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Are these possible?
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sat Oct 08, 2011 2:55 pm    Post subject:  Are these possible? Reply with quote  Mark this post and the followings unread

1) Can I put the attack power,animations & range of the Grand Cannon into a Unit?

2) Can I combine into a single unit the Beam of the Desolator, and when killed explodes violently similar to the Demo Truck.

3) Is it possible to create a Building that can promote itself. Then when destroyed depending on its Veterancy will net either:
1 - 1-2 Veterancy
3 - Elite

4) Is it possible to create an entire Side that doesn't use Power. then for their "Power Plant" Building to instead function similarly to a watered down Oil Derrick?

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Oct 08, 2011 4:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

1) yes
2) yes
3) eh?
4) yes

PS this forum is for posting research not questions, so moved to the editing forum.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sat Oct 08, 2011 6:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think you should read some tutorials(if you understands chinese you can even watch video tuts)

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sat Oct 08, 2011 11:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

On Number 3 I saw something similar implemented to Mental Omega, where the Defense Buildings can promote themselves. I was just curious about the units popping out of buildings when destroyed and thought thta maybe that can also be applied to the Smaller Defense Buildings.

And... I can' read chinese, despite being half-chinese. Embarassed

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Oct 09, 2011 12:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Ares is/will have a tag for percentage chance of survivors to spawn, if that's what you mean of. I don't remember if it's 0.1 or unreleased 0.2 code.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Oct 09, 2011 1:23 am    Post subject: Reply with quote  Mark this post and the followings unread

Well I actually want something similar to this:

I shall try to explain it with the Tesla Reactor.

Tesla Reactor - When destroyed you will get a Tesla Trooper.

Instead of the usual, Destroy Reactor ejecting a Conscript

And how can I let the Game run my mod. I have some modified

aimd
rulesmd

I just can't figure out how to start it because I want to start the mod without using Launchbase.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Oct 09, 2011 10:40 am    Post subject: Reply with quote  Mark this post and the followings unread

Copy them into your RA2 folder.

And yes, what I said before.

And what I said even before... learn to mod.

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=======================
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Edge
Grenadier


Joined: 26 Oct 2003

PostPosted: Sun Oct 09, 2011 11:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Look for the "SovietCrew=E2" in your code and change "E2" to the infantry
unit that you want the side's buildings to eject on termination.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Oct 09, 2011 1:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

Edge, that's global. He wants to have building-specified survivors.

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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
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun Oct 09, 2011 2:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

He means crew that keeps veterancy of the building.Elite building gives you elite crew,veteran gives veteran.

http://u.115.com/file/clf9qpwm
the video tuts explained in chinese,if you cannot read chinese at least you can learn how to edit units

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Sun Oct 09, 2011 2:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

according to his last post, That is NOT what he wants.

Quote:
Tesla Reactor - When destroyed you will get a Tesla Trooper.

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Edge
Grenadier


Joined: 26 Oct 2003

PostPosted: Sun Oct 09, 2011 6:53 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Edge, that's global. He wants to have building-specified survivors.


Yeah I know. I assumed he meant the global because he said that
he wanted a Tesla trooper instead of a conscript.

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Sun Oct 09, 2011 9:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Graion Dilach wrote:
Ares is/will have a tag for percentage chance of survivors to spawn, if that's what you mean of. I don't remember if it's 0.1 or unreleased 0.2 code.

It's in 0.1, but I don't think it applies to structures for some reason. It very well could and the manual is incorrect.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Oct 10, 2011 3:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Yer the custom crew only works on units, for buildings you can only use the global tags.

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Mon Oct 10, 2011 7:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Destroying structures may spawn Engineers and Technicians, destroying tanks doesn't. Both logics are different, and Ares only changes one of them at the moment. That's the reason.

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PePsiCola
Cyborg Specialist


Joined: 28 Dec 2010
Location: The United States

PostPosted: Mon Oct 10, 2011 8:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

...all he wants are veteran and elite crews. A pill box has crew, destroys some units and becomes elite, then gets destroyed. The crew infantry comes out at elite status (you know that honestly makes sense if you think of it as the actual control crew getting promoted for killing things and not the structure).

How could you guys get so confused by that?

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Mon Oct 10, 2011 9:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

Probably because of this,
Quote:
Tesla Reactor - When destroyed you will get a Tesla Trooper.


#Silly

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Tue Oct 11, 2011 8:33 am    Post subject: Reply with quote  Mark this post and the followings unread

AlexB wrote:
Destroying structures may spawn Engineers and Technicians, destroying tanks doesn't. Both logics are different, and Ares only changes one of them at the moment. That's the reason.

But those dead tanks do spawn Technicians when they're destroyed.

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Tue Oct 11, 2011 12:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Krow wrote:
AlexB wrote:
Destroying structures may spawn Engineers and Technicians, destroying tanks doesn't. Both logics are different, and Ares only changes one of them at the moment. That's the reason.

But those dead tanks do spawn Technicians when they're destroyed.

Only if you set it to.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Tue Oct 11, 2011 12:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm not sure about that, but they do spawn Technician randomly when Crewed=yes is set.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Oct 11, 2011 2:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bah, I'm guessing I'll just be scrapping that idea on the Defense Building.

My original idea was going to be somewhat similar to Mental Omega where Defense Buildings get promoted. Along with a mix of some the ejecting Crew.

Because the Unit in question is a "Tank". So when that building would get destroyed, if it had gained any veterancy it would have ejected some of those Tanks. But as far as I have noticed it seems only doable with infantry types.

So instead I guess I'm just going to use the Gatling Logic on it but have a graphical/damage alteration.

Also, I'm wondering how can I get the same "Fire Missile" effect similar to the one by the Iron Fist Tank for MO 3.0
http://www.youtube.com/watch?v=gpK2GEyl4wg

I'm now just trying to get this effect using the Gatling Logic,Hopefully in this manner:

0-5 Seconds - 2 Missiles
6-10 Seconds - 4 Missiles
11+ Seconds - 6 Missiles (Basically its shooting non-stop now)

And about Units, Its possible to combine a single building as production facility right? as in both infantry or vehicles come out of the same building.

Last edited by Atomic_Noodles on Tue Oct 11, 2011 2:26 pm; edited 2 times in total

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Tue Oct 11, 2011 2:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Also, I'm wondering how can I get the same "Fire Missile" effect similar to the one by the Iron Fist Tank for MO 3.0
Ehh, what?

Quote:
I'm now just trying to get this effect using the Gatling Logic,Hopefully in this manner:

Basic - 2 Missiles
Faster - 4 Missiles
Fastest - 6 Missiles
Just put Burst=2 on the basic weapon. Then Burst=4 on the second one. And Burst=6 on the last weapon.

Quote:
And about Units, Its possible to combine a single building as production facility right? as in both infantry or vehicles come out of the same building.
Nope. Not possible.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Oct 11, 2011 2:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Watch the Video in youtube on the Iron Fist Tank Preview. It basically uses Missiles with a fire trail.

In Weapon Damage I can use another weapon's sounds and animation if I code it correctly?

Say I just want it to sound and look similar to the GI's SMG Mode (Undeployed) I just add another entry and add the corresponding sections right?

Also... I noticed in Vanilla YR Rules, that the Terrorist is listed to be able to Disguise but he isn't able to.
But it's already in the entries:
;CanDisguise=yes; I appear differently on other people's computers
;PermaDisguise=yes; and I appear that way always (Mirage Tank will be Can but not Perma)

And as we all know in Vanilla... they can't disguise.

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Tue Oct 11, 2011 2:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Watch the Video in youtube on the Iron Fist Tank Preview. It basically uses Missiles with a fire trail.
Thought so. Just put Trailer=<animation> on the art entry of your projectile.

Quote:
In Weapon Damage I can use another weapon's sounds and animation if I code it correctly?

Say I just want it to sound and look similar to the GI's SMG Mode (Undeployed) I just add another entry and add the corresponding sections right?
Yup. Put Report=<sound> on your weapon.

Quote:
Also... I noticed in Vanilla YR Rules, that the Terrorist is listed to be able to Disguise but he isn't able to.
But it's already in the entries:
;CanDisguise=yes; I appear differently on other people's computers
;PermaDisguise=yes; and I appear that way always (Mirage Tank will be Can but not Perma)

And as we all know in Vanilla... they can't disguise.
Just remove the ; in front of the tag, then they can disguise.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Oct 12, 2011 5:45 am    Post subject: Reply with quote  Mark this post and the followings unread

I have a problem with the Terrorists now, They can disguise now... but they can't blow up unless they get killed. When I tried letting them have the ability to deploy they just started "dancing" in that spot and you can't stop them anymore.

Specifically I added/modified only these to his entry:

Quote:
Primary=MakeupKit
Secondary=TerrorBomb
Deployer=yes
DeployFire=yes


Also.. If my mod just adds in New Cameos,Voxels,SHPs I can do it all with rulesmd.ini and artmd.ini correct?

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Untrue
Jumpjet Infantry


Joined: 16 Sep 2010

PostPosted: Wed Oct 12, 2011 8:50 am    Post subject: Reply with quote  Mark this post and the followings unread

You need Arse for this to work. Smile

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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Fri Oct 14, 2011 5:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

Untrue wrote:
You need Arse for this to work. Smile


I'd quote this, but it's been done already.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Fri Oct 14, 2011 6:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

No, there is a big difference. Marsh realized his typo.


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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
=======================
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
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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Sat Oct 15, 2011 11:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Untrue probably would have too, given time......

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Oct 16, 2011 4:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Y'know... there were 2 days between his and your posts.

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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
=======================
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
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MRMIdAS
Energy Commando


Joined: 17 Jul 2008

PostPosted: Sun Oct 16, 2011 5:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

If he's anything like me, he doesn't bother re-reading a thread he was last to post in, he looks, goes "no, nobody replied" and doesn't even waste the mouse clicks.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Sun Oct 16, 2011 5:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

But I guess he rereads his own post once more before leaving the topic... I usually do.

_________________
"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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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Tue Oct 18, 2011 5:07 am    Post subject: Reply with quote  Mark this post and the followings unread

Back to bringing in some more questions, I'm doing fine so far but I'm not sure I can get this to work as I want it...

Adding a New Weapon that only targets Vehicles, when shot at it turns the Vehicle into Neutral (Unaggressive or White?)

I'm sorta having problems editing the CSF Files.

I followed the instructions in ModEnc from this one:
http://www.modenc.renegadeprojects.com/Ra2md.csf

When I reopen that Copy of LangMD.mix it still hasn't added the new entries?

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Tue Oct 18, 2011 6:27 am    Post subject: Reply with quote  Mark this post and the followings unread

What you ask for is Ares's KillDriver feature, targeted for 0.2.

I dunno, I never had issues with CSF editors. Tho I favor RA2StrEdit than XCC.

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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
=======================
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
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Wed Oct 19, 2011 5:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Going to bother with the name entries another time... Tried making a clone of the Cosmonaut since it wouldn't appear for Soviets.

Rulesmd.ini Entry:
Code:
; Soviet Cosmonaut
[COSMO]
UIName=Name:COSMO
Name=Soviet Cosmonaut
Image=COSMO
Category=Soldier
JumpJet=yes
Primary=CosmoLaser
Prerequisite=NAHAND,NARADAR
Crushable=yes
Strength=125
Fearless=yes
;OpportunityFire=yes ;gs Doesn't work because will fly backwards to point towards it and never shoot
Armor=none
TechLevel=3
;Sight=6
Sight=8
Pip=white
Speed=9
Owner=Russians,Confederation,Africans,Arabs
AllowedToStartInMultiplayer=no
Cost=600
Soylent=300
Points=15
IsSelectableCombatant=yes
VoiceSelect=RocketeerSelect
VoiceMove=RocketeerMove
VoiceAttack=RocketeerAttackCommand
VoiceFeedback=RocketeerFear
VoiceSpecialAttack=RocketeerMove
DieSound=
CrashingSound=RocketeerDie
ImpactLandSound=RocketeerCrash
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
PhysicalSize=1
MovementZone=Fly      ; This needs to be None, like aircraft
ConsideredAircraft=yes
ThreatPosed=15   ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
JumpjetSpeed=30 ;params not defined use defaults (old globals way up top called Jumpjet controls)
JumpjetClimb=20 ;HY increase climb speed; used to be 10
JumpjetCrash=25 ; Climb, but down
JumpJetAccel=10
JumpJetTurnRate=10
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
JumpjetNoWobbles=yes ; the wobbling is in the Hover sequence of the art, instead of being programmer art/ sine wave
Size=1
SpeedType=Hover
HoverAttack=yes
Crashable=yes
BalloonHover=yes ; ie never land
MoveSound=RocketeerMoveLoop
ElitePrimary=CosmoLaserE

[Cosmolaser]
Damage=25
ROF=20
Range=7
Projectile=InvisibleAll
Speed=40
Report=LaserCosmoAttack
Warhead=LunarWH
Bright=yes
IsHouseColor=true
LaserOuterSpread= 0,0,0
LaserDuration = 15
IsLaser=true   ; this flag tells the game to use the special laser draw effect

[CosmolaserE]
Damage=25
ROF=5
Range=7
Projectile=InvisibleAll
Speed=40
Report=LaserCosmoAttack
Warhead=LunarWH
Bright=yes
IsHouseColor=true
LaserOuterSpread= 0,0,0
LaserDuration = 15
IsLaser=true   ; this flag tells the game to use the special laser draw effect


Artmd.ini Entry:
Code:
[COSMO] ; Soviet Cosmonaut
Image=COSMO
Cameo=COSMOICON
AltCameo=COSMOUICO
Sequence=RocketeerSequence
Crawls=no
Remapable=yes
FireUp=2
PrimaryFireFLH=75,-50,85


This should be working properly right?

I have the necessary SHPs, Do I need the Warhead?

And I gave another Jumpjet infantry a modified tesla gun weapon. They cannot attack air targets though. Confused

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ApolloTD
Commander


Joined: 19 Nov 2003

PostPosted: Wed Oct 19, 2011 6:19 am    Post subject: Reply with quote  Mark this post and the followings unread

For the last god darn time, DO NOT DO
Primary=CosmoLaser & ElitePrimary=CosmoLaserE when you got
[Cosmolaser]

as it is case sensitive and your game will crash again when you build it... and NARADAR is wrong, is should be NARADR if going by default game.

The Ability to attack air is defined by the projectile type if you want it, default is no.

And why would you need the warhead to add since it already exists?

You just have to pay more attention to these things, like using case sensitive search for weapon name to check it finds both, within rules ini this has to be done to such accuracy while art references you only need to worry getting name right.

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Graion Dilach
Defense Minister


Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Wed Oct 19, 2011 8:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Besides, Consmonaut is LUNR within rulesmd.

_________________
"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
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DarkWiiPlayer
Civilian


Joined: 23 Oct 2011

PostPosted: Sun Oct 23, 2011 10:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

Maybe you should just spend some time reading the original Rules(md).ini and having a look at how it works. That's what i did before i had internet, and how i started modding RA1.
The next step is to just click "random Page" in ModEnc and read whatever you get.
Doing that you learn how the things work, and THEN you start making mods.
And if you want to know something about a mod, you can talk to the mods creator. He won't kill you if you ask him how something works.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Oct 31, 2011 6:28 am    Post subject: Reply with quote  Mark this post and the followings unread

I've checked around ModEnc and PPM Tutorials about this specific topic and didn't find any results pertaining to it... so uhh here's a new problem I have...

1) I created 2 New Ivan Units (Chaos and Tesla)

I cloned the BomberWeapons. They can plant the bombs, and they do explode... but they still explode using the fire one.

I've made entries in the artmd and rulesmd now... it's still not appearing how I want them to appear.

I cloned the Gas and Tesla Explosion Animations and named them to their respective versions. Here's the ART & RULE Entries... :V

RULESMD...

Code:
[TivanBomber]
Damage=400 ; Damage is used only for death explosion
ROF=50
Range=6 ; you can't change the target, but you can change yourself for CellRangefinding, so target could still be far side infantry
CellRangefinding=yes
FireOnce=yes ; Only fire once; don't stay in attack mission
Projectile=Ballistic
Warhead=TivanBomb
FireInTransport=no;can't fire out of the BattleFortress

[ChivanBomber]
Damage=400
ROF=50
Range=6
CellRangefinding=yes
FireOnce=yes
Projectile=Ballistic
Warhead=ChivanBomb
FireInTransport=no

[ChivanBomb] ; Placing
IvanBomb=yes

[ChivanWH] ;Explosion
Verses=100%,100%,100%,100%,100%,100%,100%,250%,20%,100%,100%
InfDeath=1
CellSpread=3
PercentAtMax=.25
AnimList=CHIVEXP
Psychedelic=yes

[TivanBomb] ; Placing
IvanBomb=yes

[TivanWH] ;Explosion
Verses=100%,100%,100%,100%,100%,100%,100%,250%,20%,100%,100%
InfDeath=5
CellSpread=1.5
PercentAtMax=.25
AnimList=TIVEXP


ARTMD...


Code:
[TIVEXP]  ; Tesla Ivan Explosion
Report=KirovEliteBomb
Crater=yes
Normalized=yes
Translucent=yes
UseNormalLight=yes

[CHIVEXP] - Chaos Ivan Explosion
Report=ChaosDroneAttack
Crater=no
Normalized=yes
Translucent=yes


2) And... I noticed that Terrorists can't suicide when disguised... Should I change it's Firing Sequence to the default one. or will they still be dancing instead?

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Mon Oct 31, 2011 6:39 am    Post subject: Reply with quote  Mark this post and the followings unread

you cannot add new ivans without ares

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Mon Oct 31, 2011 7:22 am    Post subject: Reply with quote  Mark this post and the followings unread

I AM using Ares with it... still no Tesla Bombs and such... Confused

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Mon Oct 31, 2011 7:28 am    Post subject: Reply with quote  Mark this post and the followings unread

Have you even read the Ares documentation?

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Mon Oct 31, 2011 11:14 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't see anything like
[Weapon]►IvanBomb.Warhead=
[Weapon]►IvanBomb.Damage=
etc.

This is how you use Ares?Read manual before complaining "why it doesn't work".I kinda understand Ren's anger.

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