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 Forum index » Modding Central » Red Alert 2 Editing Forum
This Prism Tank Crashes The Game
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adamstrange
Missile Trooper


Joined: 07 Mar 2013

PostPosted: Thu Feb 17, 2022 7:47 pm    Post subject:  This Prism Tank Crashes The Game Reply with quote  Mark this post and the followings unread

I used the prism tank code

RULESMD
[RAYTNK]
UIName=Name:BeamTank
Name=BeamTank
Image=PRISMTANK
Prerequisite=GAWEAP,GATECH
;Primary=BeamRay
Strength=350
Category=AFV
Armor=medium
; SJM: begin abuse of turret-changing code ----
Turret=yes
TurretAnim=PRISMTANKTUR
TurretAnimIsVoxel=true ;temp until tank art done
TurretCount=4
WeaponCount=1
Weapon1=BeamRay
;EliteWeapon1=SuperComet ; Elite Weapon
IsChargeTurret=true
; SJM: end abuse ------------------------------
IsTilter=yes
TooBigToFitUnderBridge=true
TechLevel=8
Sight=8
Speed=4
CrateGoodie=yes
Crusher=yes
Owner=Germans,Alliance
Cost=1500
Soylent=1200
Points=50
ROT=5
IsSelectableCombatant=yes
AllowedToStartInMultiplayer=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=PrismTankSelect
VoiceMove=PrismTankMove
VoiceAttack=PrismTankAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=PrismTankMoveStart
CrushSound=TankCrush
MaxDebris=18
DebrisTypes=AXLE,TIRE
DebrisMaximums=9,9
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Destroyer
ThreatPosed=70 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
LeadershipRating=2
Crewed=yes


ARTMD
[RAYTNK]
Image=PRISMTANK
Voxel=yes
Remapable=yes
Cameo=SREFICON
AltCameo=SREFUICO
Weapon1FLH=48,0,184



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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Thu Feb 17, 2022 9:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

TurretAnim= & TurretAnimIsVoxel= are only used on buildings (I'm sure I've told you this before). Just name the files RAYTNK & RAYTNKTUR...

You have TurretCount=4 but do you have 4 different turret files named PRISMTANKTUR, PRISMTANKTUR1, PRISMTANKTUR2, PRISMTANKTUR3? (again rename them to RAYTNKTUR)

Did you make copies of the Comet/CometFragment weapons, name them BeamRay/BeamRayFragment & attach the new Fragment weapon to a dummy unit..? A weapon needs to be attached to a unit for the game to see it properly, so weapons only used by ShrapnelWeapon= need to also be attached to a dummy unit to make them work. Look at the XCOMET unit in the rules for an example.

The Voxels forum is for posting vxl files for others to download & not random questions, topic moved...
_________________



Last edited by Mig Eater on Thu Feb 17, 2022 10:24 pm; edited 1 time in total

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maestro21
Soldier


Joined: 25 Feb 2008

PostPosted: Thu Feb 17, 2022 9:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

Are you sure this image has PRISMTANKTUR1.vxl, PRISMTANKTUR2.vxl, PRISMTANKTUR3.vxl and  PRISMTANKTUR1.hva,PRISMTANKTUR2.hva,PRISMTANKTUR3.hva

since you use "IsChargeTurret=true" tag.

I remember this voxel,afaik; this image only has one turret voxel and hva  image.That means,you should use Primary and ElitePrimary instead of Weapon1 and EliteWeapon1.And get rid of the IsChargeTurret=true line. Or make it =false...


Also ;afaik; "TurretAnim=" and "TurretAnimIsVoxel=" tags for buildings( defences) not vehicles...These are unnecessary, even causes the crash maybe...

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adamstrange
Missile Trooper


Joined: 07 Mar 2013

PostPosted: Sat Feb 19, 2022 1:00 am    Post subject: Reply with quote  Mark this post and the followings unread

Thank You Mig & Maestro

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