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Adding new tank
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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Wed May 13, 2009 9:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

[HINT] RTNK is actually the Mirage Tank.

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Po
Vehicle Driver


Joined: 07 Jun 2009

PostPosted: Sun Jun 07, 2009 3:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

In the rules file the VehicalTypes section as well as the other types sections have this comment at the end.

Code:
;gs if you add something here, tell Dustin you just broke the SetTechLevel and FlashCameo triggers (and duck)


Do I need to change these two settings when I add a unit to the list then or should I just ignore them?

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wardeathfun
Commander


Joined: 01 Feb 2007
Location: Las Vegas, Nevada, USA

PostPosted: Sun Jun 07, 2009 5:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

ignore it. old notes.

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Po
Vehicle Driver


Joined: 07 Jun 2009

PostPosted: Sun Jun 07, 2009 5:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

thanks

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carnage_xploade
Disk Thrower


Joined: 04 Jul 2009
Location: Romania

PostPosted: Wed Aug 18, 2010 7:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

can some one tell me how i can add multiple turrets? (not the IFV style)

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Aug 18, 2010 7:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

depends on what your talking about. If you mean like having 2 functional turrets on a single vehicle, I dont think thats possible, or do you mean like how the SREF is set up to have an animated turret?

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carnage_xploade
Disk Thrower


Joined: 04 Jul 2009
Location: Romania

PostPosted: Thu Aug 19, 2010 5:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

an animated turret, like a charging one

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Aug 19, 2010 7:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Simply look at the prism tank and duplicate it's logic. Wink

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carnage_xploade
Disk Thrower


Joined: 04 Jul 2009
Location: Romania

PostPosted: Tue Aug 24, 2010 3:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

thenx it works

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carnage_xploade
Disk Thrower


Joined: 04 Jul 2009
Location: Romania

PostPosted: Wed Aug 25, 2010 4:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

can anybody tell me whats wrong whit this code, because in game the vxl doesn't show up

ARTMD.ini

[APLX]
Voxel=yes
Image=APLX
Remapable=yes
Cameo=
AltCameo=
Weapon1FLH=48,0,184

RULESMD.ini

[APLX]
UIName=Name:APLX
Name=Allied - PX
Prerequisite=NAWEAP
Image=APLX
; SJM removed; see abusive section below...
; Primary=Comet
; ElitePrimary=SuperComet ; Elite Weapon
Strength=150
Category=AFV
Armor=light
; SJM: begin abuse of turret-changing code ----
Turret=yes ;temp until tank art done
TurretCount=7
WeaponCount=1
Weapon1=Comet
EliteWeapon1=SuperComet ; Elite Weapon
IsChargeTurret=true
; SJM: end abuse ------------------------------
IsTilter=yes
TooBigToFitUnderBridge=true
TechLevel=8
Sight=8
Speed=4
CrateGoodie=yes
Crusher=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=120
Soylent=120
Points=50
ROT=5
IsSelectableCombatant=yes
AllowedToStartInMultiplayer=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=PrismTankSelect
VoiceMove=PrismTankMove
VoiceAttack=PrismTankAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=PrismTankMoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Destroyer
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Wed Aug 25, 2010 10:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Code looks fine, though you really dont need to use Image=.

I can only think of two things that may cause this not to show ingame,

(1) Is your vxl and hva file named aplx.vxl and aplx.hva?
(2) Did you list it in the [VehicleTypes]?

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carnage_xploade
Disk Thrower


Joined: 04 Jul 2009
Location: Romania

PostPosted: Thu Aug 26, 2010 1:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

yes is on [VehicleTypes] and yes the vxl and hva file is named aplx.vxl and aplx.hva
the .mix file is named ecachemd01, its that ok?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Aug 26, 2010 1:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

try using an expandmd**.mix, but I recommend using a number 10 or above. Like expandmd10.mix. I think some of the lower numbers are in use and/or reserved for certain things.

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carnage_xploade
Disk Thrower


Joined: 04 Jul 2009
Location: Romania

PostPosted: Thu Aug 26, 2010 2:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

i am using expandmd50 and nothing my tank is still invisible,
edit - I put the rhino tank code and it works fine, beside of the turret which my tank has 7.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Aug 26, 2010 7:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm, strange. So you say you have 7 turrets, then so all together you have,

aplx.vxl
aplx.hva
aplxtur.vxl
aplxtur.hva
aplxtur1.vxl
aplxtur1.hva
aplxtur2.vxl
aplxtur2.hva
aplxtur3.vxl
aplxtur3.hva
aplxtur4.vxl
aplxtur4.hva
aplxtur5.vxl
aplxtur5.hva
aplxtur6.vxl
aplxtur6.hva

and you have these all in an expandmd50.mix right?

Rules;

[VehicleTypes]
**=APLX

[APLX]
Blah,Blah,Blah

Art;

[APLX]
Voxel=yes
Remapable=yes
Cameo=
AltCameo=
Weapon1FLH=

So if all this is correct, then I have to lean towards a faulty .vxl and/or .hva file

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carnage_xploade
Disk Thrower


Joined: 04 Jul 2009
Location: Romania

PostPosted: Sat Aug 28, 2010 12:51 am    Post subject: Reply with quote  Mark this post and the followings unread

I didn't have the turret 1,2,3,4,5,6,7 hva file
thex very much Cranium thenx a lot

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Aug 28, 2010 1:34 am    Post subject: Reply with quote  Mark this post and the followings unread

I forgot to mention that the game reads these types of turrets in reverse order "dont ask me why, it just does". So actually aplxtur6 will be read first. I found the easiest way to do this is to put the aplx.vxl and aplxtur.vxl in a folder, then make a sub-folder inside that one. It will be used for renaming purposes.. Then open aplx.vxl with hva builder, align your first turret than save it. goto the folder and rename the aplxtur.hva to aplxtur6.hva. Also make a copy of the aplxtur.vxl and paste it into the subfolder you made. Rename it that one also to aplxtur6.vxl and place it back into the main folder. Then just repeat this process on all the turrets.

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