Posted: Fri Nov 13, 2009 10:11 am Post subject:
A small problem...
Subject description: Hover unit to shy to get away from WF
My Hover Miner would just stay at the entrance of the war factory after it is being built. I have to manually order the guy to harvest ore :/ Any fix?
The miner's coding, just in case:
Code:
; harvester
[EMIN]
UIName=Name:EMIN
Name=Hover Miner
Prerequisite=EAWEAP,EAREFN
Image=EMIN
Nominal=yes
ToProtect=yes
Category=Support
Strength=990
Armor=medium
;Dock=PROC ; Need both in case a building from the other team is captured.
Dock=NAREFN,GAREFN,EAREFN
;Turret=yes
Primary=none
Harvester=yes
TechLevel=1
Sight=4
Speed=5
Owner=Alliance
AllowedToStartInMultiplayer=no
PipScale=Tiberium
CrateGoodie=yes
Storage=20
Cost=1400
Soylent=1400
Points=55
ROT=5
Crusher=yes
AutoCrush=yes
Crewed=no
SelfHealing=yes
;OpportunityFire=yes ;GEF has no weapon, doesn't need this
UnloadingClass=EMON
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=ChronoMinerSelect
VoiceMove=ChronoMinerMove
VoiceAttack=ChronoMinerMove
VoiceHarvest=ChronoMinerHarvest
VoiceEnter=ChronoMinerReturn
DieSound=GenVehicleDie
CrushSound=TankCrush
MaxDebris=6
Teleporter=no
;Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} ;drive locomotor
SpeedType=Hover
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
MovementZone=Amphibious
Weight=3.5
ThreatPosed=0 ; This value MUST be 0 for all building addons
ThreatAvoidanceCoefficient=.65
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToVeins=yes
ImmuneToPsionics=yes
ImmuneToRadiation=yes
ZFudgeColumn=9
ZFudgeTunnel=14
ZFudgeBridge=7
Size=3
StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player
Trainable=no
ResourceGatherer=yes;gs for the AI to handle the slave miner, it has to know if it can make money or not
Bunkerable=no; Units default to yes, others default to no
_________________ The future belongs to The Forgotten!
I have the same problem on a harvest that I have and its also hovering, like yours. Maybie thats the problem? I dunno, lets se what other ppl say _________________ "I'll be staying strapped cuse my mac-eleven make my nuts bigger" QUICK_EDIT
Special locomotor miners have this problem. Not sure what it is, but it's been an issue since RA2 1.000. Rumor has it that Arg had a fix for subterranean miners though... QUICK_EDIT
Posted: Fri Nov 13, 2009 2:44 pm Post subject:
miner
Why bother having a miner anyway? Get rid of the refinery and replace it with just oil derricks as the source of income. The whole idea of mining for money, it just takes up space on a map (meaning the ore). _________________ 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
Posted: Fri Nov 13, 2009 3:15 pm Post subject:
Re: miner
Nikademis Von Hisson wrote:
Why bother having a miner anyway? Get rid of the refinery and replace it with just oil derricks as the source of income. The whole idea of mining for money, it just takes up space on a map (meaning the ore).
No miners are so un-CnC, even if the franchise may die
I'll use what you suggested as a Black Market, but I'm still stuck with my Hover Miner problem _________________ The future belongs to The Forgotten!
Dang. I've recently played Mental Omega. Yuri's Ghost Miners hover but it has no problems
well, that harvest touches the ground in MO, I think your one float over the ground
Nikademis Von Hisson wrote:
Why bother having a miner anyway? Get rid of the refinery and replace it with just oil derricks as the source of income. The whole idea of mining for money, it just takes up space on a map (meaning the ore).
Why bother having a miner anyway? Get rid of the refinery and replace it with just oil derricks as the source of income. The whole idea of mining for money, it just takes up space on a map (meaning the ore).
I have tried that idea and it works from a rule of fun sense. However, unless you are doing a TC it's kinda sorta sucky due to removing a key part of CnC gameplay.
Right now I'm running on a hybrid platform (refineries and such still generate their own money, but in low amounts) where miners are still there and currently trying to make any kind of handwave to explain why there are miners in my mod. (In that regard I have not yet been successful) QUICK_EDIT
Why don't you look at the INIs? I know in MooMans's Mod (I think) or another mod that had a hovering chrono miner the miner worked perfectly. I'd say look at the INI of the unit that is using it and correctly works and then apply the code to your unit. If not that, try editing this line in the RulesMD.INI (Or Rules.INI for regular RA2) to include your harvester and see if it works.
Code:
HarvesterUnit=HARV,CMIN;gs ,SMIN ; preferred unit(s) to build for harvesting purposes
It's under the line that says "; hack section" near the top of the file. QUICK_EDIT
I've already animate it, just not in the game yet.
Whats the locomotor for amphibious units (kinda noob question, but I've never coded something like the TS APC :3)? _________________ The future belongs to The Forgotten!
Which kind of amphibious unit? Infantry? Vehicle? Hover? Aerial?
There are several locomotors that allow amphibious movement.*
*For the record, Locomotors carry more weight in terms of how units behave for terrain purposes than MovementZones. Good coding procedures will reconcile the two but when it comes to brass tacks the Locomotor will allow movement over things that MovementZone shouldn't. For example, the Jumpjet loco causes Jumpjet flight even when the MovementZone is grounded. QUICK_EDIT
MovementZone=Amphibious only if it's unarmed. Otherwise, it's MovementZone=AmphibiousDestroyer.
As for Locomotor:
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Note: this allows proper movement through all terrain sans cliffs. Provided it is reconciled with MovementZone. It is one of the few locomotors that inherently works "right" with MovementZones. (also it is the general ground vehicle loco amusingly enough) QUICK_EDIT
Posted: Tue Nov 17, 2009 10:51 am Post subject:
It ain't goin' in the water ):
Used the locomotor and movementzone, it won't travel on the water though
Code:
; harvester
[EMIN]
UIName=Name:EMIN
Name=Hover Miner
Prerequisite=EAWEAP,EAREFN
Image=EMIN
Nominal=yes
ToProtect=yes
Category=Support
Strength=990
Armor=medium
;Dock=PROC ; Need both in case a building from the other team is captured.
Dock=NAREFN,GAREFN,EAREFN
;Turret=yes
Primary=none
Harvester=yes
TechLevel=1
Sight=4
Speed=5
Owner=Alliance
AllowedToStartInMultiplayer=no
PipScale=Tiberium
CrateGoodie=yes
Storage=20
Cost=1400
Soylent=1400
Points=55
ROT=5
Crusher=yes
AutoCrush=yes
Crewed=no
SelfHealing=yes
;OpportunityFire=yes ;GEF has no weapon, doesn't need this
UnloadingClass=EMON
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=ChronoMinerSelect
VoiceMove=ChronoMinerMove
VoiceAttack=ChronoMinerMove
VoiceHarvest=ChronoMinerHarvest
VoiceEnter=ChronoMinerReturn
DieSound=GenVehicleDie
CrushSound=TankCrush
MaxDebris=6
Teleporter=no
;Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} ;drive locomotor
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Amphibious
Weight=3.5
ThreatPosed=0 ; This value MUST be 0 for all building addons
ThreatAvoidanceCoefficient=.65
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToVeins=yes
ImmuneToPsionics=yes
ImmuneToRadiation=yes
ZFudgeColumn=9
ZFudgeTunnel=14
ZFudgeBridge=7
Size=3
StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player
Trainable=no
ResourceGatherer=yes;gs for the AI to handle the slave miner, it has to know if it can make money or not
Bunkerable=no; Units default to yes, others default to no
DefaultToGuardArea=yes
Anything wrong with the coding? _________________ The future belongs to The Forgotten!
It worked perfectly, but I don't like it. How do you make it amphibious without making it a hover unit? _________________ The future belongs to The Forgotten!
WTF? It doesn't work properly It is amphibious, but it'll only travel near the shore; it doesn't want to go out to sea. Help?
Code:
; harvester
[EMIN]
UIName=Name:EMIN
Name=Hover Miner
Prerequisite=EAWEAP,EAREFN
Image=EMIN
Nominal=yes
ToProtect=yes
Category=Support
Strength=990
Armor=medium
;Dock=PROC ; Need both in case a building from the other team is captured.
Dock=NAREFN,GAREFN,EAREFN
;Turret=yes
Primary=none
Harvester=yes
TechLevel=1
Sight=4
Speed=6
Owner=Alliance
AllowedToStartInMultiplayer=no
PipScale=Tiberium
CrateGoodie=yes
Storage=20
Cost=1400
Soylent=1400
Points=55
ROT=5
Crusher=yes
AutoCrush=yes
Crewed=no
SelfHealing=yes
;OpportunityFire=yes ;GEF has no weapon, doesn't need this
UnloadingClass=EMON
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=ChronoMinerSelect
VoiceMove=ChronoMinerMove
VoiceAttack=ChronoMinerMove
VoiceHarvest=ChronoMinerHarvest
VoiceEnter=ChronoMinerReturn
DieSound=GenVehicleDie
CrushSound=TankCrush
MaxDebris=6
Teleporter=no
;Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} ;drive locomotor
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Post
MovementZone=Hover
SpeedType=Hover
Weight=3.5
ThreatPosed=0 ; This value MUST be 0 for all building addons
ThreatAvoidanceCoefficient=.65
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToVeins=yes
ImmuneToPsionics=yes
ImmuneToRadiation=yes
ZFudgeColumn=9
ZFudgeTunnel=14
ZFudgeBridge=7
Size=3
StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player
Trainable=no
ResourceGatherer=yes;gs for the AI to handle the slave miner, it has to know if it can make money or not
Bunkerable=no; Units default to yes, others default to no
_________________ The future belongs to The Forgotten!
I wish i would get a cookie for every copy&paste error newbies made these days. No one seems to actually reread the code he has copied blindly in the inis.
Check your inis and remove the broken keys, false entries and you'll wonder how well RA2 (or TS) will follow your instructions. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Well I guess according to DCoder, the MovementZone=Hover causes Random act's and IE's, though I myself have Never had any such problems using it. I've used it several times in past and no random acts or ie's. So just letting you know if you use it, use at your own risk I guess. But then again it could be another one of those things that work with RA2 and not YR.
Who in the hell even needs to use THAT? There is absolutely NO NEED to use any hacky shit which probably works only like 1/1000000 of the time and even then might be prone to cause unexpected problems, when there actually are completely WORKING MovementZone options that can be used for hover/amphibious units.
Better to just stick to MovementZone=Amphibious/AmphibiousCrusher/AmphibiousDestroyer.. QUICK_EDIT
Well all I can tell you Starkku is show me a code that allows the Miner to be amphibious while being able to seek out ore on it's own after coming out of the warfactory WITHOUT having to initially force it to search! Cause if you know a way, Please share! cause I'd like to know.
Using these along with all other required vehicle & harvester related tags should make the trick:
SpeedType=Hover
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Amphibious (AmphibiousCrusher if you want it to be able to crush infantry (Crusher=yes) or AmphibiousDestroyer if it has weapon)
Just use [CMIN] or [HARV] as your base and work from there..
If that doesn't work for you, I don't know what you are doing wrong. QUICK_EDIT
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