-You do realize with all the soviet houses definded as owners, and it being available at the start, all the soviet factions will get one? Even of you can only BUILD it by the Cubans.
-Are LTNK and LTNKTUR defined as new debris types? You have to specify them under
; ******* Voxel Debris types *******
-Why would a tank be crushable? Crushable=yes is for infantry, meaning a normal tank can squish them. Are you looking for OmniCrushResistant=? Why would you have the tank both Crushable AND an Omnicrusher?
-MovingFire= is not a valid tag. You want MobileFire= (yes,no). Unless you want PreventAttackMove=.
I'm sure there are other errors, but try fixing those first. Are you using Tibed or something? Notepad works so much better. _________________
-Didn't know that. I'll fix that later. Doesn't pertain to the subject.
-Of course. That wouldn't prevent buildability anyway.
-That still wouldn't prevent it from showing up in the build list.
-MovingFire was on the list of commands I have. I'll check again.
I am using notepad, you twit. I made this code from scratch, and I alphabetized it to make sure I hadn't repeated tags. don't mistake me for a retard. QUICK_EDIT
As far as I know, the only things that can prevent a unit from becoming a valid build option are
- leaving it out of the [VehicleTypes] list and not mentioning it in any [General] tags that refer to VehicleTypes. (Yes, if you say "BaseUnit=AMCV,SMCV" there's no need to include them in the [VehicleTypes], the game will load them anyway, though adding them to the end of the [VehicleTypes], thus increasing the chance for a 100 unit bug. That doesn't pertain to the subject, but is rarely known.)
- Setting a prerequisite to a building that the players can never acquire / that doesn't exist in the game.
- Not setting a -1 < TechLevel < 11.
- fiddling with the owner houses.
Now I see that your unit doesn't do anything like that, so I can honestly say I can't see a reason for that behavior. Except for the ever so small possibility that you moved it off the [VehicleTypes] list somehow.
You didn't specify whether this is for RA2 or YR, and BuildTimeMultiplier=/OmniCrusher= don't exist in RA2... QUICK_EDIT
Usually, the reason for a unit crashing the game as soon as it appears is an invalid warhead. Check that the warhead on your weapons (both of them) exists as is defined in the [warheads] list. QUICK_EDIT
I'm sorry, Rattuskid. I was just mad because I thought you were insulting my coding skills.
I did get it fixed. There was a few instances where I left out e's because I was coding at 11 at night. This is for YR. Maybe all those little things prevented it, who knows? Anyway, now I am having problems with debris. The tank body doesn't go anywhere, it just slides along the ground. The turret is most spectacular, though. And also, sometimes I'll get too many turrets or bodies, or none at all, even though I have DebrisMaximums=1,1. I suspect I forget the s at the end now, but I doubt that's it. QUICK_EDIT
DebrisMaximums doesn't work that way in YR, I've seen (and other confirmed this) that it simply sums all the numbers and drops their context, throwing a (0 <= actual amount <= sum of those entries) amount of completely random debris from DebrisTypes= .
As for the debris movement, that's controlled completely by their sections, and I don't think we can tell you what is the problem without seeing the actual code you used. QUICK_EDIT
(Yes, if you say "BaseUnit=AMCV,SMCV" there's no need to include them in the [VehicleTypes], the game will load them anyway, though adding them to the end of the [VehicleTypes], thus increasing the chance for a 100 unit bug. That doesn't pertain to the subject, but is rarely known.)
That's friggin' awesome DCoder.
Oh, and I'm sorry if I sounded rude, I'm just an INI junkie.
Are you sure you want DebrisMaximums=? According to DeeZire's INI guide (http://deezire.net should be under downloads), DebrisMaximums is related to some section or tag known as 'MetallicDebris'. I think MaxDebris is the only one that works on units. _________________
(Yes, if you say "BaseUnit=AMCV,SMCV" there's no need to include them in the [VehicleTypes], the game will load them anyway, though adding them to the end of the [VehicleTypes], thus increasing the chance for a 100 unit bug. That doesn't pertain to the subject, but is rarely known.)
That's friggin' awesome DCoder.
Yeah, nice, it works with all referencing objects, hence why it loads warheads not included in [Warheads], but I prefer not to rely on it, cause it just increases the chances of the 100 unit bug. And you can't see the object's index in the array that way, which is quite necessary when coding AI or map triggers.
Speaking of object enumerating, westwood can't even do THAT right...
Dalamar, I remember copying the TIRE coding for my new debris, that worked pretty well and required very little tweaking. But, as AliG said, do read that tutorial, I do believe it's in the TS tutorial factory. QUICK_EDIT
I did read it, enough to make these. As for ShareSource= not working, then why does it work ingame? You must be mistaken. If you're using a voxel image for debris that is being used for a unit, you need to have Share(Body,Turret, or Barrel)Date=yes and ShareSource=(image name). As for Spawns=FireStream, I know that it does nothing, and it doesn't matter. Since it throws a random number of debris from DebrisTypes, I'm only using the turret, which works fine.
As for why I have this unit, that's none of your concern. And if that's the only difference you can spot, then you should pay more attention. QUICK_EDIT
I'm no longer asking for help because I fixed the problem. The problem I was having was the body was only moving along the ground instead of flying into the air, not that the image wasn't appearing. And, since I don't have Image= in my tags, obviously ShareSource= and Share(Turret)(Body)(Barrel)Data= work. QUICK_EDIT
no cos if u don't use image= it just reads the [] so for instance [LTNK] has no Image= cos there is a voxel called LTNK already however [E1] needs Image=GI cos the art file has no [E1] entry _________________ QUICK_EDIT
no cos if u don't use image= it just reads the [] so for instance [LTNK] has no Image= cos there is a voxel called LTNK already however [E1] needs Image=GI cos the art file has no [E1] entry
Yeah Dalmar he's right _________________ QUICK_EDIT
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