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How do I make an invisible aircraft?
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001010011100101110
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Joined: 18 Aug 2009

PostPosted: Tue Apr 20, 2010 1:07 am    Post subject:  How do I make an invisible aircraft? Reply with quote  Mark this post and the followings unread

Since I cannot just use a dummy aircraft, which results in Corrupted HVA IE, so how could I do it? Can anyone make me an invisible aircraft if that is what is required?

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Cranium
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PostPosted: Tue Apr 20, 2010 1:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Well you could just make an aircraft code for the rules and art and just not use an image "vxl".

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001010011100101110
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PostPosted: Tue Apr 20, 2010 1:12 am    Post subject: Re: How do I make an invisible aircraft? Reply with quote  Mark this post and the followings unread

001010011100101110 wrote:
Corrupted HVA IE


Yeah apparently...

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Cranium
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PostPosted: Tue Apr 20, 2010 1:16 am    Post subject: Reply with quote  Mark this post and the followings unread

how would you have a corrupted HVA if you dont use one. Rolling Eyes just put Image=none.

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001010011100101110
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PostPosted: Tue Apr 20, 2010 1:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Well I need a trailer image for my fake plane...

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Cranium
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PostPosted: Tue Apr 20, 2010 1:25 am    Post subject: Reply with quote  Mark this post and the followings unread

add this to your Art entry. Trailer=DURASMOKE "dont have to be DURASMOKE, was just an example"

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001010011100101110
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Joined: 18 Aug 2009

PostPosted: Tue Apr 20, 2010 1:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Exactly, and Image=none do NOT work in Aircrafts in Artmd.ini. Well, maybe it does, but I have it down and it still give IE.

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Cranium
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PostPosted: Tue Apr 20, 2010 1:47 am    Post subject: Reply with quote  Mark this post and the followings unread

must be your coding then, cause it works just fine for me



inviso plane.png
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inviso plane.png



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001010011100101110
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Joined: 18 Aug 2009

PostPosted: Tue Apr 20, 2010 1:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Code:

;Artmd.ini
[YR]
Remapable=no
Cameo=FALCICON
AltCameo=FALCUICO
Trailer=PDFXCLD
Inviso=yes
Image=none
Shadow=no

;Rulesmd.ini
[YR]
UIName=Name:SpyP
Name=Soviet Spy Plane
Immune=yes
Strength=600
Category=AirLift
Armor=light
TechLevel=-1
Primary=YRWeapon
Spawned=yes   ; Created by another object and therefore not player controllable
LeadershipRating=10
Selectable=no
RadarInvisible=no
Sight=20
Landable=no
MoveToShroud=yes
PitchAngle=0 ; default is 20 degrees
Speed=10
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=30
ROT=2
Crewed=yes
Ammo=100
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=0   ; This value MUST be 0 for all building addons
ImmuneToPsionics=yes
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
MoveSound=Dummy
DieSound=Dummy
CrashingSound=Dummy
ImpactLandSound=GenAircraftCrash
DeathWeapon=BlimpBomb
DeathWeaponDamageModifier=.1;gs needs a death weapon or it will do nothing when it crashes since its weapon is a camera
FlyBy=true
FlightLevel=1200


But when I put in Image=BEAG in rules it works, but with BEAG image...

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Cranium
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PostPosted: Tue Apr 20, 2010 1:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Do this, Take off the Image=none on the Art entry and put Image=YR on the Rules entry. That should do it. I see you already have Voxel=yes removed. But yeah this should do the trick.

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001010011100101110
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PostPosted: Tue Apr 20, 2010 2:05 am    Post subject: Reply with quote  Mark this post and the followings unread

Alright...

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001010011100101110
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Joined: 18 Aug 2009

PostPosted: Tue Apr 20, 2010 2:18 am    Post subject: Reply with quote  Mark this post and the followings unread

Nope, still gives me shit when I move my screen to one of the aircraft, and I have YR listed under AircraftTypes...

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Cranium
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PostPosted: Tue Apr 20, 2010 2:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Well son of a, O.K. paste this into your Art.ini then use Image=ORCA2 on your Rules entry, then see if it works.

[ORCA2]
Remapable=yes
Cameo=FALCICON
AltCameo=FALCUICO
Trailer=DURASMOKE

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001010011100101110
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PostPosted: Tue Apr 20, 2010 3:02 am    Post subject: Reply with quote  Mark this post and the followings unread

No ztyping difference, it is the same error... why???

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Cranium
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PostPosted: Tue Apr 20, 2010 3:06 am    Post subject: Reply with quote  Mark this post and the followings unread

you must have something screwed up somewhere else then, SuperWeapon perhaps? I even tried it on the ParadropSpecial and it worked just fine. So I dont know Man.

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Cranium
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PostPosted: Tue Apr 20, 2010 3:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Do this for me and this will tell me if the problem lies somewhere else. Rename the [YR] to [ORCA2] put ORCA2 in the AircraftTypes, leave the art entry i had you paste in the same, then try it again

dont forget to change the AircraftType in the SuperWeapon as well

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Shakar
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PostPosted: Tue Apr 20, 2010 3:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Why not just give it a cloaking tag like the Soviet Sub and Boomer Sub?

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001010011100101110
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PostPosted: Tue Apr 20, 2010 3:15 am    Post subject: Reply with quote  Mark this post and the followings unread

But then I see it Very Happy

@Cranium: Okay imma try

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001010011100101110
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PostPosted: Tue Apr 20, 2010 3:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Still nothing man

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MT
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PostPosted: Tue Apr 20, 2010 3:20 am    Post subject: Reply with quote  Mark this post and the followings unread

You could just open a small voxel (a small one like the cannon ball is easiest), delete everything in it, and use it and its original HVA as the image.

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001010011100101110
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PostPosted: Tue Apr 20, 2010 3:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Well I'm not familiar at all with VXL Section Editor so... Could somebody else kindly do this thing for me?

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Cranium
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PostPosted: Tue Apr 20, 2010 3:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm, this is disturbing. There's no reason why this shouldnt work unless NPatch dosent allow you to have units without a vxl or shp present. Thats the only other thing I can think of.

Try putting the Image=ORCA2 on a normal buildable aircraft and see if it does the same thing

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Cranium
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PostPosted: Tue Apr 20, 2010 3:43 am    Post subject: Reply with quote  Mark this post and the followings unread

did you try it yet?

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raminator
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PostPosted: Tue Apr 20, 2010 7:21 am    Post subject: Reply with quote  Mark this post and the followings unread

if you use image=XXX on an art entry and have no [XXX]... how do you believe this can work?

if your coding is correctly you don´t even need the voxel or hva

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wardeathfun
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PostPosted: Tue Apr 20, 2010 7:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Not to make a useless post, but i just wanted to point out something that i found interesting. Most people haves a hard time getting their units to eapr, yet he is having a hard time making them not show xD

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Cantdrawbutmod
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PostPosted: Tue Apr 20, 2010 8:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Did you try another weapon?
For the rest,I don't have a rulesmd.ini file,so I can't check how much you've changed things from another plane used as base.

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Cranium
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PostPosted: Tue Apr 20, 2010 2:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

raminator wrote:
if you use image=XXX on an art entry and have no [XXX]... how do you believe this can work?


He dosent have Image= on the Art.ini entry anymore. But yeah it should be as simple as making a Rules and Art entry without the vxl/shp image. Which leads me to an earlier reply of, The problem must be somewhere else, on either the SuperWeapon itself or just the normal weapon he has applied to it.

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Lin Kuei Ominae
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PostPosted: Tue Apr 20, 2010 3:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

I can't believe how people mod these days. Is it so hard to solve a problem going analytic step by step?

1. Test if the coding works at all by giving it a visible working aircraft
if no go to 1.1
if yes go to 2.1
1.1 Test the weapon and spawning codes
2.2 Change the image back to the custom invisible trailer art and remove one key after the other which makes this aircraft different from any other normal aircraft.
Find the key that causes the problems and find a workaround or fix the problem.

And finally you can still simply open Voxel Section Editor and create an empty 10x10x10 voxel with a corresponding hva, which would surely solve the problem in 99 of 100 cases.


In addition, why do you think a rules.ini key for projectiles should work in art.ini on a aircrafttype?
001010011100101110 wrote:
[code]
;Artmd.ini
[YR]
Remapable=no
Cameo=FALCICON
AltCameo=FALCUICO
Trailer=PDFXCLD
Inviso=yes
Image=none
Shadow=no

Inviso=yes is a special rules.ini key and has no place in art.ini

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001010011100101110
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PostPosted: Wed Apr 21, 2010 12:35 am    Post subject: Reply with quote  Mark this post and the followings unread

I was trying everything...

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Cranium
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PostPosted: Wed Apr 21, 2010 12:59 am    Post subject: Reply with quote  Mark this post and the followings unread

So did you get this working?

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001010011100101110
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PostPosted: Wed Apr 21, 2010 2:03 am    Post subject: Reply with quote  Mark this post and the followings unread

Code:

[ORCA2]
Remapable=yes
Cameo=FALCICON
AltCameo=FALCUICO
Trailer=DURASMOKE


I put this on Harrier, and as soon as it is built, Windows closed YR...

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Cranium
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PostPosted: Wed Apr 21, 2010 2:43 am    Post subject: Reply with quote  Mark this post and the followings unread

So, what did you do just add Image=ORCA2 to the Harrier code in the rules?

Man, you have an msn account?

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001010011100101110
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PostPosted: Wed Apr 21, 2010 2:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Yes I did, and yes I do.

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Cranium
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PostPosted: Wed Apr 21, 2010 3:14 am    Post subject: Reply with quote  Mark this post and the followings unread

here add this to your rules and art and if this dosent produce an invisible image with just the durasmoke trailer then you have some issues that are beyond me.

[AircraftTypes]
**=PTPLANE2

; Paratrooper Drop Plane 2
[PTPLANE2]
UIName=Name:PtPLANE2
Name=Paratrooper Plane
Prerequisite=RADAR
Primary=Maverick
Secondary=Maverick2
Strength=175
Category=AirPower
Armor=light
TechLevel=7
Sight=7
Landable=yes
AirportBound=yes
Dock=GAAIRC,AMRADR
PipScale=Ammo
Ammo=1
Speed=14
PitchSpeed=1.1
Owner=British,French,Germans,Americans,Alliance
Cost=1000
Points=15
FlightLevel=2000
ROT=5
Crewed=yes
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Maxdebris=3
VoiceSelect=BlackOpsSelect
VoiceMove=BlackOpsMove
VoiceAttack=BlackOpsAttackCommand
VoiceCrashing=BlackOpsVoiceDie
CrashingSound=BlackOpsDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;flying
MovementZone=Fly
DamageParticleSystems=SparkSys,SmallGreySSys
ThreatPosed=0
SpecialThreatValue=1
Size=1
AllowedToStartInMultiplayer=no
Crashable=yes
CanPassiveAquire=no
MoveSound=BlackOpsMoveLoop
PreventAttackMove=yes
TooBigToFitUnderBridge=true

Art

[PTPLANE2] ; Paradrop Plane 2
;Cameo=ptpicon
;Voxel=yes
PrimaryFireFLH=0,32,0
DisableVoxelCache=yes
DisableShadowCache=yes
Trailer=DURASMOKE

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Last edited by Cranium on Thu Apr 22, 2010 12:36 am; edited 4 times in total

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001010011100101110
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PostPosted: Wed Apr 21, 2010 3:43 am    Post subject: Reply with quote  Mark this post and the followings unread

Had no trailer, and this is an aircraft problem, not a vehicle problem... (at least your codes worked, but still no trailer.)

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Cranium
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PostPosted: Wed Apr 21, 2010 1:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

I had you do it that way for a reason, so now that we know you can produce a invisible unit all you have to do is work with it. Start by removing all the jumpjet tags, switch the loco from jumpjet to fly, change prerequisite to RADAR and list it as an aircraft. Dont change anything else just yet.

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001010011100101110
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PostPosted: Wed Apr 21, 2010 11:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah, it had failed...

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Cranium
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PostPosted: Thu Apr 22, 2010 12:32 am    Post subject: Reply with quote  Mark this post and the followings unread

I made some changes to the code, retry the Rules plane code above.

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001010011100101110
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PostPosted: Thu Apr 22, 2010 3:21 am    Post subject: Reply with quote  Mark this post and the followings unread

Im sorry to say that the game has killed itself yet again... and I have placed PadAircraft with PTPLANE2, and when I build it, it crashes... The IEP did not change either.

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Cranium
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PostPosted: Thu Apr 22, 2010 3:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Well the only other thing I can offer is to have you put this vxl and hva into your directory and see if it makes a difference. Dont forget to change the Art entry back to Voxel=yes. It's just a 1 dot vxl, had to do it that way because HVA Builder dosent allow empty voxels and will not produce an hva file without atleast 1 vxl dot.



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