Posted: Thu Jul 03, 2003 4:44 am Post subject:
Voxel Problems
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
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 QUICK_EDIT
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. _________________ Webmaster of TiberiumWeb.com Formerly TiberiumSun.com QUICK_EDIT
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. _________________ Webmaster of TiberiumWeb.com Formerly TiberiumSun.com QUICK_EDIT
Joined: 01 Jan 2003 Location: You dont want to know.... Trust me.
Posted: Fri Jul 04, 2003 3:13 pm Post subject:
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. QUICK_EDIT
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.. QUICK_EDIT
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.. QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Fri Jul 04, 2003 7:00 pm Post subject:
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... _________________
Mods, Mods Support, Public Researchs, Map Archives, Tutorials, A Friendly Community and much more. Check it out now! QUICK_EDIT
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. _________________ Webmaster of TiberiumWeb.com Formerly TiberiumSun.com QUICK_EDIT
Is your turret and barrel named 2tnkbarl and 2tnktur ? and is the mix file in the SUN directory? i know dumb questions but easy to froget soemtimes QUICK_EDIT
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. _________________ Webmaster of TiberiumWeb.com Formerly TiberiumSun.com QUICK_EDIT
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