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Internal error from new unit
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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Thu Apr 08, 2010 1:44 am    Post subject:  Internal error from new unit
Subject description: Limpet Mine Tank
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Attached the Except.txt

So the internal error went off when my deployed mine came into proximity to a enemy unit or any ally unit.

The units code is below. Originally it was suppose to hover, then land when deployed. But I realize that for unloadingclass to work they both needed the ground locomotor. Also fro some reason, cloaking isn't working when it deploys? Should I switch the code to a non parasite code for the secondary parasite weapon?

[GDITANK3]
Image=ROBO
MoveSound=RobotTankMoveStart
UIName=Name:DRON
Name=Limpet Drone
Prerequisite=GDIFACTORY,GDITECH
Nominal=yes
Category=AFV
Strength=400
Armor=medium
Turret=no
Primary=WEAKGUN
Secondary=LimpetJump
Trainable=no
TechLevel=1
Sight=6
Speed=5
AllowedToStartInMultiplayer=yes
CrateGoodie=no
Cost=1000
Soylent=1000
Points=55
ROT=5
Crusher=yes
Crewed=no
SelfHealing=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=TerrorDroneSelect
DieSound=GenVehicleDie
CrushSound=TankCrush
MaxDebris=6
DebrisTypes=TIRE
DebrisMaximums=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
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
Bunkerable=no
Owner=YuriCountry,Russians,Confederation,Africans,Arabs,British,French,Germans,Americans,Alliance
RequiredHouses=YuriCountry,Russians,Confederation,Africans,Arabs,British,French,Germans,Americans,Alliance
ForbiddenHouses=none
DeploySound=GIDeploy
RadarInvisible=no
Insignificant=no
IsSimpleDeployer=yes
UnloadingClass=GDITANKB3
DeployingAnim=none
DeployFire=yes
DeployToLand=yes
Turret=no
Cloakable=no

[WEAKGUN]
Damage=50
ROF=26
Range=5
Projectile=InvisibleLow
Speed=100
Warhead=SA
Report=SentryGunAttack
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
OmniFire=yes

[GDITANKB3]
Category=AFV
Image=ROBO
AllowedToStartInMultiplayer=no
Cost=1000
Name=Limpet Mine
UIName=Name:Limpet Mine
Strength=750
TechLevel=-1
Prerequisite=none
Insignificant=no
RequiredHouses=YuriCountry,Russians,Confederation,Africans,Arabs,British,French,Germans,Americans,Alliance
ClickRepairable=no
ForbiddenHouses=none
ImmuneToPsionics=yes
Turret=no
Trainable=no
RadarInvisible=yes
Primary=WEAKGUN
Secondary=LimpetJump
CanPassiveAquire=yes
PreventAttackMove=no
IsSimpleDeployer=yes
UnloadingClass=GDITANK3
Armor=heavy
Sight=1
Speed=5
Cost=1000
Soylent=1000
ROT=5
Crusher=yes
Crewed=no
SelfHealing=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=TerrorDroneSelect
VoiceAttack=TerrorDroneAttackCommand
DieSound=GenVehicleDie
CrushSound=TankCrush
MaxDebris=6
DebrisTypes=TIRE
DebrisMaximums=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
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
Bunkerable=no
Owner=YuriCountry,Russians,Confederation,Africans,Arabs,British,French,Germans,Americans,Alliance
RequiredHouses=YuriCountry,Russians,Confederation,Africans,Arabs,British,French,Germans,Americans,Alliance
ForbiddenHouses=none
DeploySound=GIDeploy
Insignificant=no
DeployToLand=yes
DeployFire=yes
Cloakable=yes
CloakingSpeed=5

[LimpetJump]
Damage=100
ROF=50
Suicide=yes
Range=1
Projectile=LIMPJUMP
Speed=30
Warhead=ParasiteX
LimboLaunch=yes
Report=TerrorDroneAttack
OmniFire=yes

[LIMPJUMP]
Image=ROBO
AA=no
Arm=2
ROT=8
Shadow=no
Proximity=yes
Ranged=yes
FirersPalette=yes
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=yes

[ParasiteX]
Verses=0%,0%,0%,100%,100%,100%,0%,0%,0%,0%,0%
Parasite=yes
InfDeath=1
Rocker=yes

[AudioVisual]
CloakSound=dummy

Warheads and Units were added to appropriate lists.



except.txt
 Description:
Except.txt

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 Filename:  except.txt
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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Thu Apr 08, 2010 2:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Code:
Owner=YuriCountry,Russians,Confederation,Africans,Arabs,British,French,Germans,Americans,Alliance
RequiredHouses=YuriCountry,Russians,Confederation,Africans,Arabs,British,French,Germans,Americans,Alliance
ForbiddenHouses=none


Should only have the actually owning countries listed, and I don't think you would need RequiredHouses and ForbiddenHouses...

Code:
RequiredHouses=YuriCountry,Russians,Confederation,Africans,Arabs,British,French,Germans,Americans,Alliance
ForbiddenHouses=none


You have this twice in the second unit.

Code:
LimboLaunch=yes


Are you SURE that this can work with a deploy weapon? I don't think the guy can limbolaunch while attached to the ground...

Haven't looked too closely, but I'm pretty sure that you can't have LimboLaunch as a deployed weapon.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Thu Apr 08, 2010 3:03 am    Post subject: Reply with quote  Mark this post and the followings unread

I think your right, I've switched to a suicide "instant tank kill" weapon. How do i get cloaking to work without making the first part of the tank code cloakable? Also is there a way to have the aforementioned hover effect when not deployed?

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Thu Apr 08, 2010 3:09 am    Post subject: tank Reply with quote  Mark this post and the followings unread

Noticed these lines are missing.....does it matter?

IsTilter=yes
TargetLaser=no
Accelerates=false
TooBigToFitUnderBridge=true




Also noticed under [GDITANK3] .............you have Turret=no listed two times

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Thu Apr 08, 2010 3:19 am    Post subject: Reply with quote  Mark this post and the followings unread

I was doing the code rather quickly a messy like..... lol You got me there.....

But still how can i get cloaking on just the deployed unit and not both? Or should i just let it cloak but give it a primary dummy weapon?

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Thu Apr 08, 2010 4:01 am    Post subject: Reply with quote  Mark this post and the followings unread

Update on the Tags.

[GDITANK3]
Image=ROBO
MoveSound=RobotTankMoveStart
UIName=Name:DRON
Name=Limpet Drone
Prerequisite=GDIFACTORY,GDITECH
Nominal=yes
Category=AFV
Strength=400
Armor=medium
Turret=no
Primary=WEAKGUN
Secondary=LimpetJump
Trainable=no
TechLevel=1
Sight=6
Speed=5
AllowedToStartInMultiplayer=yes
CrateGoodie=no
Cost=1000
Soylent=1000
Points=55
ROT=5
Crusher=yes
Crewed=no
SelfHealing=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=TerrorDroneSelect
DieSound=GenVehicleDie
CrushSound=TankCrush
MaxDebris=6
DebrisTypes=TIRE
DebrisMaximums=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
;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
Bunkerable=no
Owner=YuriCountry,Russians,Confederation,Africans,Arabs,British,French,Germans,Americans,Alliance
RequiredHouses=YuriCountry,Russians,Confederation,Africans,Arabs,British,French,Germans,Americans,Alliance
ForbiddenHouses=none
DeploySound=GIDeploy
RadarInvisible=no
Insignificant=no
IsSimpleDeployer=yes
UnloadingClass=GDITANKB3
DeployingAnim=none
DeployFire=yes
DeployToLand=yes
;Cloakable=no
Cloakable=yes
IsTilter=yes
TargetLaser=no
Accelerates=false
TooBigToFitUnderBridge=true
Explodes=no
DeathWeapon=none
DeployingAnim=WARPIN

[WEAKGUN]
Damage=50
ROF=26
Range=5
Projectile=InvisibleLow
Speed=100
Warhead=SA
Report=SentryGunAttack
Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
OmniFire=yes

[GDITANKB3]
DeployingAnim=WARPIN
Category=AFV
Image=ROBO
AllowedToStartInMultiplayer=no
Cost=1000
Name=Limpet Mine
UIName=Name:Limpet Mine
Strength=750
TechLevel=-1
Prerequisite=none
Insignificant=no
RequiredHouses=YuriCountry,Russians,Confederation,Africans,Arabs,British,French,Germans,Americans,Alliance
ClickRepairable=no
ForbiddenHouses=none
ImmuneToPsionics=yes
Turret=no
Trainable=no
RadarInvisible=yes
Primary=WEAKGUN
Secondary=LimpetJump
CanPassiveAquire=yes
PreventAttackMove=no
IsSimpleDeployer=yes
UnloadingClass=GDITANK3
Armor=heavy
Sight=1
Speed=5
Cost=1000
Soylent=1000
ROT=5
Crusher=yes
Crewed=no
SelfHealing=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=TerrorDroneSelect
VoiceAttack=TerrorDroneAttackCommand
DieSound=GenVehicleDie
CrushSound=TankCrush
MaxDebris=6
DebrisTypes=TIRE
DebrisMaximums=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
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
Bunkerable=no
Owner=YuriCountry,Russians,Confederation,Africans,Arabs,British,French,Germans,Americans,Alliance
DeploySound=GIDeploy
Insignificant=no
DeployToLand=yes
DeployFire=yes
Cloakable=yes
CloakingSpeed=5
IsTilter=yes
TargetLaser=no
Accelerates=false
TooBigToFitUnderBridge=true
Explodes=yes
DeathWeapon=LimpetJump

[LimpetJump]
Damage=1000
ROF=5
Suicide=yes
Range=2
Projectile=Invisible
Speed=150
Warhead=ParasiteX
Report=DemoTruckDie
OmniFire=yes
AreaFire=yes

[ParasiteX]
Verses=0%,0%,0%,100%,100%,100%,0%,0%,0%,0%,0%
InfDeath=1
Rocker=yes
AnimList=MININUKE
CellSpread=3
PercentAtMax=.5

I still cant make only the second 1 cloak, and the Deathweapon also won't work..... And I can't get hover to work for just 1 unit... I think I'm just asking for the impossible?

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001010011100101110
Commander


Joined: 18 Aug 2009

PostPosted: Thu Apr 08, 2010 4:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Try giving it an alternative DeathWeapon

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EricAnimeFreak
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Joined: 14 Sep 2009
Location: USA New England

PostPosted: Thu Apr 08, 2010 5:09 am    Post subject: Reply with quote  Mark this post and the followings unread

Tried that, still doesn't work......

Hmmm, I think I'm just gonan give this up, And turn them into a Deploying "Tick Tank" style defense.

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Dark Templar X
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Joined: 26 Feb 2009

PostPosted: Thu Apr 08, 2010 6:36 am    Post subject: Reply with quote  Mark this post and the followings unread

If you don't want it hovering... change the goddamn locomotor. >_>

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Thu Apr 08, 2010 10:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

For the record, the following tags have defaults and aren't needed (so you know):
IsTilter=yes
TargetLaser=no
Accelerates=false
TooBigToFitUnderBridge=true

Unsure if UnloadingClass inherits tags from its "parent", but it seems to, as far as Cloakable and DeathWeapon goes.
One way you could do it is if you could deploy it into a building, though you'd have to make a SHP and building code and all that. But yeah, CloakGenerator + CloakGeneratorRadius=1 should work well enough. OR the CloakStop tag if you'd rather not.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Fri Apr 09, 2010 12:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Dark Templar X wrote:
If you don't want it hovering... change the goddamn locomotor. >_>


Well as it is, it doesn't hover. I wanted its undeployed state to be hovering, but I guess that isn't possible.

As for this unit, I've turned it into a mobile Deploying defense now, which seems to work good.

4StarGeneral wrote:
you'd have to make a SHP and building code and all that.


While your suggestion is good, this is for a map-mod, no extra art can be added.

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