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My mod's problem topic...again
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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Thu Oct 06, 2011 12:00 am    Post subject:  My mod's problem topic...again Reply with quote  Mark this post and the followings unread

Every modder runs into problems and even tutorials can't solve them. Possibly some older topics but probably unlikely if it involves a specific unit or something...and here we go. ATM, I have more problems than this but this is my biggest that I'll post now.

Remember my Mobile Helipad in the first version of this topic? How it crashed the game because I forgot the weapon? Well this surely must be something else...may have to do with the fact that it has an empty version of itself since the game only gets an exe error (not an IE. You know the "Yuri's Revenge main exeutable has encountered an error" and then shuts off).

Art and coding for both units.

; V3 Rocket launcher, or Chu-chu Rocket
[OLFT]
UIName=Name:OLFT
Name=Mobile Helipad ;locked
Category=AFV
Prerequisite=GAWEAP,GATECH
Primary=OrcaLauncher
CanPassiveAquire=no ; Won't try to pick up own targets
Spawns=ORCAL
SpawnsNumber=1
SpawnRegenRate=400
SpawnReloadRate=150
NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (DESTWO)
Strength=400
Armor=light
TechLevel=8
Turret=yes
CrateGoodie=no
Sight=7
Speed=4
Owner=British,French,Germans,Americans,Alliance
RequiredHouses=Alliance
Cost=1800
Soylent=1800
Points=40
ROT=5
AllowedToStartInMultiplayer=no
Crusher=yes
Crewed=yes
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=GenAllWaterSelect
VoiceMove=GenAllWaterMove
VoiceAttack=GenAllWaterAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=ACCMoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Destroyer
ThreatPosed=25 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
Trainable=no
AccelerationFactor=0.01
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
GuardRange=9
TooBigToFitUnderBridge=true
;MobileFire=false ; SJM: Looks like this was meant for the V3, but let's not enable it until we know we need it.
Bunkerable=no; Units default to yes, others default to no

; Destroyer's helicopter
[ORCAL]
UIName=Name:ORCAL
Name=Orca Fighter
Primary=ASWBomb
Secondary=ASWCollision
NavalTargeting=2
LandTargeting=2
Strength=30
Category=AirPower
Armor=light
Spawned=yes
TechLevel=-1
Sight=2
RadarInvisible=no
Landable=yes
MoveToShroud=yes
;Dock=GAAIRC,AMRADR,KORADR
PipScale=Ammo
Speed=12
PitchSpeed=.9
PitchAngle=0
Owner=British,French,Germans,Americans,Alliance
Cost=50
Points=10
ROT=5;3
Ammo=1
Crewed=no
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
DieSound=
CrashingSound=HornetDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
MovementRestrictedTo=Water ; See if this will affect landing only
ThreatPosed=10 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=OspreyTakeOff ;Taking off
AuxSound2=OspreyLanding ;Landing
ImmuneToPsionics=yes
;Selectable=no ; SJM: this should be here but is commented out because bug prevents aircraft from landing

[OLFT]
Cameo=OLFTICON
Voxel=yes
Remapable=yes

[ORCAL]
Cameo=PROICON
Voxel=yes
PrimaryFireFLH=0,32,0

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FurryQueen
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Joined: 24 Jul 2010
Location: Liyue

PostPosted: Thu Oct 06, 2011 2:42 am    Post subject: Reply with quote  Mark this post and the followings unread

Do you have an olftwo.vxl/hva set? That's... you know... kinda necessary for this to work.

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Thu Oct 06, 2011 9:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Before this started happening, the olft.vxl just dissapeared when it spawned the fighter (which did appear) until the fighter got back.

So yes the olftwo.vxl/hva files are also in the mixes. And from looking through artmd.ini, the empty voxels don't need an art section since there isn't a [V3WO] in it.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Fri Oct 07, 2011 5:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Why on world you have Turret=yes on it? Surprised

What I recall the model does not have one unless you have added one, I would not be surprised if it has issues when you tell it use an unexisting turret and then game siwtches the basic model and probably still looks for turret assuming it isn't you typoed the WO model name in vxl or hva issue.

Also could have posted weapon code just incase to check them.

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Fri Oct 07, 2011 9:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

Back when I coded that, I must've meant to put in OmniFire...then again the weapon has that. Here is the weapon.

Code:
; Destroyer's rangefinder virtual weapon for Helicopters
[OrcaLauncher]
Damage=1
ROF=150
Range=13 ; infinite
Spawner=yes
Projectile=ASWVirt
;AntiUnderwater=yes
Speed=10
Warhead=Special
OmniFire=yes


Actually it's a copy of ASWLauncher only the range is 13.

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Cranium
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Joined: 05 Dec 2009
Location: USA

PostPosted: Fri Oct 07, 2011 10:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

The only thing I can say it is, is Remove Turret=yes and
make sure your vxls are correctly spelled. I dont see any other reson for it not to work.

olft.vxl
olftwo.vxl
olft.hva
olftwo.hva

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Sun Oct 09, 2011 3:01 am    Post subject: Reply with quote  Mark this post and the followings unread

If I remove Turret=yes or switch it to no, it still happens.

EDIT: Don't you hate a simple error? I was switching mod files months ago (if Ares worked then that wouldn't be a problem) and my mix with vxls and hvas was overwritten. orcal.vxl was missing when I got all the files back...the aircraft.

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Tue Oct 11, 2011 9:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm stuck with an IE that has struck out of nowhere from anything I remember in my most recent edits. And I also have no way to check it (not even that ExceptChecker works). It occurs during the loading sequence about halfway in.



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AlexB
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Joined: 31 May 2010
Location: Germany

PostPosted: Tue Oct 11, 2011 9:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

A TeamType has been defined without assigning it a TaskForce, or a TeamType is being referenced without being defined at all.
Source: ModEnc

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Wed Oct 12, 2011 9:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's what happens when you try removing an AI force that doesn't work even with all of its parts set up correctly...you tend to forget one of the four parts. Thanks.

EDIT:*sighs* Now what about this one? It obviously has to do with an explosion since after the IE occured, I heard a nuke explosion.



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FurryQueen
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Joined: 24 Jul 2010
Location: Liyue

PostPosted: Wed Oct 12, 2011 9:52 pm    Post subject: Reply with quote  Mark this post and the followings unread


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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Wed Oct 12, 2011 11:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well if someone had told me about this... Neutral

Thanks? Hard to say so when you're getting like that.

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ApolloTD
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Joined: 19 Nov 2003

PostPosted: Thu Oct 13, 2011 6:59 am    Post subject: Reply with quote  Mark this post and the followings unread

I think we need a common basic screw up avoid guide #Tongue

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Thu Oct 13, 2011 9:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah with modders like me around...and I've learned that basic screw ups include

* When you create a unit, don't forget the weapon this time!
* Don't, just don't make a unit with anything greater than Sight=10 (but at 10 an IE can still occur if a VeteranAbility includes extended sight, 8 is probably the highest value that you'll be safe with).

I don't know, I've learned more advanced stuff than that. And by the way, the IE was caused by "Warhead with CellSpread over 11" according to the link.

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PePsiCola
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Joined: 28 Dec 2010
Location: The United States

PostPosted: Sun Oct 23, 2011 6:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

I will also use this topic to ask questions that'll help my mod.

The tutorial for converting palletes of shps has never worked and to, for example, take a TS anim to RA2, I have to c/p every frame into the correct pallete. Is there a quicker solution?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Oct 23, 2011 6:22 pm    Post subject: Reply with quote  Mark this post and the followings unread

Of course.

XCC Mixer -> select old palette -> Copy as PCX/PNG(whatever) ->select new palette ->Copy as SHP.

OR

OS SHP Builder -> Replace Color -> Palette Conversion.

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Sun Oct 23, 2011 7:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

If it's that simple then why isn't that the official tutorial? Thanks though.

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Oct 23, 2011 7:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

I don't know about such official tutorial.

But I know these are just too simple to forget. #Tongue

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sun Oct 23, 2011 7:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Of course.

XCC Mixer -> select old palette -> Copy as PCX/PNG(whatever) ->select new palette ->Copy as SHP.


Only works if you change the PCX/PNG image from 8-bit color depth to 24-bit color depth before converting to new palette. Just doing exactly what you described here would result in the final SHP still being in the original palette.

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Mon Oct 24, 2011 8:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Other nice thing to know if your doing recolors via changed palette is just recolor first frame as palette is grabbed from first frame and rest will be done by it Smile assuming original was 256 colors pcx/png and you use the use for conversion palette feature in xcc mixer.

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Thu Oct 27, 2011 10:20 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
I don't know about such official tutorial.

But I know these are just too simple to forget. #Tongue


Okay maybe it's not "official" but what about....?
http://www.ppmsite.com/forum/viewtopic.php?t=22306

I have a new IE and it surely has to do with Korea...that side is just broken which is why I have to set the country of all the AIs in skirmish just so none are Korea and crash the game. The EIP is not known at the link FurryQueen provided but similar to ones that are known.



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AlexB
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PostPosted: Thu Oct 27, 2011 10:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Did you enable UnitRepair= on the Air Force Command Center or any other Airpad?

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PePsiCola
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Joined: 28 Dec 2010
Location: The United States

PostPosted: Sat Oct 29, 2011 11:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:
Did you enable UnitRepair= on the Air Force Command Center or any other Airpad?


Nope. And it could only be the KORADR if any since it only happens with Korea which is the only side that can build it. If it'll help, here's the code.

Code:
[KORADR]
UIName=Name:GAAIRC
Name=Korean Airforce Command Headquarters
Image=GAAIRC
BuildCat=Tech
Prerequisite=GAREFN,GACNST
Strength=600
Armor=steel
Adjacent=2
TechLevel=3
Sight=5
UnitReload=yes
;UnitRepair=yes;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.)
Helipad=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
RequiredHouses=Alliance
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1000
Points=70
Power=-50
Factory=AircraftType
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=4
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=75, 270, 140
AIBuildThis=yes
ProtectWithWall=yes
NumberOfDocks=4
HasStupidGuardMode=false
Radar=yes
Spyable=yes
SuperWeapon=KoreanAirstrikeSpecial
ImmuneToPsionics=no ; defaults to yes for buildings, no for others

Another IE has occured and it's said to be occuring because "an ElitePrimary weapon does not exsist or an ElitePrimary weapon's Warhead is blank or does not exsist and the unit just reached elite staus."

But what is wrong with this...there is no significant difference between this two weapons other than Range (no Arnie is not buildable but he has an elite weapon in the mission).

Code:
[TERMIGUN]
Damage=75
ROF=5
Range=6
Projectile=InvisibleLow
Speed=100
Warhead=SA
Report=ArnoldAttack
AssaultAnim=UCBLOOD

[TERMIGUNE]
Damage=75
ROF=5
Range=7
Projectile=InvisibleLow
Speed=100
Warhead=SA
Report=ArnoldAttack
AssaultAnim=UCBLOOD

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PePsiCola
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Joined: 28 Dec 2010
Location: The United States

PostPosted: Sat Nov 12, 2011 11:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

String Labels. Are you supposed to run out of space for them? What I mean is I can't enter anymore string names under any category. Is there a limit?

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Cranium
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Joined: 05 Dec 2009
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PostPosted: Sat Nov 12, 2011 11:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

I've added over a hundred new strings and havent had a problem yet. Sounds like you have some other issues going on.

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Thu Nov 17, 2011 11:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

Nevermind it's fixed. But...

Are custom ShrapnelWeapons disallowed?

Code:
; Fire by Prism Cannon
[NuclearShotE]
Damage=150
ROF=150
Range=12
Speed=100
Projectile=MegaCometP   ; It's entirely the projectile
Warhead=SmallNukeWH
LaserOuterSpread= 0,0,0
LaserOuterColor= 0,0,240
LaserDuration = 15
IsLaser=true
IsHouseColor=true
Report=PrismTowerAttack
RadLevel=100

[MegaCometP]
ShrapnelWeapon=NuclearFragment
ShrapnelCount=5 ; Means (10 - (Range in cells))
AA=yes
AG=yes
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=no
SubjectToWalls=no

[NuclearFragment]
Damage=50
ROF=100
Range=5
Projectile=SuperSmallCometP
Speed=10
Report=
Warhead=SmallNukeWH
Bright=yes
IsHouseColor=true
LaserOuterSpread= 0,0,0
LaserDuration = 15
IsLaser=true
It only occurs when a shrapnel effect does but the weapon firing at ground alone works fine.

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Nov 18, 2011 12:11 am    Post subject: Reply with quote  Mark this post and the followings unread

You crashed because you forgot the known rule that every weapon must be attached to a dummy (or get listed within Ares'S WeaponTypes) to get parsed into the game?!

That, sir, is a nice move.

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PePsiCola
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Joined: 28 Dec 2010
Location: The United States

PostPosted: Sun Apr 15, 2012 5:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

My mod is not dead and I wanna update it. But seems I can't. That same IE I had before (the one about defining a TeamType and stuff) is occuring again. I added that whole Taskforce, Team and Trigger last night, and since it caused errors I removed it. Now it's still happening. I know it's the same cause because I recognize the EIP.

EDIT: Worse. I'm sure it was because of a Yuri team I added. I removed it, and all custom Yuri teams. (I also found Yuri's AI to be a little problematic so I reverted all Yuri forces back to Vanilla). Yet the same error still occurs no matter what the statistics of the battle are.

Here is the real deal; it occurs halfway through the loading sequence like above, even if there is no Yuri AI (could be another problem but it's TeamType related), and even loading any mission. I think I can still play saved games but that's it -_-

EDIT 2: Removing aiMD solves it. Does anyone see any problems with this? I doubt anyone could take the time to look through this as that takes a while, but I suppose supplying it helps out.



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AlexB
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Joined: 31 May 2010
Location: Germany

PostPosted: Mon Apr 16, 2012 5:30 am    Post subject: Reply with quote  Mark this post and the followings unread

The AITriggerType "0D535EEC-G" (Nation German Tank 2) points to TeamType "078F3A3E-G", which does not exist.

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PePsiCola
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PostPosted: Mon Apr 16, 2012 3:48 pm    Post subject: Reply with quote  Mark this post and the followings unread

Thanks it's fixed. But I'm actually glad this mistake happened, cause I never really liked how my AI worked so I remade it and it works way better now.

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PePsiCola
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PostPosted: Sat Apr 21, 2012 5:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is it normal that you don't have to add anims to the anim list and they work ingame perfectly?....

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Graion Dilach
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PostPosted: Sat Apr 21, 2012 6:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

Normal, but not advised.

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"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Sun May 06, 2012 10:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Since Ares never has and still doesn't work for me, I still have to deal with the "switching files for mods" situation. And recently, I forgot to take out audio.bag when testing my mod. BUT...I had a back up which had been made a few months ago which was missing some sounds.

Now, not only do I have to get back the lost sounds (90% are replaceable) but some of the regular sounds have stopped workng such as GI Select, GI Attack, Floating Disc Laser, and likely some others. And it was the same audio.bag so those files had never been lost in any way.

Any thing that causes that.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Mon May 07, 2012 4:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Audio.bag and audio.idx are always paired. To say it simply, bag has the data, idx the offsets and every recompilation changes them. If you restored a backupped bag without idx then no surprises there.

On a less related note, why you can't launch Ares? Is it too hard to run it when there's even a RunAres.bat included in the pack which should be used?

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Mon May 07, 2012 11:01 am    Post subject: Reply with quote  Mark this post and the followings unread

You cannot add a WeaponType in maps(iow, it does not pre-exist in inis).

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Wed Jun 27, 2012 7:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Hey guys, I'm back (with more bugs Razz )! And this is one bug that's been bothering me for months.

When an AI fire sales (sells their whole base and follows the "Attack anything" command), or the AI is any way being commanded to attack anything, they have the tendency to avoid everything and only go after aircraft (harriers on airpads, or any kind of missiles being launched such as V3, Boomer, and Dreadnought), and they do not retaliate when attacked. After they destroy the aircraft they want to destroy, they start destroying everything normally as they should. This only happens in my mod.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Thu Jun 28, 2012 11:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

Have you increased the threatlevel of the aircraft?

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Sat Jun 30, 2012 3:11 am    Post subject: Reply with quote  Mark this post and the followings unread

No, but I suppose making it very low would help. I'll try it out.

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Wed Jul 04, 2012 2:58 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, I experimented with threat levels and even decreasing them to 0 didn't make a difference. What else could be wrong?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Jul 04, 2012 11:12 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't have a mind-reader hat to figure it out. Sorry.

_________________
"If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more...

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