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explode on deploy doesn't work
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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Wed Jul 04, 2007 4:33 pm    Post subject:  explode on deploy doesn't work Reply with quote  Mark this post and the followings unread

can someone help me ;
i tried to make a demotruck explode on deploy,but it doesn't work

demotruck deploys into nademo , and here are the tags i used ;
-added nademo to buildings list
-added this to the description in rules.ini:

[NADEMO]
Name=NADEMO
TechLevel=-1
Strength=250
Points=25
Power=0
Armor=light
MaxDebris=3
DebrisTypes=TIRE
DebrisMaximums=4
Explodes=yes
Explosion=DEMOBOMB
BaseNormal=no
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=500, 500, 400
TogglePower=no
HasStupidGuardMode=false

and added this in art.ini :


; Building artwork follows

[NADEMO]
Foundation=1x1
Height=1
ActiveAnim=NADEMO_A
ActiveAnimZAdjust=-100

;in animation overlays :

[NADEMO_A]
Normalized=yes
Surface=yes
Rate=500 ;make it quite high
Damage=10000 ; Also make it high


some please tell what i did wrong;
-also for some reason, the truck deploys in the square above, how do i fix this?
-the truck deploys but still has full health, although it i attack it, it does explode with the proper explosion Embarassed
(BTW what does AFAIK mean #Tongue?)

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Jul 05, 2007 10:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

add it to [Animations] the anim

NADEMO_A

and [BuildingTypes] for NADEMO

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Fri Jul 06, 2007 2:25 am    Post subject: Reply with quote  Mark this post and the followings unread

i added it to the buildingtypes,forgot to mention it hehe

what i didn't do is add it to [Animations] (in rules.ini for those who want to copy the code)
and now it works wuhuuuuuuuuuuuuu

@Allied General : thx alot Very Happy

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Sat Jul 07, 2007 12:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

i have another small problem with this unit and also with the proximity mine,as when it deploys, it deploys one square to the north of where i order the unit to deploy Embarassed

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sat Jul 07, 2007 1:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

All things that deploy into buildings do that, you just don't really see it with the ConYard, but it does too. There's really nothing you can do about it.

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"Don't beg for things; Do it yourself or you'll never get anything."

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Sat Jul 07, 2007 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

@4StarGeneral : wrong , limpet drone ,tick tank and artillery are good exaples , they deploy where you order them to

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Sun Jul 08, 2007 12:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm...you're right! (I forgot what forum I was in Laughing) Let me get back to you on this then...

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"Don't beg for things; Do it yourself or you'll never get anything."

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Tue Jul 10, 2007 4:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

nobody knows how to solve this problem (units deploy one square to the north in stead of the square where they should? - only happens with new deployable units Embarassed)
please someone help, all my new deployable units do this and it's driving me crazy (old units don't have this problem though Sad )

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Machine
Commander


Joined: 01 Feb 2007
Location: National Reference Laboratory for IPNV

PostPosted: Tue Jul 10, 2007 7:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just add IsJuggernaut=yes, Artillary=yes or TickTank=yes, to the deployed vehicle (the building in which the vehicle deploys). That will fix it, however each of tags, has an specified facing direction before deploying
Every unit which deploys into a 1x1 structure has one of these tags, with the exception of the sensor array which has SensorArray=yes, which might have a similar effect.

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k212
Flamethrower


Joined: 20 May 2006
Location: Spain

PostPosted: Tue Jul 10, 2007 8:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

thx,tested it and it works, also with limpet drone tag Smile thank you so much

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