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NPatch questions
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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Sat Mar 13, 2010 1:13 pm    Post subject:  NPatch questions Reply with quote  Mark this post and the followings unread

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

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Sat Mar 13, 2010 1:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Everything is done in rulesmd.ini, including the Multi Engineer tag.

Just put this somewhere in your ini (not between any other [section] ([General] is big).

[UISettings]
ShowMultiEngineerBox=yes
UseTogglePower=yes
NoRepairButToggle=yes (if you want the power toggle on the sidebar)

I actually did edits of the sidebars to have a power button instead of repair, which is available somewhere on Revora.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Sat Mar 13, 2010 2:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks it now works perfect with my Psychic Amp (but the superweapon doesn't work... Sad ) 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.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Mar 13, 2010 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Go to the [Colors] section & add ThirdLoad=201,201,189 under SovietLoad.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Sat Mar 13, 2010 3:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

OK, does any one know the anwser to my other questions? #Tongue

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Mar 13, 2010 7:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

post your SW codes so i can see what you got going on, ok

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Sat Mar 13, 2010 7:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here's what I've got:

Code:
[SuperWeaponTypes]
...
13=PsychicAmplifierSpecial

Structure:

;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


There ya go

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat Mar 13, 2010 8:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Mar 14, 2010 5:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Action=PsychicDominator Is already being used by the Psychic Dominator & you haven't specified a Type=.

You're missing a lot of the code needed to make it work :/ Here try this code...

[PsychicAmplifierSpecial]
UIName=Name:PsyAmp
Name=Psychic Amplifier Attack
IsPowered=true
RechargeTime=10
Type=PsychicDominator
Action=PsychicAmplifier
SidebarImage=FSTDICON
ShowTimer=yes
DisableableFromShell=yes
DomCaptureAll=yes
DomCaptureBuildings=yes
DomFirstAnim=PDFXCLD
DomSecondAnim=PDFXLOC
DomFireAtPercentage=20
DomCaptureRange=999 ;Not sure if it will work, the limit on most ranges is 10.
DomCapture=yes
DomDamage=0
Warhead=DominatorWH
ActivateSound=PsychicDominatorActivate
Lighting=yes
LightRed=85
LightGreen=20
LightBlue=30
LightAmbient=120
LightGround=0
LightLevel=0
LightAmbientChangeRate=1

Add this any where, as long it's not in the middle of another section.
[MouseCursors]
PsychicAmplifier=259,10,4,516,-1,12345,12345

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Sun Mar 14, 2010 9:55 am    Post subject: Reply with quote  Mark this post and the followings unread

It works!! I really love it! Very Happy
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?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Mar 14, 2010 11:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Remove PDFXCLD from DomFirstAnim= to remove the "Be one with Yuri" bit.

I don't think you can add a text warning only an EVE announcement & the timer starting in the corner.

The text next to the timer is linked to the text with the icon in the sidebar so you can't make them different.

Seams like the DomCaptureRange max is 10 like I feared, sorry not much you can about it.

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Pepzi
Plasma Trooper


Joined: 26 Nov 2004
Location: Sweden

PostPosted: Sun Mar 14, 2010 2:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

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".

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Sun Mar 14, 2010 8:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Mar 14, 2010 9:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Sun Mar 14, 2010 9:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Mar 15, 2010 6:45 am    Post subject: Reply with quote  Mark this post and the followings unread

K my bad, I presumed the sound was linked to the anim.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Tue Mar 16, 2010 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

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'

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Wed Mar 17, 2010 12:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Why does it lag-...

Quote:
DomCaptureRange=999


Oh.... okay. Wow.

I'll tell you what really lags, making warhead spawn 10000 debris...

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Wed Mar 17, 2010 3:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

well, if you set the range to 10 it still lags...

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Wed Mar 17, 2010 7:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well range wouldnt lag of course. Maybe just limit the damage to 5 or 10?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Wed Mar 17, 2010 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

The damage is set to 0, he just wants it to mind control everything on the map without damaging anything.

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu Mar 18, 2010 12:33 am    Post subject: Reply with quote  Mark this post and the followings unread

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).

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Thu Mar 18, 2010 3:04 am    Post subject: Reply with quote  Mark this post and the followings unread

...Now imagine that with the whole map, with buildings, maybe with 7 other AI players-


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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Thu Mar 18, 2010 7:24 am    Post subject: Reply with quote  Mark this post and the followings unread

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?

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Thu Mar 18, 2010 7:52 am    Post subject: Reply with quote  Mark this post and the followings unread

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.

ControlledAnimationType=MINDANIM
PermaControlledAnimationType=MINDANIMR

you could try changing both to TWNK1 (may crash) as you can't just dispose of a anim entry entirely or game will crash likely.

well, said anim also has a loop so could try making a copy with Image=TWNK1 and add to anims list and remove the loop code.

If no help then frankly you are pushing the game engine to extent it was not designed to handle and suffer lag as result.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Thu Mar 18, 2010 1:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dont know so thats why I just test the possibilities. I hope this works. I'm at skool now so I cant change it.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Thu Mar 18, 2010 4:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

No help, too bad. It was such a good idea Sad

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Thu Mar 18, 2010 5:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

OmegaBolt wrote:
Everything is done in rulesmd.ini, including the Multi Engineer tag.

Just put this somewhere in your ini (not between any other [section] ([General] is big).

[UISettings]
ShowMultiEngineerBox=yes
UseTogglePower=yes
NoRepairButToggle=yes (if you want the power toggle on the sidebar)

I actually did edits of the sidebars to have a power button instead of repair, which is available somewhere on Revora.


Do you happen to have one? I can't find it on Revora :S

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Thu Mar 18, 2010 8:32 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Fri Mar 19, 2010 3:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Fri Mar 19, 2010 4:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well you'll need to remove the allied, soviet, yuri etc prefix of course.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Fri Mar 19, 2010 5:15 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dont understand.
I want to make a defence b uilding from ME to auto attack a other normal building Conyard etc.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Tue Mar 23, 2010 5:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Mar 23, 2010 6:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can add as many as you like, post your code here & I'll check it.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Tue Mar 23, 2010 7:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Code:

[SuperWeaponTypes]
...
24=NewNukeSpecial2

[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 Wink .
Have you got my PM, Mig Eater?

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Tue Mar 23, 2010 7:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

Comr4de wrote:
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.

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Tue Mar 23, 2010 7:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

what NP do you use? The older version have IE if nukeclone have warhead to NUKE..or maybie it was NukePayLoad

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Tue Mar 23, 2010 7:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I use the Special Edition, NPSE 0022. I think thats the latest version, same as MO

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Mar 23, 2010 8:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't see anything wrong with the code, upload your except.txt here & maybe we can get a clue from that.

BTW I have a nuke clone working with NPAE too.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Wed Mar 24, 2010 6:30 am    Post subject: Reply with quote  Mark this post and the followings unread

There ya go



except.txt
 Description:

Download
 Filename:  except.txt
 Filesize:  23.83 KB
 Downloaded:  89 Time(s)


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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Wed Mar 24, 2010 6:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Well... judging by the except, it's around warheads. Looks like it's one to do with mind control of all things.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Wed Mar 24, 2010 3:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Which means I cant add a third one?

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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Wed Mar 24, 2010 6:49 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Wed Mar 24, 2010 8:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

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?

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Fri Mar 26, 2010 2:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

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

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Fri Mar 26, 2010 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just extract mouse.cur or whatever that was and just pinpoint it by counting the frames, then add it to Rulesmd.ini.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Fri Mar 26, 2010 4:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

OK and what about the Psychic Beacon, did I finally did it?

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Fri Mar 26, 2010 5:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

Um...

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Fri Mar 26, 2010 6:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

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.

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Dark Templar X
Commander


Joined: 26 Feb 2009

PostPosted: Fri Mar 26, 2010 7:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Comr4de wrote:
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.

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