yes
NumberOfDocks=4
HasStupidGuardMode=false
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
SuperWeapon=AlliedBomberASpecial
Superweapon2=AlliedInterceptorASpecial

; *************************** Allied Aircraft ******************************

; Allied Interceptor
[JSF]
UIName=Name:SpyP
Name=Soviet Spy Plane
Image=FALC
Strength=900
Category=AirLift
Armor=heavy
TechLevel=-1
Primary=InterceptorMissile
Secondary=VirtualScanner
Spawned=yes   ; Created by another object and therefore not player controllable
LeadershipRating=10
Selectable=no
RadarInvisible=no
Sight=0
Landable=no
MoveToShroud=yes
PitchAngle=0 ; default is 20 degrees
Speed=15
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=30
ROT=2
Crewed=yes
Ammo=10
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToPsionics=yes
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
MoveSound=IntruderMoveLoop
CrashingSound=IntruderDie
ImpactLandSound=GenAircraftCrash
DeathWeapon=BlimpBombEffect
DeathWeaponDamageModifier=.1;gs needs a death weapon or it will do nothing when it crashes since its weapon is a camera
FlyBy=true   ;GEF Don't slow down over your target

; Allied Tier 2 Bomber
[FORTRESS]
UIName=Name:SpyP
Name=Soviet Spy Plane
Image=FORTRESS
Strength=1800
Category=AirLift
Armor=heavy
TechLevel=-1
Primary=Bomb
Spawned=yes   ; Created by another object and therefore not player controllable
LeadershipRating=10
Selectable=no
RadarInvisible=no
Sight=0
Landable=no
MoveToShroud=yes
PitchAngle=0 ; default is 20 degrees
Speed=15
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=30
ROT=2
Crewed=yes
Ammo=1
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToPsionics=yes
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
MoveSound=IntruderMoveLoop
CrashingSound=IntruderDie
ImpactLandSound=GenAircraftCrash
DeathWeapon=BlimpBombEffect
DeathWeaponDamageModifier=.1;gs needs a death weapon or it will do nothing when it crashes since its weapon is a camera
FlyBy=true   ;GEF Don't slow down over your target

; ***************************** Weapons ************************************

[Bomb]
Damage=160
ROF=10  ; was 1
Range=5
Projectile=Cannon2
Speed=0
Warhead=ORCAHE
Floater=yes

;Interceptor Missile
[InterceptorMissile]
Damage=75
ROF=55
Range=12
Projectile=Interception
Speed=100
Warhead=SAMWH
Report=PatriotAttack
TurboBoost=yes

; ************************** Projectiles ***********************************

; air to air heatseeker
[Interception]
Arm=2
Shadow=no
Proximity=yes
Ranged=yes
AA=yes
AG=no
Image=DRAGON
ROT=80 ;10
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
Dropping=yes
Cluster=yes
Airburst=yes

; ************************** Warheads ***********************************

[SAMWH]
CellSpread=.3
PercentAtMax=1
Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,100%
InfDeath=3
AnimList=XGRYSML1,XGRYSML2,EXPLOSML
ProneDamage=100%
Versus.none=10%
Versus.none.ForceFire=yes
Versus.none.Retaliate=yes
Versus.none.PassiveAcquire=yes
Versus.flak=25%
Versus.flak.ForceFire=yes
Versus.flak.Retaliate=yes
Versus.flak.PassiveAcquire=yes
Versus.plate=50%
Versus.plate.ForceFire=yes
Versus.plate.Retaliate=yes
Versus.plate.PassiveAcquire=yes
Versus.battlesuit=75%
Versus.battlesuit.ForceFire=yes
Versus.battlesuit.Retaliate=yes
Versus.battlesuit.PassiveAcquire=yes
Versus.light=100%
Versus.light.ForceFire=yes
Versus.light.Retaliate=yes
Versus.light.PassiveAcquire=yes
Versus.medium=75%
Versus.medium.ForceFire=yes
Versus.medium.Retaliate=yes
Versus.medium.PassiveAcquire=yes
Versus.heavy=50%
Versus.heavy.ForceFire=yes
Versus.heavy.Retaliate=yes
Versus.heavy.PassiveAcquire=yes
Versus.superheavy=10%
Versus.superheavy.ForceFire=yes
Versus.superheavy.Retaliate=yes
Versus.superheavy.PassiveAcquire=yes
Versus.wood=30%
Versus.wood.ForceFire=yes
Versus.wood.Retaliate=yes
Versus.wood.PassiveAcquire=yes
Versus.steel=20%
Versus.steel.ForceFire=yes
Versus.steel.Retaliate=yes
Versus.steel.PassiveAcquire=yes
Versus.concrete=10%
Versus.concrete.ForceFire=yes
Versus.concrete.Retaliate=yes
Versus.concrete.PassiveAcquire=yes

; ******* Special Weapon types *******

[AlliedBomberASpecial]
UIName=Name:ABomb1
Name=SpyPlane Flyby
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=4
Type=SpyPlane
Action=SpyPlane
SidebarImage=SPYPICON
ShowTimer=no
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox
FlashSidebarTabFrames=120; default is always, put 0 for never, or a number for x
Money.Amount=-1500
SW.AITargeting=Offensive
SpyPlane.Type=FORTRESS
SpyPlane.Count=3
SpyPlane.Mission=Attack

[AlliedInterceptorASpecial]
UIName=Name:AIntercept1
Name=SpyPlane Flyby
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=4
Type=SpyPlane
Action=SpyPlane
SidebarImage=SPYPICON
ShowTimer=no
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox
FlashSidebarTabFrames=120; default is always, put 0 for never, or a number for x
Money.Amount=-750
SW.AITargeting=Offensive
SpyPlane.Type=JSF
SpyPlane.Count=3
SpyPlane.Mission=Guard


It all seems to check out okay - it's on the weapons list, SuperWeapon2 has been assigned to the same building, and the SuperWeapons seem to be there. For the record, InterceptorSpecialA uses the same (albiet slightly tweaked for role) code as BomberSpecialA.

The "Interception" Projectile was also based on the ModEnc Carpet Bomber "Tutorial".

As I said, everything looks alright - or at least, nothing that should be interfering with the code for the SuperWeapon unless the Ares tags are corrupting it (which I doubt).

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Mar 27, 2013 5:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

SuperWeapon2 not Superweapon2. Capital W.

_________________
"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: Wed Mar 27, 2013 6:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
SuperWeapon2 not Superweapon2. Capital W.


Y'know, I'd be feeling awfully silly if that was the case.

Sadly, this is not -

Code:


;Code as of last test, carried out 18:05PM GMT -0, 27/03/2013

;GEF Note that the american specific radar is at the end of the allied section
; airforce command
[GAAIRC]
UIName=Name:GAAIRC
Name=Allied Airforce Command Headquarters
Image=GAAIRC
BuildCat=Tech
Prerequisite=GARADR
Strength=1500
Armor=steel
Adjacent=2
TechLevel=3
Sight=5
UnitReload=yes
;UnitRepair=yes;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.)
Helipad=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1000
Points=70
Power=-50
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=8
MinDebris=4
ThreatPosed=0   ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=75, 270, 140
AIBuildThis=yes
NumberOfDocks=4
HasStupidGuardMode=false
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
SuperWeapon=AlliedBomberASpecial
[b]SuperWeapon2=AlliedInterceptorASpecial[/b]


Which is still producing the same result I've been getting all along.



For the record, I'm using the AttachEffect build, which is why you can see the "This build of Ares is unstable" tag in the bottom left corner.

For the record, nothing in the mod so far uses the AttachEffect Logic (still reading it over and drawing up plans and theories). The only Logic that should be affecting this is the SpyPlane logic.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Mar 27, 2013 6:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Oh crap. 28 character long ID!

Shorten it, that's the issue. YR's max ID length is 26 character.

I suggest replacing Special with SW.

_________________
"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: Wed Mar 27, 2013 6:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Oh crap. 28 character long ID!

Shorten it, that's the issue. YR's max ID length is 26 character.

I suggest replacing Special with SW.


I can confirm that it's now working. Laugh all you will, but I was completely oblivious to any kind of character limits for YR.

My thanks again Mr Graion for your support on this. Any other charecter limits I should be aware of? File Names for instance.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Mar 27, 2013 7:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Terrains must have 8.3, I don't know of others. But keep them as short as possible, tho nothing except terrain has such strict limit afaik.

No worries, it's something which usually don't come up. And I know of this only because of my involvement in Ares, otherwise I wouldn't know it neither, never heard anyone triggering it at all.

_________________
"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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