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Cameo problem
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avpx
Cyborg Engineer


Joined: 30 Jun 2006

PostPosted: Sun Jul 02, 2006 7:56 am    Post subject:  Cameo problem Reply with quote  Mark this post and the followings unread

1.I've created some units from a guide and files i found, created my own cameo and changed the objects name.
I mixed them into the ECACHE file and placed into the ra2 folder.
Everything worked fine, the exact way i wanted.
Later, when i was changing the rules.ini, replacing it with the past one, one by one the cameos was disapearing. One changed into "ra2 red not found cameo" the athers into blank place on the toolbar.

What s the problem??

I tried to fix it by adding them again into the file but it didnt help.

2.I used the cargo plane as a big transportation object but had 2 small problems with it.

*It could'nt have vehicles inside, when i told one to enter the plane he stoped nearby, then i had to click the plane to change its position to the tank's position.
Then it just landed on the tank and the next time it took off, the tank was attached to the bottom of the plane.
*I made a cameo for this and placed it in the ECACHE file.
Changed the [Cargoplane] in the art.ini to look like this , while the cameo name is "HERCULES":
Code:
[CARGOPLANE]
Cameo=HERCULES
voxel=yes
Remapable=yes

But still, i cant see any change.

I thought the problem in rules.ini, with the names. But i am not sure about this... Here is the rules.ini code:

Code:
[CARGOPLANE]
Prerequisite=GAWEAP
Strength=200
Category=AirPower
JumpJet=yes
Armor=light
TechLevel=7
Sight=7
Carryall=yes
RadarInvisible=no
Landable=yes
PipScale=Passengers
Passengers=20
Speed=14
PitchSpeed=1.1
JumpjetSpeed=30 ;params not defined use defaults (old globals way up top)
JumpjetClimb=10
JumpjetCrash=40 ; Climb, but down
JumpJetAccel=12
JumpJetTurnRate=6
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
Owner=British,French,Germans,Americans,Alliance
Cost=2000
Points=15
ROT=5
Crewed=yes
VoiceSelect=IntruderSelect
VoiceMove=IntruderMove
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Maxdebris=3
DieSound=
CrashingSound=PDPlaneDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;flying
;Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet
MovementZone=Fly
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=BlackOpsTakeOff   ;Taking off
AuxSound2=BlackOpsLanding   ;Landing
ThreatPosed=0
SpecialThreatValue=1
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=15
SizeLimit=2
HoverAttack=yes
;OmniFire=yes ;GEF moved to weapon
AllowedToStartInMultiplayer=no
Crashable=yes
CanPassiveAquire=no ; Won't try to pick up own targets
SpeedType=Hover
MoveSound=BlackOpsMoveLoop
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
ElitePrimary=BlackHawkCannonE
PreventAttackMove=yes
;Bombable=no
TooBigToFitUnderBridge=true
Trainable=yes
Image=PDPLANE
UIName=Name:PDPLANE
Name=Transport Plane

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Sun Jul 02, 2006 9:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Carryall=yes makes the plane work like the TS Carryall (wow, who ever thought that up?), iow, lets the plane pick up and transport one vehicle. Don't mess with CARGOPLANE, it's used by certain things ingame, make your own plane instead.

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avpx
Cyborg Engineer


Joined: 30 Jun 2006

PostPosted: Sun Jul 02, 2006 10:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Ok, i will copy this object, but how should i deal with the cameo problem?

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