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Question about buildings,etc...
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Shadow Hunter
Cyborg Commando


Joined: 30 Aug 2008
Location: Brazil.

PostPosted: Mon Feb 23, 2009 6:15 am    Post subject:  Question about buildings,etc... Reply with quote  Mark this post and the followings unread

Hello again users, as some of yours know,, "the third war" mod has a upgrade for it power/tesla/bio plants/rector that get to then lots of power but they start to lose life with the time, someone know how he do that?

Anyway, thos days, i was tring to after the tesla rector explodes, it expreads radiation(custom one) but i failed it, someone can see what is wrong?

http://thirdwar.cncguild.net/

Code:

[NAPOWR]
UIName=Name:NAPOWR
Name=Soviet Tesla Reactor
BuildCat=Power
Prerequisite=NACNST
Strength=750
Armor=wood
TechLevel=1
Sight=4
Adjacent=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry,Brazil,Soviets,NorthKorea,China
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=600
Points=40
Power=150
DeathWeapon=TeslaReactExplo
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60,tstlexp
MaxDebris=15
MinDebris=5
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=450, 200, 300
TogglePower=no
Spyable=yes ; A spy can do something to this, works like captureable
DieSound=PowerPlantDie
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
PoweredSpecial=yes
Upgrades=1


Code:
[TeslaReactExplo]
Range=4
Damage=250
RadDurationMultiple=2
RadApplicationDelay=4
Warhead=TeslaRadSite
RadLevelMax=50
RadLevelDelay=45
RadLightDelay=90
RadLevelFactor=0.2
RadLightFactor=0.1
RadTintFactor=1.5
RadColor=0,113,113
RadSiteWarhead=TeslaRadSite



Code:

[TeslaRadSite]
CellSpread=4
PercentAtMax=.02 ;used to be .8
WallAbsoluteDestroyer=yes
Wood=yes
Verses=100%,100%,100%,200%,100%,100%,60%,100%,8%,100%,100%
InfDeath=5;
Sparky=no
Tiberium=yes
IsRadEruption=yes
IsCustomColor=yes  ;Tells the game to use your specified colour
RadColor=0,128,192 ;RGB. Defaults to the RadColor specified in the [Radiation] section.


that is the tesla reactor code but i don't know why it won't expreads radiation! Confused

Anyway, i maded a little time ago, a nuclear boomer missiles SW, but then when i send then it won't happens nothing, but why?

Code:

[BoomerMissilesSpecial]
UIName=Name:BOOMERNUAIRSTRIKE
Name=Bommer Nuclear Missiles Airstrike
IsPowered=true
RechargeTime=1
Type=SpyPlane     
Action=BoomerMislAction
SidebarImage=nuclearmislairicon
ShowTimer=yes
DisableableFromShell=no
FlashSidebarTabFrames=120
SpyPlane=CMISL2
SpyPlanesNum=10
IsAirstrike=yes
AITargetingType=1
Range=9

[CMISL2]
;UIName=Name:CMISL
UIName=Name:DMISL
Name=Cruise Missile
Image=BSUBMISL
FireAngle=1
Strength=120
Category=AirPower
Armor=special_2
Spawned=no
MissileSpawn=yes
TechLevel=-1
Sight=0
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Primary=none
Ammo=1 ;Aircraft are hard wired to require ammo
Speed=20
Owner=YuriCountry,Scar Forces
Cost=50
Points=18;20
ROT=4
DeathWeapon=BoomerMislNewExplo
Crewed=no
Explodes=no
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=7
Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8}
MovementZone=Fly
ThreatPosed=10 ; This value MUST be 0 for all building addons
DamageParticleSystems=SmallGreySSys ; Sparks don't work well here.  SJM
AuxSound1=BoomerAttack1
;AuxSound2=DROPDWN1 ;Landing
ImmuneToPsionics=yes
;VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
NoShadow=yes
Selectable=no
Trainable=no
FlyBack=true
DontScore=yes

[BoomerMislNewExplo]
Damage=600
Range=30
Projectile=GiantNukeDown  ;MultiMissile
Speed=10
RadLevel=500
Warhead=NUKE
Report=

[NUKE]
CellSpread=10
PercentAtMax=.02 ;used to be .8
WallAbsoluteDestroyer=yes
Wood=yes
Verses=100%,100%,100%,200%,100%,100%,60%,100%,8%,100%,100%
InfDeath=7;
Sparky=no
Tiberium=yes
;AnimList=NUKEBALL ; SJM: Activated from code now... see Bullet AI
AnimList=NUKEANIM ; SJM: This is once again the warhead-related anim
;ShakeXlo=4
;ShakeXhi=4
;ShakeYlo=20
;ShakeYhi=20


i know is some shi* i maded, but i don't know why! Confused

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Javier
My Rank Will Never Change


Joined: 24 Oct 2008
Location: Wars World!!! Posts: -99999999

PostPosted: Mon Feb 23, 2009 7:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Are you using NPatch?

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Mon Feb 23, 2009 4:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

You have some tags in the WH, which should be in the weapon.
I'll be looking at the SW later...
Quote:
[TeslaRadSite]
CellSpread=4
PercentAtMax=.02 ;used to be .8
WallAbsoluteDestroyer=yes
Wood=yes
Verses=100%,100%,100%,200%,100%,100%,60%,100%,8%,100%,100%
InfDeath=5;
Sparky=no
Tiberium=yes
IsRadEruption=yes ;MOVE TO WEAPON
IsCustomColor=yes ;MOVE TO WEAPON
RadColor=0,128,192 ;MOVE TO WEAPON

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Orion X
Soldier


Joined: 05 Feb 2009

PostPosted: Mon Feb 23, 2009 11:03 pm    Post subject: Re: Question about buildings,etc... Reply with quote  Mark this post and the followings unread

Shadow Hunter wrote:
Anyway, i maded a little time ago, a nuclear boomer missiles SW, but then when i send then it won't happens nothing, but why?

Did you add your new action to [MouseCursors]?

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Shadow Hunter
Cyborg Commando


Joined: 30 Aug 2008
Location: Brazil.

PostPosted: Tue Feb 24, 2009 3:11 am    Post subject: Re: Question about buildings,etc... Reply with quote  Mark this post and the followings unread

Orion X wrote:
Shadow Hunter wrote:
Anyway, i maded a little time ago, a nuclear boomer missiles SW, but then when i send then it won't happens nothing, but why?

Did you add your new action to [MouseCursors]?


i can select it but when will fire happens nothing or i get a IE!

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Tue Feb 24, 2009 4:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Shadow Hunter wrote:
or i get a IE!

if (IE=="true") std::cout << "Then post the Except.txt";

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Shadow Hunter
Cyborg Commando


Joined: 30 Aug 2008
Location: Brazil.

PostPosted: Tue Feb 24, 2009 4:16 am    Post subject: Reply with quote  Mark this post and the followings unread

MT wrote:
Shadow Hunter wrote:
or i get a IE!

if (IE=="true") std::cout << "Then post the Except.txt";


really i can't remeber, maybie the missiles just don't appear! Confused

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Orion X
Soldier


Joined: 05 Feb 2009

PostPosted: Tue Feb 24, 2009 6:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Post the except and post your MouseCursor line for this action. Sounds like you either gummed up a pointer or a weapon.

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Shadow Hunter
Cyborg Commando


Joined: 30 Aug 2008
Location: Brazil.

PostPosted: Tue Feb 24, 2009 6:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay, it gives an IE... here it is!

Anyway, the cursor work and i can shoot it, but after 1 second i get a IE! Confused

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Shadow Hunter
Cyborg Commando


Joined: 30 Aug 2008
Location: Brazil.

PostPosted: Tue Feb 24, 2009 6:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay, it gives an IE... here it is!

Anyway, the cursor work and i can shoot it, but after 1 second i get a IE! Confused



except.txt
 Description:
the except!

Download
 Filename:  except.txt
 Filesize:  24.8 KB
 Downloaded:  73 Time(s)


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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Sat Feb 28, 2009 6:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

You are missing RadLevel=
on [TeslaReactExplo]

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Wed Mar 04, 2009 10:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

1. a upgrade is a animation, you can attach dmg to a animation e.g.

So your upgrade in rules uses

Image=POWERMEUP

and in art it would ready something like

[POWERMEUP]
Damage=50

you can also add a looping report sound to the anim to indicate dmg is going on, e.g. some overloading sound

2. airstrike logic in npatch is based off the spyplane which doesn't allow spawned missiles. also spawned missile logic is special. Thus the closest you can get is:

http://www.modenc.renegadeprojects.com/Adding_A_Kamikaze_Airstrike_To_RA2/YR

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Thu Mar 05, 2009 5:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

I checked the except and it came back to the Spy Plane logic. Whatever launched it doesn't have a valid Range or the primary is missing.
Likely the latter.

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Shadow Hunter
Cyborg Commando


Joined: 30 Aug 2008
Location: Brazil.

PostPosted: Sat Mar 07, 2009 3:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay, thanks everyone, this will help me a lot! Smile

Anyway too bad that can't have a airstrike with missiles! Sad

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