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Jumpjet IFV Help
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Apr 30, 2013 1:55 am    Post subject:  Jumpjet IFV Help Reply with quote  Mark this post and the followings unread

So I'm making this new IFV Unit that is a Balloon Hover Jumpjet. The Unit doesn't crash the Game. It has all the IFV Hooks but it doesn't change weapons.

The Unit in question is a Gunner Unit without a Turret

Code:

[HELIFV]
Image=FV
UIName=NOSTR:Albatross
Name=Stryker IFV
Prerequisite=GAWEAP
Primary=CRAbductor
Strength=150
Category=AirPower
Armor=Special_2
Deployer=No
TechLevel=2
Sight=8
PipScale=Passengers
Speed=10
CrateGoodie=No
ConsideredAircraft=Yes
Jumpjet=Yes
BalloonHover=Yes
PitchSpeed=1.1
JumpjetSpeed=30
JumpjetClimb=10
JumpjetCrash=20
JumpJetAccel=12
JumpJetTurnRate=6
JumpjetHeight=750
JumpjetWobbles=.01
JumpjetDeviation=1
Owner=British,Americans,Alliance
;AllowedToStartInMultiplayer=No
Cost=700
Soylent=350
Points=20
ROT=5
Crusher=No
TooBigToFitUnderBridge=True
Turret=No
Passengers=1
Gunner=Yes
AirRangeBonus=4
OmniFire=Yes
TurretCount=0
WeaponCount=17

Weapon1=CRAbductor               ; Rocket Pods (Default or any Civilian Infantry)
EliteWeapon1=CRAbductor            ; Rocket Pods (Default or any Civilian Infantry)
Weapon2=RepairBullet            ; Repair Welder (Engineer,Medic)
EliteWeapon2=RepairBulletE         ; Repair Welder (Engineer,Medic)
Weapon3=CRMachineGun            ; Standard Machine Gun (GI, Conscript & Initiate)
EliteWeapon3=CRMachineGunE         ; Standard Machine Gun (GI, Conscript & Initiate)
Weapon4=CRAAGuyGun               ; Anti-Armor Auto-Cannon (Guardian GI,Flak Trooper & Gatling Cadre)
EliteWeapon4=CRAAGuyGunE         ; Anti-Armor Auto-Cannon (Guardian GI,Flak Trooper & Gatling Cadre)
Weapon5=CRMP5                  ; Anti-Personnel Machine Gun (SEAL,Red Guard)
EliteWeapon5=CRMP5E               ; Anti-Personnel Machine Gun (SEAL,Red Guard)
Weapon6=CRAWP                  ; Scoped Anti-Personnel Gun Turret (Sniper)
EliteWeapon6=CRAWPE               ; Scoped Anti-Personnel Gun Turret (Sniper)
Weapon7=CRElectricBolt            ; Tesla Coil (Tesla Trooper,Tesla Commando)
EliteWeapon7=CRElectricBoltE      ; Tesla Coil (Tesla Trooper,Tesla Commando)
Weapon8=CRGrenadeLauncher         ; Grenade Launcher (Crazy Ivan,Chrono Sapper,Flame Trooper)
EliteWeapon8=CRGrenadeLauncherE      ; Grenade Launcher (Crazy Ivan,Chrono Sapper,Flame Trooper)
Weapon9=CRMindControl            ; Psychic Blast Hub (Acolyte,Adept,Psi Commando)
EliteWeapon9=CRMindControl         ; Psychic Blast Hub (Acolyte,Adept,Psi Commando)
Weapon10=CRRadBeamWeapon         ; Rad-Beam Cannon (Desolator)
EliteWeapon10=CRRadBeamWeaponE      ; Rad-Beam Cannon (Desolator)
Weapon11=CRNeutronRifle            ; Chrono-Beam Cannon (Chrono Legionnaire)
EliteWeapon11=CRNeutronRifleE      ; Chrono-Beam Cannon (Chrono Legionnaire)
Weapon12=CRBorisGun               ; AP Machine Gun Turret (Boris)
EliteWeapon12=CRBorisGunE         ; AP Machine Gun Turret (Boris)
Weapon13=CRCometRifle            ; Prism Rifle (Chrono Legionnaire
EliteWeapon13=CRCometRifleE         ; Prism Rifle (Chrono Legionnaire
Weapon14=CRPsychicJab            ; Railgun Cannon (Railgun Cadre)
EliteWeapon14=CRPsychicJab         ; Railgun Cannon (Railgun Cadre)
Weapon15=CRVirusGun               ; Viral Dart Gun (Virus)
EliteWeapon15=CRVirusGunE         ; Viral Dart Gun (Virus)
Weapon16=CRSuperMindBlast         ; Mind Control Hub (Yuri)
EliteWeapon16=CRSuperMindBlast      ; Mind Control Hub (Yuri)
Weapon17=CRTanyaCannon            ; Auto-Cannon Turret (Tanya)
EliteWeapon17=CRTanyaCannonE      ; Auto-Cannon Turret (Tanya)

NormalTurretIndex=0            ; Default
NormalTurretWeapon=0         ; Default
RepairTurretIndex=0            ; Engineer
RepairTurretWeapon=1         ; Engineer
MachineGunTurretIndex=0         ; Basic Infantry
MachineGunTurretWeapon=2      ; Basic Infantry
FlakTurretIndex=0            ; Anti-Air Infantry
FlakTurretWeapon=3            ; Anti-Air Infantry
PistolTurretIndex=0            ; Anti-Infantry
PistolTurretWeapon=4         ; Anti-Infantry
SniperTurretIndex=0            ; Sniper
SniperTurretWeapon=5         ; Sniper
ShockTurretIndex=0            ; Tesla Trooper
ShockTurretWeapon=6            ; Tesla Trooper
ExplodeTurretIndex=0         ; Grenade Launcher
ExplodeTurretWeapon=7         ; Grenade Launcher
BrainBlastTurretIndex=0         ; Psychic Infantry
BrainBlastTurretWeapon=8      ; Psychic Infantry
RadCannonTurretIndex=0         ; Desolator
RadCannonTurretWeapon=9         ; Desolator
ChronoTurretIndex=0            ; Chrono Legionnaire
ChronoTurretWeapon=10         ; Chrono Legionnaire
TerroristExplodeTurretIndex=0   ; Boris
TerroristExplodeTurretWeapon=11   ; Boris
CowTurretIndex=0            ; Pris Legionnaire
CowTurretWeapon=12            ; Prism Legionnaire
InitiateTurretIndex=0         ; Railgun Cadre
InitiateTurretWeapon=13         ; Railgun Cadre
VirusTurretIndex=0            ; Virus
VirusTurretWeapon=14         ; Virus
YuriPrimeTurretIndex=0         ; Yuri
YuriPrimeTurretWeapon=15      ; Yuri
GuardianTurretIndex=0         ; Tanya
GuardianTurretWeapon=16         ; Tanya

IsSelectableCombatant=Yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=IFVSelect
VoiceMove=IFVMove
VoiceAttack=IFVAttackCommand
DieSound=GenVehicleDie
MoveSound=IFVMoveStart
VoiceIFVRepair=IFVRepairCommand
EnterTransportSound=IFVTransform
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
MovementZone=Normal
ThreatPosed=10
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
Size=15
SizeLimit=1
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=False
ElitePrimary=CRAbductor

;;; New Weapon ;;;
[CRAbductor]
Damage=100
ROF=15
Range=3
Projectile=InvisibleLow
Speed=100
Warhead=FVAbductorWH
Abductor=true
OmniFire=Yes
Bright=Yes
LaserInnerColor=255,255,255
LaserDuration=15
IsLaser=True

[FVAbductorWH]
Verses=-100%,-90%,-80%,0%,0%,0%,0%,0%,0%,0%,0%
InfDeath=1
AnimList=PIFF
AffectsEnemies=No
AffectsAllies=Yes

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Tue Apr 30, 2013 4:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Interesting idea, your probably first to try turretless IFV logic and chance is, the logic expects them to allow weapon switch :/

Might be ideal test on land unit if that works so it isn't jumpjet codes interfering (which is doubtful)

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Renegade
Cyborg Artillery


Joined: 21 May 2006
Location: Hamburg, Germany

PostPosted: Tue Apr 30, 2013 4:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Umm...that ain't sound.

You are telling the game "all weapons have turret index 0", yet tell it "there are zero turrets".
That's not the same thing.
For a turret to have index 0, there must be at least one turret - otherwise, which turret would you assign index 0 to?

I suggest adding one turret with an empty voxel body.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Apr 30, 2013 10:23 am    Post subject: Reply with quote  Mark this post and the followings unread

I've made a turretless IFV before without any problems, AFAIK it's the only way to make an IFV clone without an hack too...

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Apr 30, 2013 11:47 am    Post subject: Reply with quote  Mark this post and the followings unread

At most I would really like that this unit be turretless as well. Can you share the code for that IFV of yours if possible?

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mevitar
Missile Trooper


Joined: 31 Dec 2010

PostPosted: Tue Apr 30, 2013 12:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

It definitely won't work with TurretCount=0. Turret=no can probably stay, but you have to have TurretCount above 0.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Apr 30, 2013 12:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just remove all references to turrets in your code.

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freedom fighter
General


Joined: 14 May 2009

PostPosted: Wed May 01, 2013 9:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Sorry for butting in, but is this applicable to Gatling logic too?

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Wed May 01, 2013 9:55 am    Post subject: Reply with quote  Mark this post and the followings unread

freedom fighter wrote:
Sorry for butting in, but is this applicable to Gatling logic too?


Well if you mean whether or not you can make unit without turret use Gattling logic, yes. Just use TurretCount=1 and Turret=no.

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