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Need help with my mod
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Liek ZOMG X 2
Flamethrower


Joined: 27 Nov 2004

PostPosted: Wed Feb 16, 2005 8:23 pm    Post subject:  Need help with my mod Reply with quote  Mark this post and the followings unread

Hello all i need help with my yuriairpad and my wasp bomber

here is the code
Code:

; WASP ;chaos bomber
[WASP]
UIName=Name:WASP
Name=Intruder
Image=WASP
Prerequisite=YAPD
Primary=Chaosbomb
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
Strength=150
Category=AirPower
Armor=light
TechLevel=3
Sight=8
RadarInvisible=no
Landable=yes
MoveToShroud=yes
;Dock=GAAIRC,GAHPAD,NAHPAD
Dock=GAAIRC,AMRADR,YAPD
PipScale=Ammo
Speed=14
;PitchSpeed=0.9
;PitchAngle=0
PitchSpeed=1.1
PitchAngle=0
OmniFire=yes
Owner=Yuricountry
ForbiddenHouses=
Cost=1200
Points=20
ROT=3
Ammo=2   ;it needs to be more power full
Crewed=yes
ConsideredAircraft=yes
AirportBound=yes ; If I ever need to land and there are no airports I crash because I can only land on them
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
IsSelectableCombatant=yes
VoiceSelect=IntruderSelect
VoiceMove=IntruderMove
VoiceAttack=IntruderAttackCommand
VoiceCrashing=IntruderVoiceDie
DieSound=
MoveSound=IntruderMoveLoop
CrashingSound=IntruderDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=20   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=IntruderTakeOff   ;Taking off
AuxSound2=IntruderLanding   ;Landing
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=STRONGER,FIREPOWER,ROF
Fighter=yes
AllowedToStartInMultiplayer=no
ImmuneToPsionics=yes
ElitePrimary=Chaosbomb
PreventAttackMove=yes
my prob with this is it doesnt fire

Here is the weapon

Code:


[Chaosbomb]
Damage=100
Burst=1
ROF=50
Range=1.5
CellRangefinding=yes
Projectile=AirToGroundMissile
Speed=20
Warhead=KTSTLEXP
Report=KirovAttack
OmniFire=yes ; Don't need to turn even though I have no turret (Need since if I am directly over my target it will baffle the CloseEnough test for the facing)


here is the projectile code

Code:

; orca bomber bomblets
[Cannon2]
Image=120MM
AA=no

here is the yuri air pad
Code:
YAPD]
UIName=Name:YAPD
Name=Yuris Airpad
BuildCat=Tech
Prerequisite=YAREFN,YACNST
Strength=450
Armor=steel
Adjacent=2
TechLevel=3
Sight=5
UnitReload=yes
;UnitRepair=yes;gs this is part of reloading + being an aircraft (Repair code is oogly, only Reload got rewritten for four ports.)
Helipad=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
ForbiddenHouses=Americans
AIBasePlanningSide=0 ;gs 0 for Good, 1 for Evil
Cost=450
Points=40
Power=-25
Factory=AircraftType
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS2LG,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM,DBRIS6LG,DBRIS6SM,DBRIS7LG
MaxDebris=8
MinDebris=4
ThreatPosed=0   ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=75, 270, 140
AIBuildThis=yes
NumberOfDocks=1
HasStupidGuardMode=false
Radar=no
Spyable=no
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Image=YAPD


the problem with this is it doesnt appear

art entry
Code:
[YAPD]
Remapable=yes
Cameo=YAPDICON
Foundation=3x2
Height=7
Flat=yes ; while this is a valid BuilType flag, it does nothing.
Buildup=YAPDMK
BibShape=YAPDBB
ZShapePointMove=60,30 ; SJM is fixing zshape/zshapelocky problems, changed from 0,0
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
DockingOffset0=0,-128,0      ;-80,80,0
DockingOffset1=0,128,0       ;-80,-208,0
DockingOffset2=256,-128,0    ;208,80,0
DockingOffset3=256,128,0     ;208,-208,0
CanHideThings=True
CanBeHidden=False
OccupyHeight=3
AddOccupy1=-1,-1
AddOccupy2=-1,0
AddOccupy3=-2,-1
AddOccupy4=-3,-2
RemoveOccupy1=1,0
RemoveOccupy2=2,0
RemoveOccupy3=1,1
RemoveOccupy4=2,2
DamageFireOffset0=-36,23
DamageFireOffset1=-21,6


ps the airfield is from yrarg just renamed along withe files
it came with code and stuff too

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Jah
Commander


Joined: 23 Nov 2002

PostPosted: Wed Feb 16, 2005 9:09 pm    Post subject: Re: Need help with my mod Reply with quote  Mark this post and the followings unread

[quote="cabal901"]Hello all i need help with my yuriairpad and my wasp Here is the weapon

[Chaosbomb]
Damage=100
Burst=1
ROF=50
Range=1.5
CellRangefinding=yes
Projectile=AirToGroundMissile
Speed=20
Warhead=KTSTLEXP
Report=KirovAttack
OmniFire=yes ; Don't need to turn even though I have no turret (Need since if I am directly over my target it will baffle the CloseEnough test for the facing)

here is the projectile code


; orca bomber bomblets
[Cannon2]
Image=120MM
AA=no[/code]


Also, remove CellRangefinding=yes tag, should help. Generally this causes some "snapping" issues, but try, maybe that is it...

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in 2009 to Florence. Viva Italia!

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Liek ZOMG X 2
Flamethrower


Joined: 27 Nov 2004

PostPosted: Wed Feb 16, 2005 9:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

That fixed it thanks Mr. Green

edit my air pad still doesnt work

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Major_Gilbear
Cyborg Firebomber


Joined: 09 Aug 2003

PostPosted: Thu Feb 17, 2005 11:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Cabal, you should use the ini checker; many of your mistakes would easily be spotted...

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Thu Feb 17, 2005 4:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

[self-promotion]
The Checker is only able to detect the simplest of mistakes, a.k.a. typos . But I'm working on something that can spot most of the possible INI bugs, including unattached shrapnel, AI...Side mismatching the prerequisites' AI..Side, etc... Wink
[/self-promotion]

Btw, cabal, I hope that when you copy-pasted GAAIRC into YAPD, the YAPD] was only a typo, and the [ in front is still present in the rules ?

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Liek ZOMG X 2
Flamethrower


Joined: 27 Nov 2004

PostPosted: Thu Feb 17, 2005 4:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

I fixed thanks anyway tho.

BTw ai editor rules

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Major_Gilbear
Cyborg Firebomber


Joined: 09 Aug 2003

PostPosted: Fri Feb 18, 2005 12:03 am    Post subject: Reply with quote  Mark this post and the followings unread

I thought that the Ini checker made sure that weapons belonging to units existed/were fully coded?
As well as other stuff too, of course #Tongue

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John Galt
Commander


Joined: 01 Aug 2003
Location: Galt's Gulch

PostPosted: Fri Feb 18, 2005 8:54 am    Post subject: Reply with quote  Mark this post and the followings unread

It checks for all defined units' (Elite)Primary=/Secondary=, their defined Projectile=s and Warhead=s, among other non-weapon-related things. (Yeah, no gattling/ifv code testing Sad That's in progress. ).
The thing is, there already is an [AirToGroundMissile] (On all Maverick= derivatives) in the game, that's why INI Checker would fail to notice a bug.

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