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[solved] (Ares) Superweapons not showing up
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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Thu Mar 05, 2020 4:48 pm    Post subject:  [solved] (Ares) Superweapons not showing up Reply with quote  Mark this post and the followings unread

See title.

I have tried to get these three to work, but it failed on all three. I don't know what I'm doing wrong.

Spoiler (click here to read it):
Code:
[#include]
1=ruless.ini

[GACNST]
ProduceCashStartup=1
ProduceCashAmount=1
ProduceCashDelay=100

;;Ares-only flag. Debug only. FIX IT!
SuperWeapons=MultiBEAGAirStrikeSpecial,AMCVStarportSpecial,E1DropSpecial

[MultiBEAGAirStrikeSpecial] ;;this spawns 4 BEAGs to attack target location
UIName=NAME:BEAG
Name=Squadron
SpyPlane.Type=BEAG
SpyPlane.Count=4
Money.Amount=-2400 ;;:BEAG>Cost * 4 / 2
RechargeTime=1.2 ;;:General>ReloadRate * BEAG>Ammo
Type=SpyPlane
Action=Custom
ShowTimer=no
DisableableFromShell=no
Range=1
LineMultiplier=1
SW.CreateRadarEvent=no
Cursor=Target
IsPowered=no
SidebarImage=BEAGICON ;;4BEGICON
SpyPlane.Mission=Attack
SW.AITargeting=Offensive

[AMCVStarportSpecial] ;;this spawns as many AMCVs as players have Battle Labs / Starports.
UIName=Name:AMCV
Name=Order AMCV
HunterSeeker.Type=AMCV
HunterSeeker.RandomOnly=no
HunterSeeker.Buildings=GACNST ;;GATECH,NATECH,YATECH
Money.Amount=-3000 ;;:AMCV>Cost * 1
RechargeTime=2.4 ;;:General>BuildSpeed * (AMCV>Cost / 1000) * 1
Type=HunterSeeker
Action=Custom
ShowTimer=no
DisableableFromShell=no
Range=0
LineMultiplier=0
SW.AITargeting=Base
SW.CreateRadarEvent=no
Cursor=ParaDrop
IsPowered=no
SidebarImage=AMCVICON
SW.MaxCount=-1
Text.Ready=NOSTR:Order
SW.Animation=WARPIN ;;ChronoWarp anim here. FIX IT!

[E1DropSpecial] ;;this drops 5 E1s
UIName=Name:E1DropSpecial
Name=Drop GIs
ParaDrop.Types=E1
ParaDrop.Num=5
Money.Amount=-625 ;;:E1>Cost * 5
RechargeTime=0.5 ;;:General>BuildSpeed * (E1>Cost / 1000) * 5
Type=AmerParaDrop
Action=Custom
ShowTimer=no
DisableableFromShell=no
Range=1
LineMultiplier=1
SW.AITargeting=ParaDrop
SW.CreateRadarEvent=no
Cursor=ParaDrop
IsPowered=no
SidebarImage=GIICON

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Last edited by TAK02 on Fri Mar 06, 2020 6:33 pm; edited 3 times in total

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cxtian39
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Joined: 11 Feb 2016

PostPosted: Thu Mar 05, 2020 10:27 pm    Post subject: Reply with quote  Mark this post and the followings unread

First one’s name too long (>24) results reading failures behind

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TAK02
General


Joined: 28 Jun 2015
Location: It was Damascus.

PostPosted: Fri Mar 06, 2020 4:09 am    Post subject: Reply with quote  Mark this post and the followings unread

That may be so, but it doesn't fix the other two.
However, I figured it out.

There's the SuperWeaponTypes list. It must include the new SWs, which I forgot was needed. I'm more used to coding weapons and projectiles and warheads that are automatically included in the list anyway.

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