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Grand Cannon Upgrade ?
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adamstrange
Plasma Trooper


Joined: 07 Mar 2013

PostPosted: Thu Dec 24, 2020 10:40 am    Post subject:  Grand Cannon Upgrade ? Reply with quote  Mark this post and the followings unread

I'm trying to get the Grand Cannon to be promoted  by having a grater range but its doesn't work.
What am I doing wrong ?


Code:
[GTGCAN]
UIName=Name:GTGCAN
Name=Allied Grand Cannon
BuildCat=Combat
Strength=900
Armor=steel
TechLevel=7
Prerequisite=RADAR,GACNST
Adjacent=2
Sight=10
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=2000
RequiredHouses=French ; Can't limit Owner without it showing up as a greyed out button on the sidebar since Prereqs would be met.  This is new system
Points=30    ; Basically, Owner was meant for Side, not House.  (x Houses, 2 Sides)
Power=-100
Crewed=no
ROT=1
Primary=GrandCannonWeapon
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=8
MinDebris=4
;DamageParticleSystems=SparkSys,LGSparkSys
Powered=yes
Turret=yes
TurretAnim=GTGCANTUR
TurretAnimIsVoxel=true
TurretAnimX=3
TurretAnimY=28
TurretAnimZAdjust=-60
TurretRecoil=yes
TurretTravel=0
BarrelTravel=8
BarrelCompressFrames=3
BarrelHoldFrames=3
BarrelRecoverFrames=40
TurretRotateSound=GrandCannonRotate
WorkingSound=PowerOn
NotWorkingSound=PowerOff
BaseNormal=no
AIBuildThis=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
ThreatPosed=50
VeteranAbilities=STRONGER,FIREPOWER
EliteAbilities=STRONGER,FIREPOWER,ROF
ElitePrimary=GrandCannonArtillery-EL

;[WEAPON]
[GrandCannonArtillery-EL]
Damage=300
ROF=240
Range=95
MinimumRange=6
Projectile=GrandCannonBall
Speed=1
Report=GrandCannonAttack
Bright=yes
Warhead=GrandArtilleryWH
Anim=GCMUZZLE

;[WARHEAD]
[GrandArtilleryWH]
Verses=150%,100%,100%,90%,70%,50%,200%,200%,200%,100%,100%
Sparky=yes
Fire=yes
Rocker=yes
InfDeath=4
CellSpread=4
PercentAtMax=.5
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
CausesDelayKill=yes ;Hooks up with EligibleForDelayKill to do timer death instead of instant death
DelayKillFrames=5 ; Frame delay if hits Eligible building directly
DelayKillAtMax=7.0 ; multiply this by above to get delay at CellSpread.  This is an upward sloping line, not like damage's fade
Wood=yes
Wall=yes

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Dec 24, 2020 12:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

You're missing Trainable=yes.
Seems the default is actually yes for non-BuildingTypes, but no for BuildingTypes, if the lack of Trainable=no and armed structures still not promoting is anything to go by.

Also, that - in the weapon's name might be problematic.

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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Thu Dec 24, 2020 10:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Avoid names that are too long, the game engine is known to have trouble handling long names.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Fri Dec 25, 2020 12:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Weapon name can’t be longer than 24 characters #Tongue

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adamstrange
Plasma Trooper


Joined: 07 Mar 2013

PostPosted: Fri Dec 25, 2020 9:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Okay, I shorten the weapon's name and made it trainable but once it went veteran and fired, it froze the game.

Do you see anything in the code that would do this ?
Code:

[GTGCAN]
UIName=Name:GTGCAN
Name=Allied Grand Cannon
BuildCat=Combat
Strength=900
Armor=steel
TechLevel=7
Prerequisite=RADAR,GACNST
Adjacent=2
Sight=10
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=2000
RequiredHouses=French ; Can't limit Owner without it showing up as a greyed out button on the sidebar since Prereqs would be met.  This is new system
Points=30    ; Basically, Owner was meant for Side, not House.  (x Houses, 2 Sides)
Power=-100
Crewed=no
ROT=1
Primary=GrandCannonWeapon
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=8
MinDebris=4
;DamageParticleSystems=SparkSys,LGSparkSys
Powered=yes
Turret=yes
TurretAnim=GTGCANTUR
TurretAnimIsVoxel=true
TurretAnimX=3
TurretAnimY=28
TurretAnimZAdjust=-60
TurretRecoil=yes
TurretTravel=0
BarrelTravel=8
BarrelCompressFrames=3
BarrelHoldFrames=3
BarrelRecoverFrames=40
TurretRotateSound=GrandCannonRotate
WorkingSound=PowerOn
NotWorkingSound=PowerOff
BaseNormal=no
AIBuildThis=yes
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
ThreatPosed=50
Trainable=yes
VeteranAbilities=STRONGER,FIREPOWER
EliteAbilities=STRONGER,FIREPOWER,ROF
ElitePrimary=GrandArtillery



[GrandArtillery]
Damage=300
ROF=240
Range=95
MinimumRange=6
Projectile=GrandCannonBall
Speed=1
Report=GrandCannonAttack
Bright=yes
Warhead=GrandArtilleryWH
Anim=GCMUZZLE


[GrandArtilleryWH]
Verses=150%,100%,100%,90%,70%,50%,200%,200%,200%,100%,100%
Sparky=yes
Fire=yes
Rocker=yes
InfDeath=4
CellSpread=4
PercentAtMax=.5
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
CausesDelayKill=yes ;Hooks up with EligibleForDelayKill to do timer death instead of instant death
DelayKillFrames=5 ; Frame delay if hits Eligible building directly
DelayKillAtMax=7.0 ; multiply this by above to get delay at CellSpread.  This is an upward sloping line, not like damage's fade
Wood=yes
Wall=yes

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Sat Dec 26, 2020 1:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Code:
Trainable=yes
VeteranAbilities=FIREPOWER
EliteAbilities=FIREPOWER,ROF


i got mine promoted with just this.

remove "stronger" if not it must be in the elite weapon.




Does the GrandArtillery weapon work at all if you just test it as a primary weapon?

if it doesnt, remake the weapon one line of code replacing  at a time from the normal grandcannon weapon until you find the cultprit

I suspect Range=95. But who knows. (Edit: its not range i checked)

Does the ROF ultimately exceed
Code:
BarrelCompressFrames=3
BarrelHoldFrames=3
BarrelRecoverFrames=40
??? Edit: I didnt check

who knows. Remake it from scratch one line at a time

try removing
Code:
CausesDelayKill=yes ;Hooks up with EligibleForDelayKill to do timer death instead of instant death
DelayKillFrames=5 ; Frame delay if hits Eligible building directly
DelayKillAtMax=7.0 ; multiply this by above to get delay at CellSpread.  This is an upward sloping line, not like damage's fade

and test

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adamstrange
Plasma Trooper


Joined: 07 Mar 2013

PostPosted: Sat Dec 26, 2020 1:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Guys for your help.

AnimalMan, the problem was Sparky=yes so I set it to no.

Though I do like a warhead that can create extra fires.

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AnimalMan
Chem Warrior


Joined: 06 Feb 2018
Location: London, England

PostPosted: Sat Dec 26, 2020 11:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

I hear from Ares Documentation sparky glitches out when you've not set trees correctly, or are combining it with some other tag.

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