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Problems with TS logics
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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Apr 21, 2008 9:40 pm    Post subject:  Problems with TS logics Reply with quote  Mark this post and the followings unread

Heeey people.

I need some help, i need you guys to list some problems with TS logics.

Like for example, the Agent problem; where it displays the cameo in the wrong palette. I have fixed this Wink

So yea, think you could list me some things?

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Clarkson
General


Joined: 25 Aug 2004
Location: DAS BOOT IM DER OSTSEE

PostPosted: Mon Apr 21, 2008 9:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Fixed Wing aircraft

ORCA Transport/Chinook bug

Rotors on aircraft

Aircraft can't have turrets

Tiberium only damages guys who move through it(eg: you can stand in a field and not die, but move to another tile and mutate, WTF!?)

IsCanine= doesn't work

Drop ship loadout

Oh, random Visceroids, Meteorites, and Ion Storms don't work. Though there are tags for that in rules.ini

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Bittah Commander
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Joined: 21 May 2003
Location: The Netherlands

PostPosted: Mon Apr 21, 2008 9:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

The shroud revealing logic when a radar is infiltrated.
When this is done online, the player of which the radar was infiltrated will reveal the shroud for all players instead of just for the player who infiltrated the radar.

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CCHyper
Defense Minister


Joined: 07 Apr 2005

PostPosted: Mon Apr 21, 2008 10:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mei Ling wrote:
Fixed Wing aircraft

This is a new logic, not a problem with a already existing logic...

Mei Ling wrote:
ORCA Transport/Chinook bug

I have looked into this, and i cant find much. Though i think the error is to do with the Air unit loosing its landing cell.

Mei Ling wrote:
Aircraft can't have turrets

Hm, i dunno why this is, ill keep a eye out for it.

Mei Ling wrote:
Tiberium only damages guys who move through it(eg: you can stand in a field and not die, but move to another tile and mutate, WTF!?)

Hmm, so the problem is that the cell is not updated, ill look into this.

Mei Ling wrote:
IsCanine= doesn't work

Righto, ill see what can be done.


Mei Ling wrote:
Drop ship loadout

What do you mean? If you mean the mouse cursor, ETS fixed this.

Mei Ling wrote:
Oh, random Visceroids, Meteorites, and Ion Storms don't work. Though there are tags for that in rules.ini

It seems the designers moved control over to Scenario and Trigger control for more control over the logic.

Bittah Commander wrote:
The shroud revealing logic when a radar is infiltrated.
When this is done online, the player of which the radar was infiltrated will reveal the shroud for all players instead of just for the player who infiltrated the radar.


All players? Hmm... This might be fixed by making a simple check for if this is the player doing the actions...

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

PostPosted: Mon Apr 21, 2008 10:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mei Ling wrote:
Fixed Wing aircraft

Like in RA2 or in RA1?, if it's like in RA2 i's already possible, there's a tutorial made by Team Black.

@TSHyper:
Shp vehicles with turrets (mechs), do not use their turrets shadow.
Jumpjet infantry units use their stand sequence while flying, and their attack fly while attacking on ground.

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djohe
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Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Tue Apr 22, 2008 12:34 am    Post subject: Reply with quote  Mark this post and the followings unread

I have alot but I amm not really sure if all fits into your description of "Problem with TS logics"

This information is taken directly from a document on my computer where I have gathered Tiberian Sun modding information:

1. The weapon charge logic on buildings like Tesla Coil/Obelisk dont seem to work properly with railgun weapon types

2. Cloakstop=yes tag dont work even if its in game.exe (broken logic!)

3. Cloakable=yes on aircrafts dont work, they can only gain cloak by veterancy?

4. When a upgrade is put on a damaged structure the structure automaticly gets repaired to full health

5. ShakeScreen= line under [AudioVisual] does not appear to have an effect, but it seems to be read and calculated becaus when set to 1 (default=400) it gives an Internal Error

6. Shadows dont work on Voxel weapon projectiles for some wierd reason Mad

7. The damage of tiberium when a harvester explodes and the toxic's when a solider walks on tiberium "IS" controlled by the Power= line but does not seem to work for the blue [Vinifera] tiberium type but for the rest of them (WIERD BROKEN LOGIC HERE OR IS IT JUST ME? Very Happy )

8. The global ProneDamage= line in [CombatDamage] section does not work if enabled. (THIS ONE AINT IMPORTANT AT ALL BUT ITS BROKEN IT APPEARS)

9. Rocker=yes dont work on EMP Warheads Laughing (I wanted EMP balls to rock nearby vehicles on impact Very Happy )

10. Just a small annoying bug: There is a small delay where the active anim is invisible if you add the sensor array logic to a building, atleast this applies to the NOD radar building. Laughing

11A & B. The Veterancy FIREPOWER upgrade does not seem to affect the Disruptor or the Ghost Stalkers weapon damage at all (Railgun and Sonic type weapons in general) and if the SONIC gets a new "Elite=" version of the Sonic weapon it gets bugged

12. Units cant gain veterancy with particle based weapons where the particles does the damage and not the weapon like the flamethrower or the gas clouds, Railgun\Sonic works becaus the damage is the AmbientDamage of the weapon (I DONT EXPECT THIS ONE TO BE FIXED)

13. Another thing about Sonic weapons: The Damage= line seems to have no effect at all even when damage is raised to 500
(I dont think this logic is broken but it would be fun if the targeted unit/building at beam end recieves more damage than the ones in line of fire (under the beam)

14A & B. The LightningSound= entry under [AudioVisual] can only handle one sound or it wont get played at all (I WANTED RANDOM LIGHTNING SOUNDS LIKE Report= FOR WEAPONS Laughing )
The same problem exists in the Art.ini when adding sounds to animation and stuff, only one sound work (MORE INFO COMMING UP HERE): Report= in art.ini cant handle many sounds (limit: 1 sound) or the anim or even the thing linked to the anim wont play like debries

15. Changing RepairBay=GADEPT to example RepairBay=GADEPT,GADEPT2 makes the non AI player have trouble docking aircrafts to GADEPT and is required to use the CTRL+ALT (Guard) command on the RepairBay to get the aircraft to dock at all with it. I think there was more problems with it but dont remeber right now Smile

16. The AI has a really annoying problem where when it decides to replace its destroyed Construction Yard it always (atleast looks like it) builds TWO F***** MCV's causing the annoying "2 build lines bug" if the second MCV gets deployed Mad

17. The [AI] Section from line BaseSizeAdd= down to line AirstripLimit= dont seem to work,
EDIT1: PowerEmergency= dont seem to work either (tested 01 Augusti 2004) but it seem to work in RA1,
EDIT2: GDIWallDefenseCoefficient= and MaximumBaseDefenseValue= dont seem to work
EDIT3: BuildDefense=, BuildPDefense= and BuildAA= has no effect either Mad Smile Mad Smile

18. Warheads dont seem to work in Art.ini ?!? Sad

NOTE ABOUT THESE ONES: It was some time since ive fooled around with these so I dont really remember what they did or what did not work on the following:

19. While on TurretAnim commands do not use TurretAnimDamaged= becaus it is corrupt and if used it wont show any anim at all instead of the full health anim that is better than no anim at all. (I THINK I TRIED TO FIX THE CABAL OBELISK CHARGE ANIMATION ON THIS ONE Very Happy )

20. Hunter Seeker gets announced when destroyed (I dont know if its one of my stupid coding mistakes or if its a logic problem, it was a long time since ive fooled around with that one Smile

21. Camera=yes on weapons dont seem to work?

22. The sound line Construction= I think it was in [AudioVisual] section dont work

23. Not sure but the Harpy dont seem to be able to use Burst=2 on its weapon for some wierd reason (I WANTED IT TO BEHAVE LIKE THE YAK IN RA1 Laughing )


Sorry about my stupid text formating Very Happy

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Tue Apr 22, 2008 10:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Y'all forget the most important one:
-Waveclass and laser crashes

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Allied General
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Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Tue Apr 22, 2008 10:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Remember some logic is residual ra1 code, so like forget about unless can bring back via ETS hack.

Also dropship feature was dropped intentionally as it too much hassle to balance/didn't fit game.

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Ordosherrscher
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Joined: 20 Nov 2007
Location: Germany, Berlin

PostPosted: Tue Apr 22, 2008 5:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

- Engineer running to enemies when it attacks (if it has a weapon)
I don't know if this should be fixed. It is a cool thing - sometimes Very Happy
- Engineer with a weapon can capture EVERYTHING, so, deployed artilleries, sensor arrays, Obelisk,....

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Apr 25, 2008 10:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Muzzle flash for Burst>=2 is always on the opposite side from where the weapon is fired. (e.g. the weapon is fired from the right side, but the muzzle flash is visible on the left side, and vice versa)

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Team Black
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PostPosted: Fri Apr 25, 2008 10:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Ordo, engineers can capture artillery and some other oddball things when you set theem in guard mode next to it (ctrl-alt-click)

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Last edited by Team Black on Sat Apr 26, 2008 2:12 pm; edited 1 time in total

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Ordosherrscher
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PostPosted: Sat Apr 26, 2008 12:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

The particles can't have emp warhead! I tried it, but I failed...

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Machine
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PostPosted: Sat Apr 26, 2008 4:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

@Lin Kuei Ominae:
If I remember it correctly, if a unit has it's primary set to the same weapon than the secondary, in will fire both weapons at the same time.
So you could have both firing locations set to the same place, and your problem would be fixed; however this would prevent you from using a different kind of weapon for your unit, or an elite version of primary #Tongue

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djohe
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Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Sat Apr 26, 2008 9:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nope that wont work if Im correct, I tried that with the "3TNK Voxel" Heavy Tank.

It appears this only works in Redalert1 (Several units use that code in Redalert1)

I tried to do excactly the same thing as in Redalert1's Rules.ini (Primary=105mm & Secondary=105mm and [105mm] has no Burst= line) and it would not work in Tiberian Sun, it would only fire one shell.

There is however one exeption and that is the Vulcan Cannon Upgrade for the Component Tower that requires 2 Weapons otherwise it will crash the game Very Happy

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Machine
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PostPosted: Sat Apr 26, 2008 11:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I guess I must be getting old Laughing. Thanks for correcting me #Tongue.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Apr 28, 2008 12:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

the whole Tiberium logic has some problems.
-Tiberium patches spawn in nearly full size around Tibtrees and when spawned around tiberium
-Tiberium grow logic doesn't works on first stage patches; the result is that tiberium spawned via debris (e.g. Meteor), doesn't creates new tiberiumfields.(only via savegame-reload you can sometimes force the first-stage patches to spread new patches which are then already full grown)
-Tiberium sometimes stops to spread (only via reload of a savegame the grow and spread logic starts again)
-Damage of Blue Tiberium seems to be hardcoded (i've tested several values, but none of them changed the damage done to the unit in the field)
EDIT I refer to the ChainReaction damage EDITEND
-fourth tiberium doesn't works (i know it's already fixed;just for the sake of completeness)
-There seems to be a hardcoded maximum value for the amount of tiberium on map, that stops the tiberium to spread if there is too much

some additional features that would be cool
-normal trees mutating into Tibtrees if tiberium is on their cell.
-a way to destroy Veins with a special warhead (something for GDI to contain/control the growth of veins without destroying the VeinholeMonster)
-green tiberium mutates into blue if there is a very big concentration of green for a longer time (also for blue mutating into red)


The deform logic has a small quite unimportant problem
-even with Deform=100% DeformThreshhold=1 and a very high damage, the weapon doesn't always deforms the ground; especially on 2x2 hills or if you want to take away 1 cell of the ground.
Something additional that would be nice, is a way to fill up earth. Something for a Bulldozer that gives the player the ability to flatten the ground if there are lots of craters. (Deform=-100% doesn't works Sad )


Alphalights can't have a damage frame and they can't be animated.
-they also don't follow a unit if it moves

The color palette for shp units with turret and without is different ingame. (turreted shp units can't use the light colors on the bottom right of the palette and some of the theater specific aren't available too; they all become green)

-The size of turreted shp-units is restricted to 160x160pixel. (should be at least raised to 320x320)
-while a turreted unit turns the turret, the main body moves a pixel up and down (counts for shp-units as well as voxel)

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Last edited by Lin Kuei Ominae on Mon Apr 28, 2008 11:42 pm; edited 2 times in total

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Team Black
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PostPosted: Mon Apr 28, 2008 7:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

32 facings are a must, though I'd see it necessary for there to be a way to have the game support both 8 facing and a 32 facing shp

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djohe
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Joined: 07 May 2006
Location: Sweden, Gothenburg

PostPosted: Mon Apr 28, 2008 8:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:

-Damage of Blue Tiberium seems to be hardcoded (i've tested several values, but none of them changed the damage done to the unit in the field)

Laughing So its not just me (I wrote it too), This needs fixing and is broken!
djohe wrote:
7. The damage of tiberium when a harvester explodes and the toxic's when a solider walks on tiberium "IS" controlled by the Power= line but does not seem to work for the blue [Vinifera] tiberium type but for the rest of them (WIERD BROKEN LOGIC HERE OR IS IT JUST ME? Very Happy )

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Apr 28, 2008 11:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Team Black wrote:
32 facings are a must, though I'd see it necessary for there to be a way to have the game support both 8 facing and a 32 facing shp

afaik, he realised this already or works on this.

djohe wrote:

Laughing So its not just me (I wrote it too), This needs fixing and is broken!

ah sorry it was a bit unclear from me. I was refering to the chainreaction damage. but your points are correct too.

\EDIT
The Arm= key for projectiles doesn't seem to work. regardless of the value, the weapon doesn't changes at all. But due to the description it should slow down the firing rate.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Tue Apr 29, 2008 5:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not many people know that Tiberium shadows are wrong in some frames. They are usually floating 'bout a 100 game leptons to the right of the Tiberium patch. Don't believe me? Look closer to the next Tiberium patch you find.

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Allied General
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PostPosted: Tue Apr 29, 2008 8:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Make Arm a very high value and you will notice it as it works in RA2/YR (I have tested)

tiberium growth logic is also dependent on growth, spread and [General] growth time otherwise you will end up waiting forever

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu May 01, 2008 11:50 am    Post subject: Reply with quote  Mark this post and the followings unread

do you also tested Arm in TS? Then you should have noticed that it doesn't changes the weapon behavior. (i've tested 0,100,1000 and 9999999 what you can also see on the sonic projectile [Null])

TSHyper
please add a key to change the house to which spawned visceroids belong.
It would be also great to have new keys to spawn other units. SmallVisceroid= should be moved into the weaponcode and renamed to SpawnsUnit= or so.

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CCHyper
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Joined: 07 Apr 2005

PostPosted: Thu May 01, 2008 3:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, great minds think alike #Tongue

I had the same idea, im just working up a idea on how to get it to work right...

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djohe
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Joined: 07 May 2006
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PostPosted: Thu May 01, 2008 4:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

And add more visceroid sizes Very Happy like this:

2x Baby Visc --> Adult Visc
2x Adult Visc --> Huge Visc
2x Huge Visc --> Mega Visc

Yeah the Arm= line appears not to work in Tiberian Sun however I can confirm that it works in Redalert1

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CCHyper
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PostPosted: Thu May 01, 2008 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, more Viscs...

Ill think about it.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu May 01, 2008 7:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

if you make it possible to have a megavisceroid, i'll make the shp for it. Very Happy

\EDIT to the spawn logic
imo you should make 2 new keys SpawnUnitPercent= (def=0; 100 always spawns new unit after destruction) and SpawnUnit= (def=none)
\EDITEND

oh APC and APCW logic should be enhanced for all units to have water specific images. (but we spoke already about this)

For the shadow of Voxel units there should be a new key to define the height of the unit. So the shadow moves farther away. e.g. for HMEC and other voxel mechs. Or you just fix it so it works for all voxelsections and with the correct distance concerning the units height.

Shadows of SHP anims from buildings and units SHP turrets doesn't work. (e.g. NARADR dish)

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gufu
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PostPosted: Fri May 02, 2008 12:39 am    Post subject: Reply with quote  Mark this post and the followings unread

What... is that?

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Machine
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PostPosted: Fri May 02, 2008 1:16 am    Post subject: Reply with quote  Mark this post and the followings unread

I think it's the final form of the "monster" in the movie Evolution, though I might be wrong.
@TSHyper:
since this is now, partially a request topic; is it possible to add a buildup tag, a selling tag, a deploy tag and a undeploy tag, each being able to be set to a different animation?
Though more important is what LKO said about the shadows of turreted shps and building anims #Tongue

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Ickus
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PostPosted: Fri May 02, 2008 6:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Speaking of making monsteroids...

.shp file limitations. maybe use foundations like Core Defender.? Neutral so..we can have "epic" units. #Tongue

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
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PostPosted: Fri May 02, 2008 10:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Machine wrote:
I think it's the final form of the "monster" in the movie Evolution, though I might be wrong.

yep, you're right.

@TSHyper
ExitCoord= used on barracks doesn't work.
GDIBarracks= and NODBarracks= doesn't seem to work too or i just haven't found out yet for what they are good for.

\EDIT
Sonic weapon range restricted to 8.5

Inaccurate=yes on homing projectiles doesn't work. Would be useful to have real C&CTD Missiles.

The number of shots for aircraft overrun attacks (e.g. ORCAB, SCRIN) is predefined to 5. (e.g. 5 bombs at each of the 2 attacks of the orca bomber)
Would be useful to have a key which defines the number of shots for each attack.
In addition a key OverrunAttack=yes (def=no) for AircraftTypes would be useful too. (so you can also use other weapons than bombs for overrun attacks)

BurstDelay0=0 doesn't makes both bursts fire at the same time.

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CCHyper
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PostPosted: Fri May 02, 2008 6:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

ExitCoord, i dunno, never looked at that.
GDI/NodBarracks is loaded a few times, but i have no clue why, AI possibly.

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GameMaster0000
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PostPosted: Sun May 04, 2008 6:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Sonic weapon range restricted to 8.5


That my answer that why my "sonic emitter" can attack at range 9

GACTWR can't has turret image more than 3.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon May 05, 2008 4:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

non-turreted SHP units with a too high speed (ca 12 and higher), can't move anymore and just turn and spin around on a cell.
It seems that if the walkanim isn't finished before the unit has entered the next cell and advances to the after next cell, it first tries to finish the walkanim and thus turns on this cell.
Though turreted shp units don't have this problem.

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Last edited by Lin Kuei Ominae on Mon May 05, 2008 4:24 pm; edited 2 times in total

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DaFool
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PostPosted: Mon May 05, 2008 4:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

I didn't read through everything, but here's a suggestion:

Units get a new tag which determine their size like the foundation, so you can have a mammoth 2 occupy a 2x2 square, or large dropships can be 2x1. If this is lready possible or talked about or enable than-oops.

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Lin Kuei Ominae
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PostPosted: Mon May 05, 2008 4:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

this would indeed be useful DaFool, but it's no problem/bug with an existing TS logic.

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Juggernaut
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PostPosted: Thu May 08, 2008 1:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Bridge Huts. -.-

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djohe
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PostPosted: Thu May 08, 2008 5:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Juggernaut wrote:
Bridge Huts. -.-

What?

There is nothing wrong with them.

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Lin Kuei Ominae
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PostPosted: Thu May 08, 2008 4:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

ShakeScreen= doesn't work

LeptonsPerSightIncrease= and
LeptonsPerFireIncrease= don't work too.
LeptonsPerSightIncrease raises the sight range absolute for the height of the ground and not relative to the height of the surrounding area. with a value of 100, a unit on a low area of the map has sight=5 and on a high area sight=10. So on flat very high maps, all units have max sightrange. But it should be higher only towards the cliff which they're looking down.

the Shadow of SHP units with hover/fly locomotor moves up and down like the hovering/flying unit. But the one generated from voxel stays on the same spot on the ground under the unit. It would be great if you could either fix the shadow for SHP units so they stay on their spot under the unit, or make it engine generated like the shadow from hovering/flying infantry, which don't use their shadowframes but the engine creates the shadow while they're flying.

VisibleLoad= doesn't seem to work or i just haven't found out yet, how to use it.

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djohe
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PostPosted: Thu May 08, 2008 7:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
ShakeScreen= doesn't work

djohe wrote:
5. ShakeScreen= line under [AudioVisual] does not appear to have an effect, but it seems to be read and calculated becaus when set to 1 (default=400) it gives an Internal Error


I already wrote that one too #Tongue

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Juggernaut
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PostPosted: Thu May 08, 2008 8:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

1) Asking to a person to guard a gate will make this person disapper when he reaches it

2) if you load soldiers in apcs and they are in the StealthGenerator's range when they leave the apc they are " invisible "

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CCHyper
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PostPosted: Thu May 08, 2008 9:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

ShakeScreen has had its code removed/commented out in TS, but the call for it to work is still there. If i can locate the RA code maybe something can be done.

DJ, can you give me this except.txt that the ShakeScreen generates please?

VisibleLoad has NO code, what does it look like it should do?

Sorry, but the voxel engine i wont touch. Hopefully HP will have a TS version of pd's C++ logic attached so you can write addons, perhaps something can be done by another member of the community.

LeptonsPerSightIncrease, its got some funky code, ill have to note that.

Jugger, whats up with Bridge Huts?

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Juggernaut
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PostPosted: Thu May 08, 2008 10:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bridge Huts ? They are quite stupid. What's the super mega awesome tecnology that let an engeneer rebuild a blowed up bridge just going into it ?

Ok for repairing structures with engeneers, it might have sense but the bridge hut ? -.-

*Hope I'm not gone OT*

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CCHyper
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PostPosted: Thu May 08, 2008 10:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmm, this topic is more to do with problems with logics than modders need, not something that can be looked at as too advanced for possible RL comparisons.

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Lin Kuei Ominae
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PostPosted: Thu May 08, 2008 10:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hyper wrote:
VisibleLoad has NO code, what does it look like it should do?

art.ini comment says it would give the unit some kind of alternate image if it has full ammo. I don't know how to interpret "duplicate shape", which is what they used in the comment.
Imo something similar to the RA2 wo logic or TD Nod long range rocket launcher (MLRS) that has a different turret if one or both missiles are loaded.

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CCHyper
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PostPosted: Thu May 08, 2008 11:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Interesting, ill see what i can find out.

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djohe
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PostPosted: Fri May 09, 2008 6:19 am    Post subject: Reply with quote  Mark this post and the followings unread

Ahhh sorry did not keep the except.txt or the EIP code for the ShakeScreen=1 crash (It was before I started collecting EIP codes for my mod)

I can go and replicate it later

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djohe
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PostPosted: Mon May 12, 2008 8:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry about doublepost but:

Here is what I got when I set ShakeScreen= to 0

If you want the full except.txt I will edit this post to include the file.

Here is the first part of the except.txt :

Error code: EXCEPTION_INT_DIVIDE_BY_ZERO

Description: The thread tried to divide an integer value by an integer divisor of zero.
Exception occurred at 0042B26E

Version 2.03
Internal Version 3.1
Release Build: 10 by STEVE_TALL - 06/05/2000 - 14:27:06
CPU 686, MMX Yes, Vendor: GenuineIntel

Details:
Eip:0042B26E Esp:0013F010 Ebp:08402A78
Eax:000009C4 Ebx:00000003 Ecx:0235F00C
Edx:00000000 Esi:08402910 Edi:00000000
EFlags:00010246
CS:001b SS:0023 DS:0023 ES:0023 FS:003b GS:0000

Bytes at CS:EIP (0042B26E) : F7 B9 00 03 00 00 3B C7 7E 07 8B C8 E8 31 81 03 00 8B 16 8B CE FF 92 54 01 00 00 83 F8 12 74 2E

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CCHyper
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PostPosted: Mon May 12, 2008 9:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah, integer division, nothing wrong with the code, just dont set it to 0 #Tongue

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djohe
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PostPosted: Mon May 12, 2008 9:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah I noticed that, I set it to zero becaus I could not replicate an error at 1 that I thought I set it to before when I got the error last time.

It would also be nice if there was a ShakeScreen that you can add to warheads like in RA2:YR (I use it on several big weapons there)


EDIT:
No errors when set to ShakeScreen=2 but got I got this cryptic error when I set ShakeScreen= to 1 and killed my undeployed MCV:

Error code: ?????

Description: Unknown exception.

Version 2.03
Internal Version 3.1
Release Build: 10 by STEVE_TALL - 06/05/2000 - 14:27:06
CPU 686, MMX Yes, Vendor: GenuineIntel

Details:
Eip:0C8B016A Esp:08468B16 Ebp:08468B2A
Eax:EB0C244C Ebx:244C8941 Ecx:890675C9
Edx:850E8B24 Esi:24244C8B Edi:FFFFFE32
EFlags:8B044889
CS:4788b88 SS:9004c7 DS:8c0f1824 ES:448908f8 FS:8302c083 GS:1824448b

Bytes at CS:EIP (0C8B016A) : ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ?? ??

Last edited by djohe on Mon May 12, 2008 9:15 pm; edited 3 times in total

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CCHyper
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PostPosted: Mon May 12, 2008 9:06 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mkay, no problem. There is a chance that i could get ShakeScreen working, but its slim.

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