Posted: Thu Jun 07, 2007 1:12 am Post subject:
some questions
I've been messing around with triggers in Final Alert 2, and setup a nuke strike, after 60 seconds(non-repeating). I placed 2 waypoints at set them up so that the nuke would hit them. I load up the map, and no nuke strike (everything else works though). Any help?
Also is there a way to make it so paratroopers are veteran or elite status?
If the "short name" for infantry is "inf" as referenced in the paradrop, then what is the "short name" for vehicles? QUICK_EDIT
I'm afraid I don't know the answer to your first question, but as for your second, if you click on Edit > Special Flags, then you'll see a drop down list regarding initial veteran status. _________________
I'm afraid I don't know the answer to your first question, but as for your second, if you click on Edit > Special Flags, then you'll see a drop down list regarding initial veteran status.
That will set the starting soldiers as veteran, I want paratroppers to be veteran, not the starting units.
Also, I'm trying to setup a second paradrop, which is also allowed when you capture the airport. This drop is on a much larger scale, and has a longer charge time, but it doesnt show up on the menu, and I don't know how to change the amount of units for that specific drop. I would like to know how to do this. QUICK_EDIT
I think your gonna have to make a all new paradrop with your desireed effects and make the Prerequisite=that airport.so it gets unlocked after you capture it. test this and c if it works.It should _________________ I'm out. QUICK_EDIT
I think your gonna have to make a all new paradrop with your desireed effects and make the Prerequisite=that airport.so it gets unlocked after you capture it. test this and c if it works.It should
So it's not possible to link 2 superweapons to one structure? Does anyone have any help with the nuke.
EDIT: If someone can help me set it up so that it will work seperately from the first paradrop, I can set up that you gain it using triggers.
EDIT2: I can't get any triggers besides revealing the map after 5 seconds to work. Also, I changed the second weapon stuff now I have the second Paradrop "superweapon" setup like:
Code:
[ParaDropSpecial2]
UIName=Name:Para2
Name=Elite ParaDrop
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=10
Type=ParaDrop2
Action=ParaDrop2
SidebarImage=PARAICON
ShowTimer=yes
DisableableFromShell=yes ; gs this determines which superweapons are turned off by the checkbox
and the rules thing is setup like:
Code:
AllyParaDropInf=E1 ;Types of infantry for the planes to drop
AllyParaDropNum=20 ;How many of each of those infantry
AllyParaDropInf2=E1, Engineer ;Types of infantry for the planes to drop
AllyParaDropNum=50,25 ;How many of each of those infantry
I changed the number on the original paradrop, that didn't cause any problems, but the second one won't show up, and if it did, I dont know if it would drop the right squad. Any help? QUICK_EDIT
Ok Looks good.I tried this 2. So what I did was I completly Cloned The AmericanParadrop kuz its a superweapon 2. then set the new codes for it. and also adding the new version in the American Paradrop Special Rules section around the top. so add this to it.
oh and your gonna need to make a clone of the unit you want to drop gi allied or conscript soviet.
and make its stats at elite
ParaDropSpecial2Inf=Your Elite Unit ;Type of infantry
ParaDropSpecial2num=8 ;How many of each _________________ I'm out. QUICK_EDIT
Thanks, I'll try that, but I can't get 2 super weapons linked to one structure. I tried setting up a trigger to add the superweapon to the owner of the engineer that captured/entered the civilian airport. QUICK_EDIT
Thanks, I'll try that, but I can't get 2 super weapons linked to one structure. I tried setting up a trigger to add the superweapon to the owner of the engineer that captured/entered the civilian airport.
I tried the prerequisite thing, I copied and pasted exactly what you put, and it doesn't sow up on the menu, even after I capture the airfield. I also am trying to get the airfield to hold 2 fighter jets. It allows me to build 1, but I cannot cancel the build, and it just stops, about halfway through.
Airfield:
Code:
[CAAIRP]
UIName=Name:CAAIRP
Name=Tech Airport
TechLevel=-1
Strength=800
Insignificant=yes
Nominal=yes
Sight=6
UnitReload=yes
UnitReload=yes;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.)
Helipad=yes
Points=5
Armor=concrete
xplosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
DamageParticleSystems=SmallGreySSys,BigGreySmokeSys
Capturable=yes
CaptureEvaEvent= EVA_AirfieldCaptured ;Eva (and therefore 3way split) voice to use when captured
NeedsEngineer=yes
Unsellable=yes
Ammo=5
SuperWeapon=ParaDropSpecial
NmberOfDocks=2
LeaveRubble=yes
RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building)
Paradrop2:
Code:
[ParaDropSpecial2]
UIName=Name:Para2
Name=Elite ParaDrop
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=15
Type=ParaDrop
Action=ParaDrop
SidebarImage=PARAICON
ShowTimer=yes
DisableableFromShell=yes ; gs this determines which superweapons are turned off by the checkbox
Is there a specific order in which the stuff has to go, because if so, I'm thinking something isn't in the right place. Help would be greatly appreciated. Last edited by S3anyBoy on Fri Jun 08, 2007 1:28 am; edited 1 time in total QUICK_EDIT
I swapped the superweapon that the Airfield gives, to test the second paradrop, it doesn't work, it charges all the way, I select it, and nothing happens when i choose a target, I'll check some stuff and see if I can fix it, and I fixed the Engineer thing. QUICK_EDIT
Lol. dude look at the airfield its superweapon is ParaDropSpecial
and your new paradrop is ParaDropSpecial2
you forgot the 2
c if thats the problem . _________________ I'm out. QUICK_EDIT
That's not the problem, I need the airfield to give you both, you said to set the prerequisite, and that didn't work. I changed that to 2 only to test, I need it to stay at 1. QUICK_EDIT
I swapped the superweapon that the Airfield gives, to test the second paradrop, it doesn't work, it charges all the way, I select it, and nothing happens when I choose a target. QUICK_EDIT
look around in the rules and find all the paradrop informations then found out oh they all work. (This may take some time) _________________ I'm out. QUICK_EDIT
God damnit. Stop spouting off that debilitating bullshit, Skater, before I verbally kill you.
Quote:
I've been messing around with triggers in Final Alert 2, and setup a nuke strike, after 60 seconds(non-repeating). I placed 2 waypoints at set them up so that the nuke would hit them. I load up the map, and no nuke strike (everything else works though). Any help?
Can't help unless you show us the map.
Quote:
Also is there a way to make it so paratroopers are veteran or elite status?
You can make them veteran, but not elite. Make a new infantry that will act as paratroopers, then make it unbuildable via normal means, and set it to be VeteranInfantry for every country in the game.
Quote:
If the "short name" for infantry is "inf" as referenced in the paradrop, then what is the "short name" for vehicles?
Also, I'm trying to setup a second paradrop, which is also allowed when you capture the airport. This drop is on a much larger scale, and has a longer charge time, but it doesnt show up on the menu, and I don't know how to change the amount of units for that specific drop. I would like to know how to do this.
Both of these problems are impossible in RA2. In YR, RockPatch can help, but I would recommend staying away from it for a while, due to the current situation.
Quote:
So it's not possible to link 2 superweapons to one structure?
In TS it was possible, via SuperWeapon2. It should work just as well in RA2/YR, but I haven't tested it and cannot guarantee it.
Quote:
make the Prerequisite of the paradrop
Superweapons don't follow Prerequisite= , to attach a superweapon to a structure you give that structure a line SuperWeapon=MySuperWeapon or SuperWeapon2=MySuperWeapon .
Quote:
Type=ParaDrop2
Action=ParaDrop2
You cannot make up new types and actions. In YR, RockPatch can help you, but again, see above.
And you cannot just go around making up new random ini code like AllyParaDropInf2, it doesn't work.
Skater, if you continue giving advice that doesn't work and cannot possibly work, I will start throwing posts with such crap in the crap forum. Or I will ask Banshee to ban you from giving "help" which is so useless. The law has spoken. QUICK_EDIT
There already are two different paradrops, the American one you get from America's Airpad and the Tech one you get from Tech Airport, which drops different units for different sides. In RA2/YR without RockPatch, you can't make new superweapons so the only way would be refitting the Tech one into what you need.
As for the nuke strike, I haven't actually tried it, but it is possible it doesn't work any longer. Or it could be FA2 generating bad code, it has happened before. QUICK_EDIT
There already are two different paradrops, the American one you get from America's Airpad and the Tech one you get from Tech Airport, which drops different units for different sides. In RA2/YR without RockPatch, you can't make new superweapons so the only way would be refitting the Tech one into what you need.
It is possible to create a third paradrop without RP, I forgot how though, has something to do with using XX= on the superweapons list (it's buried on one of these fourms) & tibsunbug... most ppl used it to create a parabomb strike while still keeping the two other paradrops before RP allowed users to create new paradrops
also SuperWeapon2 does work in adding two sups to one structure QUICK_EDIT
The flag works, I tested it like a month ago. The problem is using the right cloning actions to enable a 'new' superweapon, although random lightning storm strikes are easy! _________________
The flag works, I tested it like a month ago. The problem is using the right cloning actions to enable a 'new' superweapon, although random lightning storm strikes are easy!
Flag?
Is there an .ini editor with flags and checkboxes? QUICK_EDIT
It didn't work when I tried for the nuke, but I'm going to try with the NukeSilo=yes later, if anyone can help me on AIM or something my SN is legomationer. QUICK_EDIT
Well NukeSilo= tag is for buildings and will tel the AI and the game that the building in question is a nuke silo,first check nuke code then post questions... _________________
Err...the image above means no offence to the american people...It's a bit of what I feel about it's gov't >_> QUICK_EDIT
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