Posted: Sat Apr 07, 2012 10:24 am Post subject:
[ARES] Aircraft Spawner Problems
Subject description: Aircraft Spawner Building with Anti-Air Aircraft...
So I've added a new building (it's 1x1 so the spawned unit should work properly) The Building can target enemy aircraft but then it crashes.
The Voxels are all in so it should work properly...
;Allied Hawk Nest
[GATRI]
UIName=Name:GATRI
Name=Allied Patriot Missile
BuildCat=Combat
Strength=900
Armor=steel
TechLevel=4
Prerequisite=BARRACKS,RADAR,GACNST
Adjacent=4
Sight=15
ROT=8
Owner=British,French,Germans,Alliance,Americans,Russians,Confederation,Africans,Arabs,YuriCountry
RequiredHouses=Alliance
Spawns=TRIJET
SpawnsNumber=3
SpawnRegenRate=600
SpawnReloadRate=150
FireAngle=0
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=1000
BaseNormal=no
Points=30
Power=-50
Crewed=no
Primary=HawkLauncher
TogglePower=yes
LandTargeting=1
NavalTargeting=6
Capturable=false
TogglePower=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=3
MinDebris=2
ThreatPosed=0 ; This value should be 0 for objects that are purely anti-air, since aircraft do not use the threat values
;DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
Powered=yes
Turret=yes
TurretAnim=TRITUR
TurretAnimIsVoxel=true
TurretAnimZAdjust=-20
HasStupidGuardMode=false
WorkingSound=PowerOn
NotWorkingSound=PowerOff
VHPScan=Strong
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
AntiInfantryValue=0
AntiArmorValue=0
AntiAirValue=25
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)
::: Spawned Unit :::
; White Hawk RoboJet
[TRIJET]
UIName=Name:TRIJET
Name=Hawk Jet
Primary=HawkAirMissile
ElitePrimary=HawkAirMissileE
Secondary=HornetCollision
Strength=200
Category=AirPower
Armor=light
Spawned=yes
TechLevel=-1
Sight=2
RadarInvisible=no
Landable=yes
MoveToShroud=yes
PipScale=Ammo
Speed=18
PitchSpeed=.9
PitchAngle=0
Owner=British,Americans,Alliance
Cost=50
Points=20
ROT=3
Ammo=1
Crewed=no
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
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=HornetTakeoff ;Taking off
AuxSound2=HornetLanding ;Landing
ImmuneToPsionics=yes
VeteranAbilities=STRONGER,FIREPOWER
EliteAbilities=STRONGER,FIREPOWER
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sat Apr 07, 2012 10:46 am Post subject:
JEEEM
http://modenc.renegadeprojects.com/Internal_Error#eip_004145BD _________________ "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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Hello everyone . I have a trouble , I created a new Air Base for Allied and i want my new AirCraft - called "B52" to be only built on that new Airbase. But when i built the GAAIRC and then built a B52 , the B52 appeared on both GAAIRC and my new Air Base ... . Could someone help me !!! Thanks alot
Use Ares's "BuiltAt" feature to make them buildable at separate airfields. It's still being worked on tho & doesn't fully work with aircraft yet. _________________
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