Posted: Sat Jun 21, 2003 6:01 am Post subject:
Superweapon Question
Now, I'm using Sunedit2k, and whether that hinders or helps, I just wanted to clarify that up to now I have been trying to fix my problem using this tool.
Here is my problem. And yes, I read the two tutorials on Superweapons, but they seem to contradict on some main points. Anyway:
I created a new superweapon. Tried to, rather. As the drop pod idea worked (and I dont have Firestorm, I made the droppods for normal TS on my own), I thought maybe I could add another weapon. So I added a new weapon type and projectile, basing both off of the mutimissile. Difference is that the separate shards/missiles SHOULD explode into Ion blasts. At least, thats what I was hoping. Now, if I had gotten the damn thing to launch in the first place, I could have gotten around to even seeing if the concept of multiple Ion cannons off of a multimissle type projectile would work. But the weapon never fires.
I figured maybe it was the Action being set to Nuke. So I took it away. no firing allowed then. I replaced it, and looking again at the statement "no two weapons may share the same action" i removed the action from the multimissile. Now it charges and recharges, but never launches. I'm just wondering how I can get it to launch, because I know I can handle any debugging and tweaking from there on.
If a copy of the INI changes I've made would help, just tell me. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sat Jun 21, 2003 6:20 am Post subject:
Re: Superweapon Question
Daethar wrote:
Now, I'm using Sunedit2k, and whether that hinders or helps, I just wanted to clarify that up to now I have been trying to fix my problem using this tool.
- dont use it. Wordpad is easier, more simple, better and free.
Daethar wrote:
Here is my problem. And yes, I read the two tutorials on Superweapons, but they seem to contradict on some main points.
- Muk's tutorials were made while he was researching. The TS:ATC one was made after researchs.
Daethar wrote:
Anyway:
I created a new superweapon. Tried to, rather. As the drop pod idea worked (and I dont have Firestorm, I made the droppods for normal TS on my own), I thought maybe I could add another weapon. So I added a new weapon type and projectile, basing both off of the mutimissile. Difference is that the separate shards/missiles SHOULD explode into Ion blasts. At least, thats what I was hoping. Now, if I had gotten the damn thing to launch in the first place, I could have gotten around to even seeing if the concept of multiple Ion cannons off of a multimissle type projectile would work. But the weapon never fires.
- It needs an unused and valid action. Try using DontUse2.
Daethar wrote:
I figured maybe it was the Action being set to Nuke. So I took it away. no firing allowed then. I replaced it, and looking again at the statement "no two weapons may share the same action" i removed the action from the multimissile. Now it charges and recharges, but never launches. I'm just wondering how I can get it to launch, because I know I can handle any debugging and tweaking from there on.
If a copy of the INI changes I've made would help, just tell me.
- Read the TS:ATC Superweapons Research Conclusions for more accurate details... QUICK_EDIT
you have to change Action= into something unused i guess....
btw you cant duplicate the same superweapon, if i remembered correctly on the Superweapon Tutorial, it wrote you can have multiple superweapon of one kind(E.G Multimissile, possible 6 MultiMissile), but you cant create a new one...
Bleh.. i sound so dumb... someone explain to him _________________ ::TSR Home-Grown Vxl Maker::
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Sat Jun 21, 2003 6:37 am Post subject:
yep, and in case you are lazy to search for the TS:ATC Superweapon Research Conclusion tutorial, I have a link here. Last edited by Banshee on Sat Jun 28, 2003 12:26 am; edited 1 time in total QUICK_EDIT
Do actions like "DontUse" and "TibSunBug" actually work? I was under the impression that the only way to have a new superweapon without over-writing another, is if you combined the GDI and Nod hunter seekers into one superweapon, and used the one left over as your new superweapon.
So that in effect, to the player you still have all your superweapons, and you gain a new one, but in reality you are losing one...
Or am I just totally off? _________________ Over and out,
~FinalMoon QUICK_EDIT
So you can have 7 totally new superweapons? Without any drawbacks? Do they have to be clones? Can they be reinforcement-type superweapons such as drop pods? Or ranged EMP's? Or weed-harvested Chemical Missiles? Or free-range Multi's? (and of course I'm sure they can be h/s's)...
This is interesting, what's the point of superweapon emulation now when you have all the s/w's you could ever need? _________________ Over and out,
~FinalMoon QUICK_EDIT
Joined: 01 Jan 2003 Location: You dont want to know.... Trust me.
Posted: Mon Jun 23, 2003 3:36 am Post subject:
FM to put it simpe you need a new action and a new type for each superweapon. Certian weapons have exceptions like hunterseekers. It has only a type. I keep finding lists of actions but I cant find any lists of types. The only thing I cant figure out that I would like to is how to make new hunterseeker type weapons. QUICK_EDIT
Edit: The original text preceding the following was deleted because of the facts that it was mindless ranting based on overlooking a crucial part of the suggestion made to remedy my problem. Apologies to Banshee or others if you happened to read any of it.
P.S. It was said by Banshee that I should use Wordpad. For this part, I did, because SE2K doesnt have a GUI option regarding superweapons. Just FYI, I'm not totally stupid. I think.
On a side note, yes, FM, you can. Several of your propsals aren't even that hard.
On Drop Pods, i'll give you my script for it:
[SuperWeaponTypes]
7=DropPodSpecial ;(use any number besides 7 if you already have 7 superweapons)
that should be it. As for a ranged EMP, I think it has something to do with the variables for the weapon attached to the EMP. Last edited by Daethar on Wed Jun 25, 2003 9:14 pm; edited 1 time in total QUICK_EDIT
Posted: Wed Jun 25, 2003 9:10 pm Post subject:
Ohhhhh, THAT post
Ok...sorry for the rants there....I'll edit away everything but the drop pods.
My fault, I did not see the little bit saying "TS:ATC". And I misunderstood the part before that. Geez, the first post wouldve solved my problems. Sorry Banshee, I really should've taken time to aquaint myself with other areas of the site. But, as I was new, I took this question to the barracks, not bothering to look at the Advanced Tech Center because I thought that it would include very, VERY advanced problems. Which, of course, I did not see mine as.
Well, I'm off to try messing with it some more and seeing if your Final Research Summary helps me. QUICK_EDIT
Joined: 01 Jan 2003 Location: You dont want to know.... Trust me.
Posted: Wed Jun 25, 2003 11:23 pm Post subject:
As a quick question I was wondering if you change the nod hunterseeker what would happen if nod capured or built a gdi upgrade center with a hunterseeker upgraid? would they get the modefied hunter or the gdi one? QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Thu Jun 26, 2003 7:47 pm Post subject:
give it a try... the description of his problem so far was that the action wasnt recognized... so maybe Capitals are considered in TS. Not always, but sometimes they are... _________________
Mods, Mods Support, Public Researchs, Map Archives, Tutorials, A Friendly Community and much more. Check it out now! QUICK_EDIT
I really dont think that the action is the problem. Like I said before, when I changed it to Nuke and took nuke off of the multimissile, the same problem occured. Besides, I thought the action only detailed what cursor/reticule you get. My problem is that it simply recharges and recharges w/o firing.
I'll give it a try, but I am a bit skeptical. In many other cases capitalization made no difference in my editing.
I think... QUICK_EDIT
Besides, for veriable values, I don't believe capitals are an issue. Perhaps, however, the variable itself has that issue, as SeaMan offered. What I have found here is that dontuse2 and DontUse2 have the same, wrong result. Probably because the program has some way of preventing big errors over such a minor thing as Yes and yes. Hell, I can make a program that puts every letter in lower/upper case then reads it. Then again, maybe the in and out switching of case made the reading of SeaMan's code screw up somehow.
Anyway, bottm line is that I still don't get a superweapon. QUICK_EDIT
Well for starters if you're trying to clone the multi-missile then you can't use that new weapon of yours (cloned SW's with Type=MultiMissile will use the same weapon as the first superweapon with that type), if you're replacing it (which you'd have to be to get that weapon to work) then you'd be better off replacing the multimissile entry instead of adding a new one. Next, are you trying to use a cloned silo or the existing one?
EDIT - In fact it may be that new weapon that's causing the problem, I've just glanced over the SW research in the ATC and Banshee mentioned the same problem when trying to customise cloned multi's. If you wanna use that new weapon you're gonna have to replace the old multimissile, not create a new one. QUICK_EDIT
i simply cloned the multispecial with all the same settings as normal multispecial, just another action (DontUse2)... and it is for my CABAL side so it should be launched by his silo. That silo has all the necessairy flags but still doesn't fire the missile (SW starts recharging though) QUICK_EDIT
Well then it should work, when I cloned the multi's i cloned the silo as well, and then gave those silo's to gdi and it worked fine, i had four cloned silos with two cloned multi's each (Banshee has done this as well) QUICK_EDIT
Whoa, major crashes at my LAN. Seems the network didnt like the week long sleep witht he 5 year old computers. Even this, my second newest, is dying at the moment. I'm trying to post this before it freezes comepletely, and I hope it makes it onto the forums.
Anyway, here is the Silo's code:
; Ion Beacon Missile Silo
[ICBMSILO]
Name=Ion Beacon Missile Silo
Image=NAMISL
DamageParticleSystems=SparkSys,LGSparkSys
Armor=wood
Owner=GDI
Prerequisite=GARADR,GATECH,GAPLUG3
TechLevel=10
Strength=1000
Sight=4
Cost=1750
Points=30
SpecialThreatValue=1
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=6
Power=-200
Adjacent=2
Capturable=true
Crewed=yes
AIBuildThis=yes
NukeSilo=yes
SuperWeapon=BeaconSpecial
HasStupidGuardMode=false
I have a clone of this one, a developer version for testing, if you will. I'm not sure, but I think my new special had a recharge of 1, and this structure costs 0 and has no Reqs.
; DevTest Ion Beacon Missile Silo
; (Cloned From Ion Beacon Missile Silo)
[STR0002]
Name=DevTest Ion Beacon Missile Silo
Image=NAMISL
DamageParticleSystems=SparkSys,LGSparkSys
Armor=wood
Owner=GDI
TechLevel=10
Strength=1000
Sight=4
Points=30
SpecialThreatValue=1
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=6
Adjacent=2
Capturable=true
Crewed=yes
NukeSilo=yes
SuperWeapon=BeaconSpecial
HasStupidGuardMode=false QUICK_EDIT
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