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new super weapon
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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Tue Aug 11, 2009 11:28 pm    Post subject:  new super weapon
Subject description: looking for some help on how to do
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I want to create a new super weapon that is attached to my new Bomber Command. The purpose is to give the AI more of a change to win. I have been checking out the npatch docs on how, but I am unsure. The weapon i want to create is a bombing strike that can be called upon every 7 minutes. I know I have to do attach the super weapon tag to my building, but after that not sure. I want it like the Boris air strike except it 4 planes that come in all the time. Can someone point me to something that would help. I read a post on here but i dont think it applies to my sit.

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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Wed Aug 12, 2009 12:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Reread the NPatch tutorial then. Maybe you didn't read hard enough the first time.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Wed Aug 12, 2009 12:38 am    Post subject: patch doc Reply with quote  Mark this post and the followings unread

yeah i did, i was thinking of the spy plane. This is attached to my Bomber Command Center.... I tried this before I posted...this is my SW

[BombingRun]
UIName=Name:BombingRun
Name=BombingRun
IsPowered=true
RechargeTime=8
Type=Fire
SidebarImage=NukeIcon
Action=Nuke
ShowTimer=yes
DisableableFromShell=no
AuxBuilding=GERRADAR
EvaReady=EVA_ReinforcementsReady
AITargetingType=8
Type=MultiMissile
WeaponType=Junkers ( this is the plane I am using for the bombin)
AIDefendAgainst=yes;AI will use AISuperDefense system to decide to block this
Range=7
LineMultiplier=2
ProduceCashAmount=-50
ProduceCashDelay=1000
AirstrikeTeam=4
AirstrikeTeamType=Junkers



Am I close?

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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Wed Aug 12, 2009 12:49 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm not sure whether to laugh, rage or facepalm. Likely, I'll do all three because you obviously did not even LOOK AT THE DAMN NPATCH MDK.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Wed Aug 12, 2009 12:53 am    Post subject: doc Reply with quote  Mark this post and the followings unread

Yes I did, this is what the doc says, so.........from your response I have to copy this exact? But.....i want to use another plane, not the bpln

[AirstrikeSpecial]
UIName=Name:Airstrike
Name=Airstrike
IsPowered=false
RechargeTime=4
Type=SpyPlane ; SpyPlane is the type for SpyPlane clones or Airstrikes
Action=NewSpyPlane ; check out the Adding custom Actions page to find out more about this
SidebarImage=AIRSTRIKEICON
ShowTimer=no
DisableableFromShell=no
FlashSidebarTabFrames=120
;New Tags
SpyPlane=BPLN ;incoming AircraftType, either the SpyPlane or the one performing an airstrike
SpyPlanesNum=2 ;amount of planes coming in
IsAirstrike=yes ;default is no; if no, it will be a usual SpyPlane

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed Aug 12, 2009 12:56 am    Post subject: Reply with quote  Mark this post and the followings unread

So use another plane! You're not limited to MIGs. SpyPlane takes any valid AircraftType. Don't you even test this shit before asking? My god.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Wed Aug 12, 2009 1:02 am    Post subject: test Reply with quote  Mark this post and the followings unread

if you read my post you would have seen that I did say that i tested this. I created my building got the super weapon, the timer counted down. Used the nuke action as a test. the nuke pattern showed up as to say i could launch my strike, but nothing. all you had to say was that i had to copy the code exact then that would have been that

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed Aug 12, 2009 1:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Don't just make a verbatim copy. Modify it to make your own but that's your start.

You can only use an Action ONE TIME. That's why your superweapon didn't ztyping work!

So I say again, RTFM.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Wed Aug 12, 2009 1:38 am    Post subject: ok Reply with quote  Mark this post and the followings unread

i see alot of the phrase ztyping, what is ztyping?

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ConMan
Tiberian Beast


Joined: 16 Dec 2008
Location: Toronto, Canada

PostPosted: Wed Aug 12, 2009 2:08 am    Post subject: Reply with quote  Mark this post and the followings unread

ztyping means f*cking
ztypers mean fuckers
ztyped means fucked

get the idea? #Tongue

And for some reason, when I wrote f*cking with the u, it automatically turned into ztyping #Crazy

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Wed Aug 12, 2009 10:02 am    Post subject: thanks Reply with quote  Mark this post and the followings unread

You know Dark Templar X you didn't have to be rude with your comment you could have just pointed out my error, but thanks for the help. The bombing mission works now. Now I am working on a second SW for the AI to use.

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Wed Aug 12, 2009 1:58 pm    Post subject: Re: patch doc Reply with quote  Mark this post and the followings unread

Nikademis Von Hisson wrote:
yeah i did, i was thinking of the spy plane. This is attached to my Bomber Command Center.... I tried this before I posted...this is my SW

[BombingRun]
UIName=Name:BombingRun
Name=BombingRun
IsPowered=true
RechargeTime=8
Type=Fire

SidebarImage=NukeIcon
Action=Nuke

ShowTimer=yes
DisableableFromShell=no
AuxBuilding=GERRADAR
EvaReady=EVA_ReinforcementsReady
AITargetingType=8
Type=MultiMissile

WeaponType=Junkers ( this is the plane I am using for the bombin)
AIDefendAgainst=yes;AI will use AISuperDefense system to decide toblock this
Range=7
LineMultiplier=2
ProduceCashAmount=-50
ProduceCashDelay=1000

AirstrikeTeam=4
AirstrikeTeamType=Junkers



Am I close?


First, you cant use two Type= codes, by the way both are wrong. For an airstrike you should use Type=NewSpyPlane

You cant use Action=Nuke becuse another superweapon is already using it. you must create your own

These two tags does only work for buildings:
ProduceCashAmount=-50
ProduceCashDelay=1000

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Wed Aug 12, 2009 4:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
WeaponType=Junkers ( this is the plane I am using for the bombin)

correct me if im wrong but isn't this tag for the weapon itself not the aircraft?

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed Aug 12, 2009 4:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

WeaponType is only valid on Nuke Clones anyway. FireSpecials just fire the building's Primary.

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Nikademis Von Hisson
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Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Wed Aug 12, 2009 9:02 pm    Post subject: the code that works Reply with quote  Mark this post and the followings unread

This is how it looks now and this works. I had taken out the nuke out of my mod...just the ability to create a nuke. figured using the nuke action would work. it could work, not sure, but i believe now that it didn't work because of the wrong coding. I had used the first code as my attack force. Still working on making an icon for this.




[NewSpyPlane]
UIName=Name:NewSpyPlane
Name=Bombing Run
IsPowered=false
RechargeTime=9
Type=SpyPlane ; SpyPlane is the type for SpyPlane clones or Airstrikes
Action=NewSpyPlane ; check out the Adding custom Actions page to find out more about this
SidebarImage=AIRSTRIKEICON
ShowTimer=yes
DisableableFromShell=no
FlashSidebarTabFrames=120
;New Tags
SpyPlane=Junkers ;incoming AircraftType, either the SpyPlane or the one performing an airstrike
SpyPlanesNum=6 ;amount of planes coming in
IsAirstrike=yes ;default is no; if no, it will be a usual SpyPlane

_________________
I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder

http://www.ppmsite.com/forum/viewtopic.php?t=27714

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Thu Aug 13, 2009 2:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Action=NewSpyPlane ; check out the Adding custom Actions page to find out more about this

I saw the same type of stuff by you posting about paradrops not working a few months ago.

Your really just make yourself look like a idiot you know ...

Dark Templar X wrote:


You can only use an Action ONE TIME.


ArvinCool wrote:

You cant use Action=Nuke becuse another superweapon is already using it. you must create your own


The original superweapon actions are hardcoded.

If I was code this I would make a new action, call it anyname, perhaps JunkerStrike

Then I would RTFM and find out that I need to make a new section called

[MouseCursors]
JunkerStrike= ; RTFM for what to input after =

Although the NPatch is buggy, it doesn't stop stupid people from being stupid.

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