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I need some help.
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wyemhu12
Vehicle Driver


Joined: 01 Aug 2016
Location: Germany

PostPosted: Mon Aug 01, 2016 4:19 pm    Post subject:  I need some help.
Subject description: Codes problem...
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Hello guys, i'm new here. Please help me to have a look with this code, every time I tried to build (buy-able) this laser fence, the game is crash.

Code:
Rulesmd:
[GAWALL]
UIName=Name:NAFNCEA
Name=Laser Fence Section
Image=NAFNCE
Strength=800
Prerequisite=GAPILE
Armor=concrete
TechLevel=1
Adjacent=8
Wall=yes
Sight=1
Selectable=no
Nominal=no
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=160
Points=5
Repairable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
ThreatPosed=0    ; This value MUST be 0 for all building addons
GuardRange=5
IsBase=no
Crewed=no
LaserFence=yes
LegalTarget=false
TogglePower=no
DamageParticleSystems=SparkSys,LGSparkSys


Code:
Artmd:

[NAFNCE]
Image=NAFNCE
Remapable=yes
Foundation=1x1
NewTheater=yes
Buildup=NAFNCE
Height=2
SpecialZOverlay=NAFNCE
Confused



nafnce.shp
 Description:

Download
 Filename:  nafnce.shp
 Filesize:  15.59 KB
 Downloaded:  9 Time(s)


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MadHQ
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Joined: 07 Nov 2003

PostPosted: Mon Aug 01, 2016 4:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Did you remove all other GAWALL code (rules and art)?

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wyemhu12
Vehicle Driver


Joined: 01 Aug 2016
Location: Germany

PostPosted: Tue Aug 02, 2016 1:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

MadHQ wrote:
Did you remove all other GAWALL code (rules and art)?


yes, but its still crash...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Aug 02, 2016 1:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

show your complete code
you only show the laser post, but not the laser fence section

Also check how the laser fence works
You need to have a buildable laser post with the key
LaserFencePost=yes

and an unbuildable laser section (automatically created between 2 posts) defined with
LaserFence=yes

right now you try to build the laser sections and not the posts

nafcne.shp is the laserfence
napost.shp is the laserfencepost (the one you have to build)


keeping Wall=yes is also bad, since the special LaserFence logic and Wall logic are mutually exclusive.


wyemhu12 wrote:
MadHQ wrote:
Did you remove all other GAWALL code (rules and art)?


yes, but its still crash...

also bad, since the game is using GAWALL in maps and i think also the AI, if not even some hardcoded places

Add your laser fence as a new object and don't mess with original stuff if you aren't sure you can remove it. If you don't want GAWALL anymore set TechLevel=-1, so at least the AI and maps can still use it if necessary.

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Wed Aug 03, 2016 9:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

An Overlay can't be a laser fence logic at all.

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wyemhu12
Vehicle Driver


Joined: 01 Aug 2016
Location: Germany

PostPosted: Thu Aug 04, 2016 11:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for you guys suggestion.
I've added NAPOST and its work but still have an 'error':

- Between 2 NAPOST is NAWALL, not LAFNCE Surprised

Below is my rulesmd and artmd.

Oh, if you guys have the original soundmd.ini file, please share it. My soundmd.ini is lost.



artmd.ini
 Description:

Download
 Filename:  artmd.ini
 Filesize:  332.67 KB
 Downloaded:  7 Time(s)


rulesmd.ini
 Description:

Download
 Filename:  rulesmd.ini
 Filesize:  737.93 KB
 Downloaded:  5 Time(s)


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wyemhu12
Vehicle Driver


Joined: 01 Aug 2016
Location: Germany

PostPosted: Fri Aug 05, 2016 9:24 am    Post subject: Reply with quote  Mark this post and the followings unread

up

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Aug 05, 2016 12:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

artmd.ini

You have 2 [NAPOST] and 2 [NAFNCE] sections in your art.ini.
Delete the wrong duplicates.

Using Image key when the section has the same name is redundant and bad coding.
[NAPOST]
Image=NAPOST
Remove the image key here.


rulesmd.ini

Remove NAPOST and NAFNCE from the OverlayTypes list
The laser fence is no overlay like walls and just some ordinary building.

Remove every line with "IsBase=". The key IsBase doesn't exist.

Chronoshift.IsVehicle=yes
I don't think a laserfencepost should be chronoshitable



What exactly is your error now? Game crashes? Invisible image?


wyemhu12 wrote:
Oh, if you guys have the original soundmd.ini file, please share it. My soundmd.ini is lost.

Open the RA2 mix files with XCC Mixer and extract it yourself.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
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E1 Elite
General


Joined: 28 May 2013

PostPosted: Sun Aug 07, 2016 9:35 am    Post subject: Reply with quote  Mark this post and the followings unread

Remove LaserFence=yes from [NAWALL].

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wyemhu12
Vehicle Driver


Joined: 01 Aug 2016
Location: Germany

PostPosted: Sun Aug 07, 2016 10:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Omg, thank you all, all works now Very Happy

Lin, I can not find my soundmd.ini file, only sound.ini is avaiable...

Oh, another question, whats the auo repair code? I remember that somebody mentioned about this somewhere...

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sun Aug 07, 2016 10:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

wyemhu12 wrote:
Lin, I can not find my soundmd.ini file, only sound.ini is avaiable...

ra2md.mix->localmd.mix->soundmd.ini


wyemhu12 wrote:
auo repair code?

never heard of that

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SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Mon Aug 08, 2016 2:20 am    Post subject: Reply with quote  Mark this post and the followings unread

wyemhu12 wrote:
Oh, another question, whats the auo repair code? I remember that somebody mentioned about this somewhere...

Change RepairSell to 0 under the IQ section.

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wyemhu12
Vehicle Driver


Joined: 01 Aug 2016
Location: Germany

PostPosted: Mon Aug 08, 2016 1:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Auto repair means when your buildings being damaged, its auto repair, you dont need to prees the repair button...

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Tue Aug 09, 2016 12:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

FurryQueen wrote:
wyemhu12 wrote:
Oh, another question, whats the auo repair code? I remember that somebody mentioned about this somewhere...

Change RepairSell to 0 under the IQ section.


I believe setting it to 3 or 4 would be enough. 0 is manual, 5 is automatic.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Aug 09, 2016 1:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

i thought auo is a shortcut for something
yes, with RepairSell=0 1(edited, thanks silverwind for mentioning the right setting), you get already the auto-repair even for player owned buildings.
However i would highly advise to not do this as it's super annoying if you run out of money and
-suddenly your damaged buildings start sell themselves
-you can't repair critical buildings and stop the repair on non-critical ones (because the auto-repair is doing it on every building)
etc

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Last edited by Lin Kuei Ominae on Tue Aug 09, 2016 2:20 pm; edited 2 times in total

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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Tue Aug 09, 2016 1:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

4StarGeneral wrote:
FurryQueen wrote:
wyemhu12 wrote:
Oh, another question, whats the auo repair code? I remember that somebody mentioned about this somewhere...

Change RepairSell to 0 under the IQ section.


I believe setting it to 3 or 4 would be enough. 0 is manual, 5 is automatic.


Actually, lower numbers indicate less required IQ levels. Player Controlled houses have an IQ of 0, so RepairSell would need to be 0 to activate it for player controlled houses.

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wyemhu12
Vehicle Driver


Joined: 01 Aug 2016
Location: Germany

PostPosted: Tue Aug 09, 2016 3:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, I will give it a test before decided,.. I'll get busy in next few days... you know... pokemo go... Smile)

Thank you all Very Happy

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Tue Aug 09, 2016 4:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
-suddenly your damaged buildings start sell themselves

This has never happened, nor does it.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Wed Aug 10, 2016 1:39 am    Post subject: Reply with quote  Mark this post and the followings unread

silverwind wrote:
4StarGeneral wrote:
FurryQueen wrote:
wyemhu12 wrote:
Oh, another question, whats the auo repair code? I remember that somebody mentioned about this somewhere...

Change RepairSell to 0 under the IQ section.


I believe setting it to 3 or 4 would be enough. 0 is manual, 5 is automatic.


Actually, lower numbers indicate less required IQ levels. Player Controlled houses have an IQ of 0, so RepairSell would need to be 0 to activate it for player controlled houses.


Eh, rules comments state otherwise {(; allowed to choose repair or sell of damaged buildings) sounds like 0 would give you the inability to sell or repair}, but whatever works.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Aug 10, 2016 1:49 am    Post subject: Reply with quote  Mark this post and the followings unread

; ******* IQ setting for computer activity *******
; Each player (computer controlled or otherwise) is given an IQ rating that is used
; to control what the computer is allowed to automatically control. This is
; distinct from the difficulty setting. The higher the IQ setting, the more autonomous
; and intelligent the side will behave. Each ability is given a rating that
; indicates the IQ level (or above) that the ability will be granted. Because such
; abilities are automatically performed by the computer, giving a human controlled
; country a high IQ is not recommended. Otherwise the player's units will start to
; automatically "do their own thing"! A human controlled country is presumed to have
; an IQ rating of zero. A computer controlled country has an IQ of 1 or higher.
; When in skirmish mode or when multiplayer AIs are active, the computer IQ is set to
; the maximum.


I should note my house has never automatically fired a superweapon, or chosen which building to build, or sold any structure despite being non-zero values.

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E1 Elite
General


Joined: 28 May 2013

PostPosted: Wed Aug 10, 2016 6:02 am    Post subject: Reply with quote  Mark this post and the followings unread


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silverwind
Cyborg Firebomber


Joined: 11 Jun 2016

PostPosted: Wed Aug 10, 2016 9:36 am    Post subject: Reply with quote  Mark this post and the followings unread

I have actually seen the AI sell one of my buildings, though the situation needed for that was really, really, bleak. I'm talking 0-5 fluctuating credits, with buildings greatly damaged, no ore miners to help (relying on a single Oil Derrick). But has happened.

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wyemhu12
Vehicle Driver


Joined: 01 Aug 2016
Location: Germany

PostPosted: Wed Aug 10, 2016 9:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Uhm.. guys, how to make an Aircraft (E.g: ORCA) shoot laser instead of drop boms when attack?

And how can I know the PrimaryFireFLH ? Use HVA/SHP Builder or sth else?

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E1 Elite
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Joined: 28 May 2013

PostPosted: Thu Aug 11, 2016 6:38 am    Post subject: Reply with quote  Mark this post and the followings unread


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wyemhu12
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Joined: 01 Aug 2016
Location: Germany

PostPosted: Thu Aug 11, 2016 3:09 pm    Post subject: Reply with quote  Mark this post and the followings unread


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