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Need help. Creating the Multi Missile and game FREEZE
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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sat Nov 06, 2021 3:17 pm    Post subject:  Need help. Creating the Multi Missile and game FREEZE Reply with quote  Mark this post and the followings unread

I mean game is freezing after nuke is reached or out of the top screen.

I believe it is working in some ways but I'm not sure If I did anything wrong.

Let me explain first. This is what I am trying to recreate. Instead of firing a nuke one by one. I am making the caller SW that will ask all nukes that ready to launch at the location, in a random position near the caller. It does working as I am quite get used to do something like this but not with the NUKE type before. So I tried and it works (hlaf way). Once missile is out of the screen. The game is FREZZing permanently.

Is there something wrong with my code or some limitation of Ares I should know?

Here is the code

Code:

[MultiNukeCaller]
UIName=NOSTR:Multi Nuke Missile
Name=Nuke
IsPowered=true
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=1.3
Type=UnitDelivery
Action=IonCannon
Cursor=Nuke
EVA.Ready=EVA_NuclearMissileReady
EVA.Detected=none
EVA.Activated=EVA_NuclearMissileLaunched
SidebarImage=NukeIcon
ShowTimer=yes
AIDefendAgainst=yes
DisableableFromShell=yes
Range=8
SW.Sound=NukeSiren
SW.Deferment=0
SW.Animation=none
Deliver.Buildups=no
Deliver.Types=MultiNukeSpawn
Deliver.Owner=invoker ; invoker,neutral,special or civilian
;SW.VirtualCharge=yes
;SW.InitialReady=yes
;SW.NegBuildings=MissStrikeSpawner
SW.AuxBuildings=NAMISL_1,NAMISL_2,NAMISL_3
SW.AlwaysGranted=yes
SW.Inhibitors=EXPCALAB,WACNST


[MultiNukeSpecial]
UIName=NOSTR:Missile Strike
Name=E M P !!!
IsPowered=true
RechargeVoice=00-I154
ChargingVoice=
ImpatientVoice=
SuspendVoice=
;RechargeTime=0.1
RechargeTime=1.1
Type=MultiMissile
SidebarPCX=EMPICO.pcx
Action=Nuke
WeaponType=NukeCarrier
Nuke.Payload=NukeCarrier
SW.Sound=none
SW.ActivationSound=none
ShowTimer=no
DisableableFromShell=yes
AIDefendAgainst=no
Range=3
SW.Deferment=20
SW.AITargeting=LightningRandom
SW.AutoFire=yes
SW.ShowCameo=no
;SW.AuxBuildings=EXPCALAB
;SW.AlwaysGranted=yes
SW.Designators=MultiNukeSpawn
Nuke.SiloLaunch=yes
EVA.Ready=none
EVA.Detected=EVA_NuclearSiloDetected
EVA.Activated=none

[MultiNukeSpecial2]
UIName=NOSTR:Missile Strike
Name=E M P !!!
IsPowered=true
RechargeVoice=00-I154
ChargingVoice=
ImpatientVoice=
SuspendVoice=
;RechargeTime=0.1
RechargeTime=1.1
Type=MultiMissile
SidebarPCX=EMPICO.pcx
Action=Nuke
WeaponType=NukeCarrier
Nuke.Payload=NukeCarrier
SW.Sound=none
SW.ActivationSound=none
ShowTimer=no
DisableableFromShell=yes
AIDefendAgainst=no
Range=3
SW.Deferment=20
SW.AITargeting=LightningRandom
SW.AutoFire=yes
SW.ShowCameo=no
SW.Designators=MultiNukeSpawn
Nuke.SiloLaunch=yes
EVA.Ready=none
EVA.Detected=EVA_NuclearSiloDetected
EVA.Activated=none


[MultiNukeSpecial3]
UIName=NOSTR:Missile Strike
Name=E M P !!!
IsPowered=true
RechargeVoice=00-I154
ChargingVoice=
ImpatientVoice=
SuspendVoice=
;RechargeTime=0.1
RechargeTime=1.1
Type=MultiMissile
SidebarPCX=EMPICO.pcx
Action=Nuke
WeaponType=NukeCarrier
Nuke.Payload=NukeCarrier
SW.Sound=none
SW.ActivationSound=none
ShowTimer=no
DisableableFromShell=yes
AIDefendAgainst=no
Range=3
SW.Deferment=20
SW.AITargeting=LightningRandom
SW.AutoFire=yes
SW.ShowCameo=no
;SW.AuxBuildings=EXPCALAB
;SW.AlwaysGranted=yes
SW.Designators=MultiNukeSpawn
Nuke.SiloLaunch=yes
EVA.Ready=none
EVA.Detected=EVA_NuclearSiloDetected
EVA.Activated=none

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sat Nov 06, 2021 3:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

I found it. My bad I use a wrong weapon. It is a NukePayLoad not NukeCarrier. Thanks

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sat Nov 06, 2021 4:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Here is the result.
Full version.




Short version (lauching scene)



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