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Weird Internal Error
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skyboy
Soldier


Joined: 16 Jun 2007
Location: Guess...

PostPosted: Sat May 29, 2010 3:44 am    Post subject:  Weird Internal Error
Subject description: Erm.. the attack cursor is causing this one?
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i recently decided to make an aircraft that would just kamikaze from the launch pad, however, when the attack cursor should appear (ctrl / enemy) the game errors out. is this because of the locomotor(missiles) i'm using?
if so, a way around it would to be a warhead with versus 0 for everything, but i'd much rather an attack cursor.
i will provide relevant ini info if requested

*edit*: in addition, ares does not know what caused it either. i can provide these files as well

*edit2*: and quick edit is broken. it removes the subject description

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat May 29, 2010 6:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Post code...

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skyboy
Soldier


Joined: 16 Jun 2007
Location: Guess...

PostPosted: Sat May 29, 2010 6:33 am    Post subject: Reply with quote  Mark this post and the followings unread

Code:
[ORCASU]
ROT=3
Cost=600
Dock=GAAIRC,AMRADR ; TODO: Move to CAAIRP
Name=Hornet
Armor=light ; medium?
Image=HORNET
Owner=British,French,Germans,Americans,Alliance
Sight=6
Speed=16
Crewed=no
Points=20
UIName=Name:HORNET
Fighter=yes
Primary=DummyWeap ; Temp: change to ORCASUW
Category=AirPower
DieSound=
Landable=yes
OmniFire=yes
PipScale=Ammo
Strength=75
AuxSound1=HornetTakeoff
AuxSound2=HornetLanding
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8} ; Missile Locomotor
Maxdebris=2
MoveSound=IntruderMoveLoop
Secondary=HornetCollision
TechLevel=3
VoiceMove=IntruderMove
GuardRange=30
PitchAngle=0
PitchSpeed=.9
DeathWeapon=HornetBombE
ThreatPosed=10
VoiceAttack=IntruderAttackCommand
VoiceSelect=IntruderSelect
AirportBound=yes
CanRetaliate=no
MoveToShroud=yes
MovementZone=Fly
Prerequisite=RADAR
CrashingSound=HornetDie
VoiceCrashing=IntruderVoiceDie
VoiceFeedback=
RadarInvisible=no
ImpactLandSound=GenAircraftCrash
CanPassiveAquire=no
ImmuneToPsionics=yes
PreventAttackMove=yes
ConsideredAircraft=yes
MovementRestrictedTo=Water
DamageParticleSystems=SparkSys,SmallGreySSys
IsSelectableCombatant=yes
AllowedToStartInMultiplayer=no

[DummyWeap]
ROF=300
Range=1
Speed=100
Damage=-1
Report=NukeLaunch
Warhead=All

[All]
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
InfDeath=0


after poking further, it turns out that weapons without a projectile crash the game when you attempt to target anything. i'm thinking this should be kept, and the primary weapon for WEEDGUY be changed to something like my faulty DummyWeap (which i'm doing for this); making the other two Secondary and EliteSecondary

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Reaperrr
Commander


Joined: 26 Apr 2003
Location: Somewhere in Germany

PostPosted: Sat May 29, 2010 1:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

afaik, a projectile is a must-have for weapons. they simply don't work without.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat May 29, 2010 4:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

But dosent this cause the aircraft that dont find thier mark to fly off the map?

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skyboy
Soldier


Joined: 16 Jun 2007
Location: Guess...

PostPosted: Sat May 29, 2010 5:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

it's impossible for them to not find their mark - they target the cell where they were told to attack and suicide into it. more or less a V3/DMISL that you control.. once

*edit*: actually, it appears you can't tell them to attack at all. they just sit there, when the target is destroyed or you tell it to stop, they fly to a random cell at the edge of the map and suicide there. using parasite settings instead yields a move cursor on buildings, and so you can attack them then. not sure this will locomotor is going to be useful on non-spawned units

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sat May 29, 2010 9:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

A Range=1 weapon isnt gonna work for this type of scenario "It's why you missile planes arent taking off", instead use
Range=8
MinimumRange=1
Damage=1

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skyboy
Soldier


Joined: 16 Jun 2007
Location: Guess...

PostPosted: Sat May 29, 2010 10:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

that makes them crash between 2 and 4 cells before the target, hitting the target with an invisible 1 damage weapon; a hack that makes you use the move cursor instead is better than missing a stationary target entirely

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun May 30, 2010 12:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Alright, got this figured out for ya, these settings were tested 10 times and hit it's mark all 10 times. So it should be good to go. Though my Aircraft is set up differently than yours so hopefully that wont be a problem.

[V3Launcher2]
Damage=1
ROF=150
Range=4
MinimumRange=1
Spawner=no
Projectile=InvisibleHigh2
Speed=150
CellRangefinding=yes
Warhead=Special

[InvisibleHigh2]
Image=none
SubjectToElevation=yes
CourseLockDuration=2569 <------dont ask, just a number I types in Razz
VeryHigh=yes
AG=yes
Ranged=yes

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skyboy
Soldier


Joined: 16 Jun 2007
Location: Guess...

PostPosted: Sun May 30, 2010 2:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Well. that produces and interesting effect if you change the target, but they still crash before hitting the target. and i think you're thinking of an actual weapon, rather than a unit, but i'll try using a limbolaunch weapon with a projectile that's the same speed and uses the same image

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun May 30, 2010 2:59 am    Post subject: Reply with quote  Mark this post and the followings unread

Hmmm, It hits it's target everytime for me. Maybe it's the different tags on my aircraft that might affect the overall transition. Let me go look and I'll let you know what differs from mine to yours.

O.K. this is what I have

[ORCA2]
UIName=Name:ORCA
Name=Intruder
Image=FALC
Prerequisite=RADAR
Primary=V3Launcher2
Secondary=DredCollision
CanPassiveAquire=no
CanRetaliate=no
Strength=150
Category=AirPower
Armor=light
TechLevel=3
Sight=5
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Dock=GAAIRC,AMRADR
PipScale=Ammo
Speed=14
PitchSpeed=2.1
PitchAngle=40
OmniFire=yes
Owner=British,French,Germans,Americans,RevengeForce
ForbiddenHouses=Alliance
Cost=1200
Points=20
Range=255
ROT=3
Ammo=1
Crewed=yes
ConsideredAircraft=yes
AirportBound=yes
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
IsSelectableCombatant=yes
VoiceSelect=IntruderSelect
VoiceMove=IntruderMove
VoiceAttack=IntruderAttackCommand
VoiceCrashing=IntruderVoiceDie
DieSound=
MoveSound=IntruderMoveLoop
CrashingSound=IntruderDie
ImpactLandSound=GenAircraftCrash
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8} ;Missile loco
MovementZone=Fly
ThreatPosed=20
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=IntruderTakeOff
AuxSound2=IntruderLanding
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=STRONGER,FIREPOWER,ROF
;Fighter=yes
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
;ElitePrimary=MaverickE
PreventAttackMove=yes
FlyBack=true
Explodes=no
DeathWeapon=CRNuke

Just tested it again, and it's working great on my end. I had already tries the LimboLaunch= and If I remember correctly it made the FALC image disappear right at the point of decend, but you can try it if you'd like. Though this set up works great for me.

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skyboy
Soldier


Joined: 16 Jun 2007
Location: Guess...

PostPosted: Sun May 30, 2010 3:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Okay, i found a hack that makes it work perfectly:

Code:
[ORCASU]
ROT=3
Ammo=1
Cost=600
Dock=CAAIRP
Name=Hornet
Armor=light
Image=HORNET
Owner=British,French,Germans,Americans,Alliance
Sight=6
Speed=16
Crewed=no
Points=20
UIName=Name:HORNET
Fighter=yes
Primary=ORCASUW
Category=AirPower
DieSound=
Landable=yes
OmniFire=yes
Strength=150
AuxSound1=HornetTakeoff
AuxSound2=HornetLanding
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8}
Maxdebris=2
MoveSound=IntruderMoveLoop
Secondary=HornetCollision
TechLevel=3
VoiceMove=IntruderMove
GuardRange=30
PitchAngle=0
PitchSpeed=.9
DeathWeapon=HornetBombE
DeathWeapon=HornetCollision
ThreatPosed=10
VoiceAttack=IntruderAttackCommand
VoiceSelect=IntruderSelect
AirportBound=yes
CanRetaliate=no
HasSpotlight=yes ; playing with ares
MoveToShroud=no
MovementZone=Fly
Prerequisite=CAAIRP
CrashingSound=HornetDie
VoiceCrashing=IntruderVoiceDie
VoiceFeedback=
RadarInvisible=no
ImpactLandSound=GenAircraftCrash
CanPassiveAquire=no
ImmuneToPsionics=yes
PreventAttackMove=yes
ConsideredAircraft=yes
;MovementRestrictedTo=Water
DamageParticleSystems=SparkSys,SmallGreySSys
IsSelectableCombatant=yes
AllowedToStartInMultiplayer=no

[ORCASUW]
ROF=10
;Anim=none
Range=2
Speed=16
Damage=1 ; 0? -2 MinimumRange should prevent this ever firing
Report=
Warhead=AllRipple
Projectile=HornetLock
LimboLaunch=yes
MinimumRange=-2
CellRangefinding=yes


This could also potentially be used to make different V3 missiles if spawned. I'll check that out now

*edit*: -2 doesn't work, but 15 does. and when spawned it flies off the map, when targeted at something in the air it flies to a random spot on the bottom of the map and crashes. if the spawned units were told to move, rather than attack, then this system would probably work. hrm.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun May 30, 2010 4:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Awsome!, this is gonna work great for my MMLCC "MobileMissileLaunchCommandCenter" It's a launch pad vehicle that will deploy into a LaunchCommandCenter with the Helipad=yes tag which will allow it to launch these babies Razz

Yea, I already knew the Spawned=yes wasnt gonna work.
I cant believe my way didnt work for you, Cause I'm using Ares as well. and they fly right into any target I order them to attack.

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skyboy
Soldier


Joined: 16 Jun 2007
Location: Guess...

PostPosted: Sun May 30, 2010 4:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Just make sure that on all of it's weapons @AA=no@ else they will make players go "wtfnodon't..arrgh"

Potentially a Hornet-like unit could be spawned, it's weapon having the Dropping tag so it kills itself there. call it the "hacky missile" #Tongue


i was testing it both with and without ares to make sure it could work on maps, and it wasn't working on vanilla Yr

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Sun May 30, 2010 8:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Aren't you just simply creating a Docking aircraft with a suicide weapon with limbo launch that shoots pallete? Creating the illusion the aircraft is flying into a target?

If that's what you want, I did that long ago, I can even try and look for my old code.

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skyboy
Soldier


Joined: 16 Jun 2007
Location: Guess...

PostPosted: Sun May 30, 2010 4:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

Actually, that was a workaround i was trying (and failed to do) but now it's not an illusion, it's an aircraft that responds the same way the V3 and DMISL does. move and attack have the same effect - death at that cell.

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