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My Radiation Eruptor wont work
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+=Marvin=+
Cyborg Soldier


Joined: 24 Sep 2009
Location: Originally from Philipines. Currently on NZ. Hacker Type: Game Hacker

PostPosted: Wed Oct 20, 2010 1:35 am    Post subject:  My Radiation Eruptor wont work Reply with quote  Mark this post and the followings unread

My Radiation Eruptor Vehicle won't fire it's secondary weapon at the ground when deployed.
I've included these tags to the unit:
Code:
Deployer=yes
DeployFire=yes
DeployFireWeapon=1
IsSimpleDeployer=true


Complete Rules.ini Code:
Code:
[TOXTK]
UIName=Name:TOXTK
Name=Toxin Half Trak
Prerequisite=NAWEAP
Primary=RadBeamWeapon
Secondary=RadEruptionWeapon2
ElitePrimary=RadBeamWeaponE
Strength=180
Category=AFV
Deployer=yes
DeployFire=yes
DeployFireWeapon=1
IsSimpleDeployer=true
Armor=heavy
TechLevel=3
Sight=8
Speed=6
CrateGoodie=yes
Owner=Russians,Confederation,Africans,Arabs
RequiredHouses=Arabs
AllowedToStartInMultiplayer=yes
Cost=700
Points=20
ROT=5
Crusher=yes
Turret=yes
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Explodes=yes
VoiceSelect=GenSovVehicleSelect
VoiceMove=GenSovVehicleMove
VoiceAttack=GenSovVehicleAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=FlakTrackMoveStart
Maxdebris=3
DebrisTypes=TIRE,AXLE
DebrisMaximums=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=10
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=10
ZFudgeTunnel=13
ImmuneToRadiation=yes
ImmuneToPsionics=no
Size=3
Accelerates=false
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF

[RadEruptionWeapon2]
Damage=50
ROF=60
Range=3
Speed=1
AreaFire=yes
; FireOnce=no
Projectile=InvisibleLow
Warhead=RadEruptionWarhead
IsRadEruption=yes
RadLevel=500
Report=DesolatorDeploy

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed Oct 20, 2010 1:50 am    Post subject: Reply with quote  Mark this post and the followings unread

Your FireOnce=no tag is commented out. But you could also;

Increase its range to 300. Set the damage to 1. make all verses 5% on warhead and give it InvisibleAll as projectile.

If you want to keep damage -non radiation- from secondary weapon. Well you can, but I don't recommend it.

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+=Marvin=+
Cyborg Soldier


Joined: 24 Sep 2009
Location: Originally from Philipines. Currently on NZ. Hacker Type: Game Hacker

PostPosted: Wed Oct 20, 2010 2:06 am    Post subject: Reply with quote  Mark this post and the followings unread

I've done exactly what you said but it still won't work. Sad
I've seen a tank deploy and release radiation (or something similar) before and i think it was in DeeZire's mod and Apocalypse mod by X.A.A Apocalypse of Borg.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

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

DeployFire

Please correct your code, I missed it earlier.

DeployToFire

If that doesn't do it, I might need to dig up and old mod map I made in which I did this.

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Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

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+=Marvin=+
Cyborg Soldier


Joined: 24 Sep 2009
Location: Originally from Philipines. Currently on NZ. Hacker Type: Game Hacker

PostPosted: Wed Oct 20, 2010 2:24 am    Post subject: Reply with quote  Mark this post and the followings unread

Didn't do anything except made my unit's Primary weapon unable to attack.
I'm using RA2.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Wed Oct 20, 2010 3:00 am    Post subject: Reply with quote  Mark this post and the followings unread

I went back and looked, my old code used deployfire.

but was a bit different.

[MADX1]
ROF=5
Anim=IRONBLST
Range=255
Speed=222
Damage=1
Report=PsychicRevealActivate
Suicide=yes
Warhead=MadPulseZ
AreaFire=yes
OmniFire=yes
Projectile=Psychic
LimboLaunch=yes
PenetratesBunker=yes

[MadPulseZ]
Wall=yes
Verses=35%,45%,55%,65%,75%,85%,25%,35%,45%,45%,25%
AnimList=PDFXLOC
InfDeath=4
CellSpread=9
PercentAtMax=.45

My old code was for yuri I might add, it is also a suicide tank.

I don't think I can help you with this one. Sorry.

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Adds random weather patterns into maps.
More disabled navalyards.
Preplaced Neutral buildings.
Additional new features.

Enjoy Everyone!

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Wed Oct 20, 2010 3:03 am    Post subject: Reply with quote  Mark this post and the followings unread

If you want a deployer death like Deezire's, you have to deploy the vehicle into an invisible structure that has an animation with a high Rate that does damage. This will destroy the structure immediately on deploy, giving the illusion that it deployed to explode.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed Oct 20, 2010 5:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Strange.I shall have a try.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed Oct 20, 2010 9:15 am    Post subject: Reply with quote  Mark this post and the followings unread

Seems to be the problem of RA2.The same code works fine on YR

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Wed Oct 20, 2010 3:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

No shit it works in YR. The code used does not exist in Red Alert 2. The Chaos Drone in YR added some deployment functionality that RA2 doesn't have, and as such, this idea is possible with just a deployment weapon that skips the change into a structure.

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+=Marvin=+
Cyborg Soldier


Joined: 24 Sep 2009
Location: Originally from Philipines. Currently on NZ. Hacker Type: Game Hacker

PostPosted: Thu Oct 21, 2010 3:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Oh. I can't mod my Yuri right now cause Mental Omega files are there. I'll use Launch Base to separate it.

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Thu Oct 21, 2010 12:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Why are they there? MO files should be in a XCC Mod file, not loose files in your directory. Are you a beta tester or ripping?

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+=Marvin=+
Cyborg Soldier


Joined: 24 Sep 2009
Location: Originally from Philipines. Currently on NZ. Hacker Type: Game Hacker

PostPosted: Fri Oct 22, 2010 6:28 am    Post subject: Reply with quote  Mark this post and the followings unread

I just hacked/ripped it off the xcc mod launcher.
The XCC mod launcher is a small package but it's a nightmare for me if it unpacks because it takes too long. You have to wait atleast 1.30 hrs. And i use a quite old PC. 256mb RAM, planning to buy a 1gb one.
Besides, I don't spread it and it's just for private use.
MO 3 should be released on launch base and packed using LBMC (Launch Base Mod Creator) by Marshall.

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Fri Oct 22, 2010 12:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Just to get several things straight - MO3.0 is not using Launchbase.

Also, by saying that you "hacked/ripped" stuff from MO launcher, you don't mean 3.0 now - do you? Confused

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mentalomega.com

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Fri Oct 22, 2010 12:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

3.0 isnt out yet, right? So how can he get his hands on that? #Tongue

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Speeder
Commander


Joined: 03 Sep 2004
Location: Czechia

PostPosted: Fri Oct 22, 2010 1:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, Chinese modders did get their hands on 2.5 beta so everything's possible.

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mentalomega.com

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Fri Oct 22, 2010 1:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

Woah, how the hell did they do that? By hacking your site? Then is one thing for sure, your mod is popular

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+=Marvin=+
Cyborg Soldier


Joined: 24 Sep 2009
Location: Originally from Philipines. Currently on NZ. Hacker Type: Game Hacker

PostPosted: Sat Oct 23, 2010 10:16 am    Post subject: Reply with quote  Mark this post and the followings unread

My real profile
It is true that i am a haxor but i don't hack anymore. There is no point of cheating because the only one who you are cheating at is yourself. I'm a modder now. Very Happy

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Oct 23, 2010 12:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Speeder wrote:
Well, Chinese modders did get their hands on 2.5 beta so everything's possible.


Sorry to hear that,but just think about who you have leaked the mod to.Also there are some crazy fans of MO,maybe they forced the tester to leak 2.5......................

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+=Marvin=+
Cyborg Soldier


Joined: 24 Sep 2009
Location: Originally from Philipines. Currently on NZ. Hacker Type: Game Hacker

PostPosted: Sat Oct 23, 2010 9:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, but what can i say? MO is really addicting.

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