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Voxel Problems
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Python
Cyborg Firebomber


Joined: 17 Jun 2003
Location: Canada

PostPosted: Thu Jul 03, 2003 4:44 am    Post subject:  Voxel Problems Reply with quote  Mark this post and the followings unread

Hey, as you should know I am trying to insert a voxel into TS for my campaign. I inserted it and now every mission says it has encountered an error and needs to close. This is what i've done (if anyone knows what is wrong PLEASE help.

In art.ini I have:
[2TNK]
Voxel=yes
Remapable=yes
PrimaryFireFLH=40,32,96
SecondaryFireFLH=-32,80,120
PBarrelLength=192

In rules.ini I have:
; Combat Tank
[COMBAT]
Name=Combat Tank
Image=2TNK
Category=AFV
Primary=90mmx
Strength=400
Armor=Heavy
Turret=yes
TechLevel=2
Prerequisite=GAWEAP
Sight=5
Speed=7
Owner=GDI,Nod
Cost=550
Points=40
ROT=5
Crusher=yes
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=25-I000,25-I002,25-I004,25-I006
VoiceMove=25-I012,25-I014,25-I016,25-I018,25-I022
VoiceAttack=25-I014,25-I022,25-I024,25-I026
VoiceFeedback=
MaxDebris=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Destroyer
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AllowedToStartInMultiplayer=yes
ZFudgeColumn=9
ZFudgeTunnel=15

------------------------------------------------------

Please help if you can.

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FireStorm
Stealth Laser Trooper


Joined: 30 Dec 2002

PostPosted: Thu Jul 03, 2003 5:37 am    Post subject: Reply with quote  Mark this post and the followings unread

yeah one of the old days i encounter these problems and have no idea what's wrong...

Armor=heavy .. i think

Primary= Make sure the weapon specified is a valid one

Errr.. Have you insert XXX=COMBAT into the unit's list?

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Thu Jul 03, 2003 11:06 am    Post subject: Reply with quote  Mark this post and the followings unread

did you create a new voxel that's called 2tnk? if so, be sure to create a .hva file for it using .hva editor.

but i think you're just using the 2tnk voxel that's already in TIBSUN.mix... so the problem must be the weapon i think. please show us the weapon code

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TerroR
General


Joined: 25 Aug 2002
Location: UK

PostPosted: Thu Jul 03, 2003 12:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

LOL, if hes a newbie to modding tib sun he will have no idea what your talking about.

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hellfire
Commander


Joined: 09 Jan 2003
Location: Canada

PostPosted: Thu Jul 03, 2003 2:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

hey thats not true I'm no newbie to modding and I still don't know what they're talking about :p

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Python
Cyborg Firebomber


Joined: 17 Jun 2003
Location: Canada

PostPosted: Thu Jul 03, 2003 2:50 pm    Post subject: Reply with quote  Mark this post and the followings unread

The DvD wrote:
did you create a new voxel that's called 2tnk? if so, be sure to create a .hva file for it using .hva editor.

but i think you're just using the 2tnk voxel that's already in TIBSUN.mix... so the problem must be the weapon i think. please show us the weapon code
Yes I am using the 2TNK from tibsun.mix

FireStorm wrote:
Primary= Make sure the weapon specified is a valid one
I'll look into that now, thanks.

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Python
Cyborg Firebomber


Joined: 17 Jun 2003
Location: Canada

PostPosted: Thu Jul 03, 2003 3:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

FireStorm wrote:
Primary= Make sure the weapon specified is a valid one
Of course that was probably the problem because when I checked rules.ini it said it had an error in it. Also I checked all the weapons, the one I was using doesn't exist! I'll fix this and then see if it works. Wink

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Python
Cyborg Firebomber


Joined: 17 Jun 2003
Location: Canada

PostPosted: Thu Jul 03, 2003 3:34 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think it is fixed.

I had Primary=90mmx
It was Primary=90mm (no X on the end)

So anyways...it was a typo. I will go test this now and come back if it is still screwed.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Thu Jul 03, 2003 6:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

that must have been the problem. btw, better use 3tnk and 90mmx for a battle tank... it's a lot cooler Wink

(90mmx is the same as 90mm but with the burst=2 tag...)

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Fri Jul 04, 2003 3:01 am    Post subject: Reply with quote  Mark this post and the followings unread

a tip
95% of the time u can simply copy the 88byte .hva file from another unit and rename it

eg
2tnk.hva

7tnk.hva

and it will work fine

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awrethien
Cyborg Firebomber


Joined: 01 Jan 2003
Location: You dont want to know.... Trust me.

PostPosted: Fri Jul 04, 2003 3:13 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yea and the other 5% of the time you have to make your own hva file for moving parts like the mammoth mk2 or rotors for helecopters(which I cant seem to get to work in TS) but thats only for more advanced vxl moders.

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Fri Jul 04, 2003 6:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awrethien wrote:
Yea and the other 5% of the time you have to make your own hva file for moving parts like the mammoth mk2 or rotors for helecopters(which I cant seem to get to work in TS) but thats only for more advanced vxl moders.
if you wanna have working rotors, make the helicopter a vehicle, not a plane, and give it the jumpjet locomotor... copy the art.ini settings from RA2's heli..

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Fri Jul 04, 2003 6:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

Awrethien wrote:
Yea and the other 5% of the time you have to make your own hva file for moving parts like the mammoth mk2 or rotors for helecopters(which I cant seem to get to work in TS) but thats only for more advanced vxl moders.
if you wanna have working rotors, make the helicopter a vehicle, not a plane, and give it the jumpjet locomotor... copy the art.ini settings from RA2's heli..

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Banshee
Supreme Banshee


Also Known As: banshee_revora (Steam)
Joined: 15 Aug 2002
Location: Brazil

PostPosted: Fri Jul 04, 2003 7:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

yea, and send it to the enemy base and the enemy will not attack it until it lands... and when it lands and the enemy starts attacking it, it won't take damage. nice...

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Fri Jul 04, 2003 7:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

there's a good tutorial for this, btw, it's called making a working air transport.

however, there are still problems, the unit is invincible in air and can't see anything when in air as well...

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SMIFFGIG
General


Joined: 03 Mar 2003
Location: Great Britain

PostPosted: Fri Jul 04, 2003 9:24 pm    Post subject: Reply with quote  Mark this post and the followings unread

i think Banshee just explained the problems with it Wink

and i think it is a silly solution considering the large bugs

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Python
Cyborg Firebomber


Joined: 17 Jun 2003
Location: Canada

PostPosted: Mon Jul 07, 2003 4:45 am    Post subject: Reply with quote  Mark this post and the followings unread

Alright...now that I updated to Firestorm, the damn problem is acting up again! The weapon is a real one (wasn't before when I had the problem then worked when fixed). The codes are the same as above. Please help. Sad

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Sk8erkid
INSANE


Joined: 16 Aug 2002

PostPosted: Mon Jul 07, 2003 5:30 am    Post subject: Reply with quote  Mark this post and the followings unread

Is your turret and barrel named 2tnkbarl and 2tnktur ? and is the mix file in the SUN directory? #Tongue i know dumb questions but easy to froget soemtimes

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Python
Cyborg Firebomber


Joined: 17 Jun 2003
Location: Canada

PostPosted: Mon Jul 07, 2003 6:12 am    Post subject: Reply with quote  Mark this post and the followings unread

Nevermind...I fixed it again... Laughing ...

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The DvD
TiberiumWeb.com Webmaster


Joined: 30 Dec 2002
Location: Netherlands

PostPosted: Mon Jul 07, 2003 11:37 am    Post subject: Reply with quote  Mark this post and the followings unread

dEw_MaN wrote:
Nevermind...I fixed it again... Laughing ...
How? was it a typo?

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Python
Cyborg Firebomber


Joined: 17 Jun 2003
Location: Canada

PostPosted: Mon Jul 07, 2003 3:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well for some reason the unit was not in that list at the top of rules.ini. I added it in and again...had to remove that X in the weapon for it to work.

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