Posted: Sat Mar 13, 2010 1:13 pm Post subject:
NPatch questions
I want to use the feature togglepower, but it says it needs to be enabled in primary rulesmd.ini file. Does that mean the ini file in the Ra2md.mix file or the one extracted from the mix file and dropped in the install dir?
And I'm still working on my Psychic Amplifier Super Weapon and it doesnt work... I've editted warheads, special powers, SuperWeapon= but still nothing. And the mulit-engineer button doesn't show up in skirmish. I've editted the RA2MD.ini file and set the MultiEngineer tag to yes. The document says it will appear but it doesn't QUICK_EDIT
Thanks it now works perfect with my Psychic Amp (but the superweapon doesn't work... ) How do I edit the loading color of Yuri? Its red by default but I want it to be purple.
Quote:
The NPatch reads the tags ThirdLoad and FourthLoad from the [Colors] section, so that the loading screen font colors for the 3rd (Yuri) and 4th side can be customized.
Remember that game use CD= number in BATTLEMD.INI to select color in campaign mode, not side number.
The tags use a YR-only HSV (Hue, Saturation, V???) color format.
In order to convert RGB values to YR HSV, use the RGBtoHSV converter included into NPatch SE MDK
Thats the only thing NPatch is telling me, perhaps I'm wrong and I can do it with this information but I'm not sure. _________________ QUICK_EDIT
;Psychic Amplifier
[NAPSYA]
UIName=Name:NAPSYA
Name=Psychic Amplifier
BuildCat=Combat
Primary=PsychicBeaconWinGame2
Prerequisite=YATEK
Strength=1500
Armor=concrete
TechLevel=10
Owner=Russians,Confederation,Africans,Arabs,YuriCountry
Adjacent=5
Sight=1000
PsychicDetectionRadius=25
Cost=25
Points=50
Power=-2
Powered=true
Capturable=false
RevealToAll=yes
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
PlaceAnywhere=yes
LightRedTint=1.0
ThreatPosed=1 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=220, 390, 150
AIBuildThis=no ; ;took it out at HY's request -DB To fool the player -- it's not like it's necessary.
HasRadialIndicator=true
DetectDisguise=yes
BaseNormal=yes
AmbientSound=PsychicAmplifierLoop
DieSound=PsychicAmplifierDie
BuildLimit=1
SuperWeapon=PsychicAmplifierSpecial
Weapon:
[PsychicBeaconWinGame2]
Damage=1000000;Number of mind control links
ROF=1
Range=1000
Projectile=PsychicControl
Speed=100
Warhead=ControllerBuilding2
Anim=YURICNTL
FireOnce=yes
Warhead:
[ControllerBuilding2];Mind control warhead. Will skip normal damage like EMP did
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
MindControl=yes
AnimList=YURICNTL
IsPermaControlled=true
SuperWeapon:
[PsychicAmplifierSpecial]
UIName=Name:PsyAmp
Name= Psychic Amplifier Attack
IsPowered=true
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=1
SidebarImage=FSTDICON ;fire storm cannon icon
Action=PsychicDominator ;used mouse cursor
ShowTimer=yes
Warhead=ControllerBuilding2
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox
FlashSidebarTabFrames=120; default is always, put 0 for never, or a number for x
I dont have access to my main PC right now so I cant check your code with NP. I installed Windows 7 on main pc and i'm currently reinstalling files, so it may be awhile before I can help ya. Maybe someone else can get to you before me, but if not look for some answers in a couple of hrs o.k.? _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
It works!! I really love it!
Is it possible to put the 'Be one with Yuri' away from the attack? When I use it (the NAPSYA) you see and hear that 'be one with yuri' thing. I really love it. Thank! How do I add a text message for it? If the AI build it, that then a text message pops up at the left top and says:
Warning, Psychic Amplifier detected! or something else. At the right bottem you see a timer with the text: 'Psychic Amplifier deployment in: **:**' Is it possible to give it a different name in the armory tab? If I click on it now it says exactly the same as the timer. I can capture only one base eveytime so I think the range doesn't work correctly, so can I edit it that way that it does capture the whole map? _________________ QUICK_EDIT
I've yet to see anyone try out the concept of "parabomb-terrorist", i.e when using NPatch you can make a specific aircraft unleash a crew member (crewed=yes) that happens to be a terrorist carrying a high explosive device, detonating it when he reaches the ground. It would be ideal to make this as the only weapon of the aircraft, as the aircraft itself just self destructs upon command, but the craft itself does not cause damage, only the parachuting pilot. There's a unit in Emperor: Battle for Dune that behaves like this, it's called the "Eye of the sky". QUICK_EDIT
I want to set the AI that way, that if the brutal army builds a psychic beacon it will build another structure that makes it cloaked, like the Psychic Interrupter. but only the BRUTAL ai may construct it. And right next to the psychic beacon. _________________ QUICK_EDIT
You can't control what buildings the AI builds on different difficulty settings. Only way you could do it would be to make the AI build a unit that deploys next to the psychic beacon. _________________
Also, to Mig Eater, I am sure that PDFXCLD is not linked to the activation voice, rather it is PsychicDominatorActivate that is affecting it. I am using PDFXCLD on one of my weapons and it does not have that sound effect. QUICK_EDIT
It lags, lags like sh*t.
If I capture a base the game gets stuck and does nothing... Isn't there a way to get those circles above the units head away? When you capture a unit it has that circle above his head. Perhaps it can hold onto so much mind controlling?
If I capture a small base, powerplant, barracks, orerifenery and units, it does work. If I take onto larger bases + units it lags and game gets stuck...
BTW, I took away the ActiveSoundthing and PDFXCLD but it still has the 'psychic dominator ready' _________________ QUICK_EDIT
Ah, was reading the old code. Well mind controlling does seem to lag when en masse. I mean, if a Mastermind has a load of control links and then they all get released there is a slight delay while that happens (at least for me). QUICK_EDIT
Well, to make the NAPSYA not overpowered (and the range is max 10) I made it only capture one base at the time. But then it already lags... Thats because of these circles above the units head right? _________________ QUICK_EDIT
Less likely as said circle anims don't even use translucency routines by default now admittedly they are set to infinite loop for display reason until mc terminates one way or another.
it tells me to just put them in a mix file but they dont work
and how do I make a defence building automatically attack a normal building like the Barracks ConYard _________________ QUICK_EDIT
I'm now coding with NPatch and I'm adding a new Nuke Missile. Can I add more than one (newnukespecial) newnukes?
If I clone one now it gives an IE. _________________ QUICK_EDIT
[BuildingTypes]
...
420=NAMISL3 (Yes, indeed I have three Nukes :P )
[Structures]
...
; Soviet Nuclear Missile
[NAMISL3]
UIName=Name:NAMISL3
Name=Soviet Nuclear Missile Silo 3
BuildCat=Combat
SuperWeapon=NewNukeSpecial2
;HY SuperWeapon2=ChemicalSpecial
Prerequisite=NATEK
Strength=1000
Armor=concrete
TechLevel=10
Adjacent=2
Sight=4
Owner=British,French,Germans,Americans,Alliance,Russians,Confederatio,Africans,Arabs,YuriCountry,REA
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil
Cost=5000
Points=30
Power=-200
Crewed=yes
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
SpecialThreatValue=1
NukeSilo=yes
Nominal=yes
RevealToAll=yes
HasStupidGuardMode=false
Spyable=yes
ChargedAnimTime=1 ;Number of minutes left at which weapon should switch to charged state Geoff is god!
DeathWeapon=NukePayload
Explodes=Yes
AIBuildThis=yes
ProtectWithWall=yes
BuildLimit=1
DamageSelf=yes
[SuperWeapons]
...
[NewNukeSpecial2]
;Basic Stuff
UIName=Name:NewNuke2
Name=Nuke Test
IsPowered=true
RechargeTime=10
Type=MultiMissile
Action=NewNM2 ;check out the Adding custom Actions page to find out more about this
WeaponType=NukeCarrier
SidebarImage=PulsIcon
ShowTimer=yes
DisableableFromShell=no
Range=7
LineMultiplier=2
;New Tags
ActivateSound=NukeSiren ;Activating sound
Warhead=NUKE ;Damaging warhead
NukeTakeOff=NUKETO ;Taking off anim
NukeDamage=1000 ;Damage points when nuclear bomb explodes (regardless of source) )
NukeFirstAnim=NUKEBALL ;The anim played before the explosion itself
NukePayload=NukePayload ;Damaging weapon
NukePsiWarning=PSIWARN ;PsiWarn animation
That's just it .
Have you got my PM, Mig Eater? _________________ QUICK_EDIT
I'm now coding with NPatch and I'm adding a new Nuke Missile. Can I add more than one (newnukespecial) newnukes?
If I clone one now it gives an IE.
NPAE or NPSE? I think VK screwed something up NPAE, but Mig Eater may be able to confirm that. I have a perfectly working clone in NPSE R20 so I know it can be done.
[EDIT] Since you posted while I was, did you add the action to the [MouseCursors] list as well? I don't think it will cause a crash but it might. QUICK_EDIT
what NP do you use? The older version have IE if nukeclone have warhead to NUKE..or maybie it was NukePayLoad _________________ "I'll be staying strapped cuse my mac-eleven make my nuts bigger" QUICK_EDIT
Add as many as you want, just don't recycle the same warhead and weapon information. It may not have been mind control, but it was definitely to do with a warhead. QUICK_EDIT
So if I change the warhead of the NUKE, not a mind control thing it should work? I dont understand it correctly, is this about a mind control warhead or about the NewNukeSpecial? _________________ QUICK_EDIT
Where can I find cursor codes? I dont quite understand how they work, and I want the cursor to be fitted with the weapon or SW (like the Nuke)
And I have found the source of the Psychic Beacon's Giant Yuri head saying: Be one with Yuri.
Its in the Type=PsychicDominator. Where is that 'Type' listed? I'm going to make an own PsyBeacon Type for that SW here's what ive got so far, cloned the old PsyDom one:
Code:
;Psychic Beacon control
BeaconWarhead=ControllerBuilding2 ; warhead used for the damage part
BeaconDamage=0;0
BeaconCaptureRange=999;999;now that warhead is actually needed to do damage, here is the capture range
;BeaconFirstAnim=PDFXCLD;gs this is the whole giant heeead
BeaconSecondAnim=PDFXLOC;gs this is the ring on the ground
BeaconFireAtPercentage=20; ;50; gs at this percent into the FirstAnim, the actual effect will fire
The only thing I want is that GIANT head gone, the second ring is acceptable so you can see where yo ahve fired it at, but the head and the sound 'Be one with yuri' needs to go away, the soviets dont have yuri anymore. _________________ QUICK_EDIT
So if I change the warhead of the NUKE, not a mind control thing it should work? I dont understand it correctly, is this about a mind control warhead or about the NewNukeSpecial?
It's about a warhead because that's where it's crashing. QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum