Posted: Tue Nov 03, 2009 4:15 am Post subject:
anti submarine heli (ra2)
I was wondering how I should set up the rules.ini for a helicopter that has a machine gun for infantry/small arms fire(flack trooper) and the ability to search and destroy submarines like the destroyer? QUICK_EDIT
great, now after I build the unit it crashes and say's RA2 encountered an internal error and needs to close. _________________ WAR ON TERROR MODD QUICK_EDIT
Joined: 01 Feb 2007 Location: Las Vegas, Nevada, USA
Posted: Tue Nov 03, 2009 7:31 am Post subject:
if it crashes when you click the unit, its the weapon. If it crashes when its done building and you move your screen to look at it, its the .HVA file... or you dont have .HVA file at all. QUICK_EDIT
Posted: Tue Nov 03, 2009 8:35 am Post subject:
error
I suggest try using the INI checker program to make sure everything is added in the rules as it should be _________________ 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
what should I really put under SHAD3in rules.ini (SHAD3 worked before the weapon got added) _________________ WAR ON TERROR MODD Last edited by thefordlover on Wed Nov 04, 2009 1:04 am; edited 1 time in total QUICK_EDIT
yeah I know but when I target water It just attacks with its machine gun and I want it to attack with the ASWBomb _________________ WAR ON TERROR MODD QUICK_EDIT
oops I had It as another weapon now when I target water It targets with machine gun and when I target land It does just that and lands on the spot. _________________ WAR ON TERROR MODD QUICK_EDIT
now it doesnt land but it uses the machine gun on both target's (note: I made sure that it wasn't both on primary or both on secondary weapons). _________________ WAR ON TERROR MODD QUICK_EDIT
Secondary note, Primary weapons even with an Underwater Secondary setting (e.g. NavalTargeting=2) will still target water with the Primary weapon. (Unless situations forbid the Primary from attacking ground at all) This means the terrain, not submarines. QUICK_EDIT
thanks for the Explanation I'll next time set up my tests on soviet/allied with modification submarines. _________________ WAR ON TERROR MODD QUICK_EDIT
Sensors=yes
SensorsSight= XX where XX is how far do you want to see cloaked/underwater units.
Unlike Sight= which is capped at 10 (otherwise nasty IEs about) SensorsSight works. You can have it at 20 30 or more and it works that far.
Just one word of warning with SensorsSight= it kinda has a bug where every so often if a unit with it gets killed on water it gives a permanent detection spot on the cell where the unit crashes/sinks. QUICK_EDIT
Is there a way I could make It think it wasn't a jump jet and still have the capabilities it already has. _________________ WAR ON TERROR MODD QUICK_EDIT
I'm not sure what you mean by that, these are the rules/art.ini that I have in the ra2 directory, I do have a mod currently installed so this in the rules.ini for that.
If it works for you why doesn't it wok for me, it this just because I haven't ran the xcc mixer?
No, XCC Mixer is a program wich you use to extract or add files in mix files. (mix files are compressed files where the game's data is stored in, like: units, buildings, rules.ini) QUICK_EDIT
Doesn't work for me either, could be because you're using RA2 & we are using YR.
Yes, I think that might be it, because I'm running RA2 without the YR addon but I am running the nurples mod From RADEN, so I tested it with the original Rules/art.ini and it didn't work either. QUICK_EDIT
A brilliant Idea hit me recently, could I set it up so The destroyer is Larger and its helicopter (the osprey )look like the seahawk or could I create a structure that reveals submarines within a large area? Preferably the structure/unit with massive sensor range such as a naval shipyard with a radar dish instead of crane (or the standard naval shipyard)? _________________ WAR ON TERROR MODD QUICK_EDIT
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