[BuildingTypes]
**=IONCANNON ;<---only insert this if you are using included IonCannon Structure
[Animations]
**=RING3 ;<---animation .shp included (TS Ring Animation)
**=IONBEAM ;<---animation .shp included (TS IONBEAM Animation)
[SuperWeaponTypes]
**=GenericWarheadIC ;<------Name it whatever you like.
[Warhead]
**=IonCannonWH ; <------Since this is already listed in the Rules.ini there's no need to insert it. Just here for completeness
******* Warhead Characteristics *******
[IonCannonWH] this is already coded in, however some tags have changed and new warhead code will be as follows;
[IonCannonWH]
CellSpread=4
PercentAtMax=1.5
WallAbsoluteDestroyer=yes
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
InfDeath=5
Wood=yes
Wall=yes
Deform=100%
DeformThreshhold=160
Bright=yes
ShakeXlo=10
ShakeXhi=10
ShakeYlo=10
ShakeYhi=20
AnimList=IONBEAM
CombatLightSize=1000%
PenetratesBunker=yes
Ripple.Radius=79 ; <--------This tag gives the TS Ripple effect, Ares Doc recommends not going over 79
******* Special Weapon types *******
[GenericWarheadIC]
UIName=Name:IonCannon
Name=IonCannon
IsPowered=true
RechargeVoice=00-I158
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=.5 ; <--------Be sure to reset this to a higher number, .5 was for test purposes.
Type=GenericWarhead
Action=AttackSupport
SidebarImage=ionicon ; <--------.shp IonCannon icon included
ShowTimer=yes
DisableableFromShell=no
SW.Warhead=IonCannonWH
SW.Damage=2000
ShowTimer=yes
DisableableFromShell=no
AIDefendAgainst=yes
Range=7
LineMultiplier=2
SW.Animation=RING3 ;<------These last 2 tags here are what sync the RING3 anim with the WH anim- IONBEAM
SW.AnimationHeight=0
;"Building Structure" ;<------ you may use this or any buiding of your choice. .shp's included
[IONCANNON]
UIName=Name:IONCANNON
Name=Ion Cannon
Image=IONCANNON
BuildCat=Combat
SuperWeapon=GenericWarheadIC
Prerequisite=
Strength=1000
Armor=concrete
TechLevel=10
Adjacent=2
Sight=4
Owner= ; <----Dont forget to list Owners
AIBasePlanningSide= ;0=Allied, 1=Soviets, 2=YuriCountry, 4=NewSide
Cost=500
Points=30
Power=-200
Crewed=yes
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
ThreatPosed=0
DamageParticleSystems=SparkSys,LGSparkSys
SpecialThreatValue=1
NukeSilo=yes
Nominal=yes
RevealToAll=yes
HasStupidGuardMode=false
Spyable=yes
ChargedAnimTime=1
AIBuildThis=yes
ProtectWithWall=yes
BuildLimit=1
DamageSelf=yes
[RING2] ; <----Included this incase you like the RA2 ring anim better, recolored .shp in mix
Translucent=no
Rate=200
TranslucencyDetailLevel=1
Flat=true
UseNormalLight=yes
[RING3] ;<----Included this incase you like the TS ring anim better, recolored .shp in mix
Translucent=no
Rate=200
TranslucencyDetailLevel=1
Flat=true
UseNormalLight=yes
************************************ALL .SHP FILES ARE IN THE INCLUDED EXPANDMD50.MIX FILE*************************************
*****************************AFTER DONE CODING, MERELY JUST STICK .MIX FILE IN THE RA2 DIRECTORY*******************************
Is that how far 'Ripple.Radius=79' goes? for such a high number it seems like it should go farther, but whatever. _________________
Now on ModDB! QUICK_EDIT
Does this work one Ares V0.2?
I can't seem to make it work on v0.2.
It does work on v0.1 though.
Perhaps there's another way to do it in v0.2?
EDIT: Ahh Found the problem i forgot to change migration changes from v0.1 to v0.2 for it.
GenericWarhead.Warhead --> SW.Warhead
GenericWarhead.Damage --> SW.Damage
Missed it XD, thank goodness for the Ares Documentation QUICK_EDIT
I'd have to see your rules and art ini's to see what you have coded. _________________
The enemy shall be injected with toxic poison - Venom QUICK_EDIT
These tags only existed in 0.1. Use SW.Damage and SW.Warhead instead. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Wed Jan 22, 2014 11:28 pm Post subject:
If you pay attention to the date of the first post, you might notice that this tutorial was originally created in 2010. At that time, Ares 0.5 did not exist. Ares 0.1 existed. Cranium has only updated the tutorial today. QUICK_EDIT
I pointed out to him/her that the topic was about 3 1/2 yrs old when he/she asked if it used Ares. And that Cranium probably used Ares for this.... _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Joined: 21 Nov 2013 Location: Quarantine-IV, Ural Mountains Re-gen prison
Posted: Tue Mar 11, 2014 8:28 pm Post subject:
I can't seem to get this to work. I've been able to get it to target an area, and it won't fire. Here's my Rules and Art data:
Super weapon,
[MDDeviceSpecial]
UIName=Name:DEVICE
Name=Dr.Device
IsPowered=true
RechargeVoice=00-I158
ChargingVoice=
SW.AITargeting=offensive
ImpatientVoice=
SuspendVoice=
RechargeTime=.5 ; <--------Be sure to reset this to a higher number, .5 was for test purposes.
Type=GenericWarhead
Action=AttackSupport
SidebarImage=ionicon ; <--------.shp IonCannon icon included
ShowTimer=yes
DisableableFromShell=no
SW.Warhead=MDDeviceWH
SW.Damage=1000
ShowTimer=yes
DisableableFromShell=no
AIDefendAgainst=yes
Range=7
LineMultiplier=2
SW.Animation=DRANIM ;<------These last 2 tags here are what sync the RING3 anim with the WH anim- IONBEAM
SW.AnimationHeight=0
SW.AffectsHouse=all
SW.AutoFire=no
SW.ManualFire==yes
Dr. Device Uplink Center,
;American Dr. Device Uplink. Replaces Weather Storm
[NATEK]
UIName=Name:NATEK ;String setting for what name should be displayed if cursor hovers over structure
Name=Dr. Device Uplink Center ;Name entries make no difference in game AFAIK, use for WW internal scenario editor?
BuildCat=Combat
SuperWeapon=MDDeviceSpecial
Prerequisite=GAPOWR ;GATECH
Strength=1000
Armor=concrete
TechLevel=10
Adjacent=2
Sight=4
Owner=British,French,Germans,Americans,Alliance
ForbiddenHouses=British,French,Germans,Alliance ; <----Dont forget to list Owners
AIBasePlanningSide=0 ;0=Allied, 1=Soviets, 2=YuriCountry, 4=NewSide
Cost=500
Points=50
Power=-200
Crewed=yes
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=15
MinDebris=5
DebrisAnim=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris10sm
ThreatPosed=0
DamageParticleSystems=SparkSys,LGSparkSys
SpecialThreatValue=1
NukeSilo=yes
Nominal=yes
RevealToAll=yes
HasStupidGuardMode=false
Spyable=yes
AIBuildThis=yes
ProtectWithWall=yes
BuildLimit=1
Warhead,
[MDDeviceWH]
CellSpread=7
PercentAtMax=1.5
WallAbsoluteDestroyer=yes
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
InfDeath=5
Wood=yes
Wall=yes
Deform=100%
DeformThreshhold=160
Bright=yes
ShakeXlo=10
ShakeXhi=10
ShakeYlo=10
ShakeYhi=20
AnimList=chronobm
CombatLightSize=1000%
PenetratesBunker=yes
Ripple.Radius=79 ; <--------This tag gives the TS Ripple effect, Ares Doc recommends not going over 79
So yeah, any help with this? For some reason, I feel like I made a noob mistake, but I haven't seen it yet. And yes, I do have all data listed in SuperWeaponTypes and Animations list and BuildingTypes. Thanks in advance! _________________ All modding I do is now recreational, but Re-genesis is not forgotten. It's now a book based on a futuristic holocaust on humanity's next evolution. However, I'm pinning on my PPM hopes in voice acting. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Mar 11, 2014 8:37 pm Post subject:
You sure it doesn't do any damage? Because it seems it has a nonexistant animation here. CHRONOBM != chronobm _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 21 Nov 2013 Location: Quarantine-IV, Ural Mountains Re-gen prison
Posted: Tue Mar 11, 2014 9:16 pm Post subject:
I'm pretty sure the chronobm animation works. I had received it from an animation pack. I have the Chrono Prison use it as it's abductor animation. The same goes with DRANIM, it's a larger size of the force shield activate animation. _________________ All modding I do is now recreational, but Re-genesis is not forgotten. It's now a book based on a futuristic holocaust on humanity's next evolution. However, I'm pinning on my PPM hopes in voice acting. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Mar 11, 2014 9:19 pm Post subject:
What I mean is that IDs are case-sensitive. -_- Yes, at the filename it doesn't matter, but in artmd, it's referred as CHRONOBM and in the Animations list as well. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 21 Nov 2013 Location: Quarantine-IV, Ural Mountains Re-gen prison
Posted: Tue Mar 11, 2014 10:03 pm Post subject:
I had said that I placed the new animation for the chrono beam into the animations list, and Artmd. would renaming it, like "CHRONOBM2" and then re-add it to my ecache file help? -EDIT- I had re-named the file to the one mentioned before. the beam still works, yet the SW doesn't. _________________ All modding I do is now recreational, but Re-genesis is not forgotten. It's now a book based on a futuristic holocaust on humanity's next evolution. However, I'm pinning on my PPM hopes in voice acting. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Mar 11, 2014 10:18 pm Post subject:
What does your debug.log say? _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 21 Nov 2013 Location: Quarantine-IV, Ural Mountains Re-gen prison
Posted: Tue Mar 11, 2014 10:31 pm Post subject:
This is the one from today's file:
Initialized Ares version: 13.355.1221
Ares requires a CPU with SSE support. Available.
Optimizing list of CD drives for NoCD mode.
Checking available disk space
Using GetDiskFreeSpaceEx
Free disk space is 130666 Mb
Init Encryption Keys.
Init_Keys - declarations
Init_Keys - Load
Init_Keys - Init fast key
EXPANDMO01.MIX EXPANDMO00.MIX CACHE.MIX CACHE.MIX CACHE.MIX LOCAL.MIXMaxLabelLen = 31
Language: US
Focus_Restore()
Focus_Restore(): _MouseCaptured = false
Focus gained
Prep direct draw.
Prep direct draw.
SetDisplayMode: 800x600x16
Checking hardware region fill capability...OK
Checking overlapped blit capability...OK
Display mode set
DSurface::Create_Primary
DSurface::AllowStretchBlits = true
DSurface::AllowHWFill = true
DSurface::Create_Primary - Creating surface
CreateSurface OK
DSurface::Create_Primary done
Allocating new surfaces
CompositeSurface (632x600) SYSTEM MEMORY ENABLE_3D
TileSurface (632x600) SYSTEM MEMORY ENABLE_3D
SidebarSurface (168x600) SYSTEM MEMORY
HiddenSurface (800x600) SYSTEM MEMORY
AlternateSurface (800x600) SYSTEM MEMORY
Calc_Confining_Rect(0,0,800,600)
Profile: CPU:33 (3072Mhz Pentium 4)
Profile: RAM:10 (1014Mb)
Profile: VRAM:10 (95Mb)
Profile: VRAM speed:5 (0 blits per second)
Overall performance profile = 5
Main_Game
Init Game
Bootstrap.....LOADED NTRLMD.MIXLOADED NEUTRAL.MIXevent mempool size = 192000
...OK
Init Mouse
Init CDROM
Calling Force_CD_Available
Init Secondary Mixfiles..... CONQMD.MIX CONQUER.MIX CAMEOMD.MIX CAMEO.MIX maps01.mix maps02.mix mapsmd03.mix ...Failed!!!
Focus_Loss()
Focus_Loss(): _MouseCaptured = false
Focus lost
Focus_Restore()
Focus_Restore(): _MouseCaptured = false
Focus gained
Releasing NEUTRAL.MIX
Releasing NTRLMD.MIX
Closing log file on request 111 _________________ All modding I do is now recreational, but Re-genesis is not forgotten. It's now a book based on a futuristic holocaust on humanity's next evolution. However, I'm pinning on my PPM hopes in voice acting. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Tue Mar 11, 2014 10:42 pm Post subject:
Thank you. Now please get a brain. I'm cringing too much here now.
If you want to check a superweapon's data in your debug.log... how about you get the game to load said SW? You just went into your menu and exited. That won't do. At least start a game, SWs and all ingame items are processed during map loading, so issues caught will be added that time as well.
If you even fire that SW, would be even better, but I probably ask for too much. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 21 Nov 2013 Location: Quarantine-IV, Ural Mountains Re-gen prison
Posted: Tue Mar 11, 2014 10:55 pm Post subject:
I DID try to fire it. Here's exactly what I did:
-Started a game, me as America, versus no one
-Deployed my MCV, built a power plant, barracks, Dr. Device Uplink center, and another power plant.
-After the 30 second charge time, I had attempted to fire said weapon on my troops. It failed, had the selection ring still on screen, and re-started the countdown. I repeated a few times, with the same result. _________________ All modding I do is now recreational, but Re-genesis is not forgotten. It's now a book based on a futuristic holocaust on humanity's next evolution. However, I'm pinning on my PPM hopes in voice acting. QUICK_EDIT
Uh...where is the defined action for your custom superweapon? Maybe you weren't aware that you needed it (and that's an easy newbie mistake ), consult this documentation for your custom action tags. I think that the Action= tag should also be set to "Custom" sans quotes. Let me know if this helps you out.
Joined: 21 Nov 2013 Location: Quarantine-IV, Ural Mountains Re-gen prison
Posted: Tue Mar 11, 2014 11:46 pm Post subject:
Okay, so I did this:
Action=Custom ;AttackSupport
and this too:
Cursor.Frame=436
Cursor.Count=14
Cursor.Interval=5
Cursor.MiniFrame=517
Cursor.MiniCount=1
Cursor.HotSpot=center,middle
Yet, it still won't fire.Should I just clone and modify one of the existing SWs instead? _________________ All modding I do is now recreational, but Re-genesis is not forgotten. It's now a book based on a futuristic holocaust on humanity's next evolution. However, I'm pinning on my PPM hopes in voice acting. QUICK_EDIT
Joined: 21 Nov 2013 Location: Quarantine-IV, Ural Mountains Re-gen prison
Posted: Wed Mar 12, 2014 12:52 am Post subject:
I noticed that, and yet I still can't get it to fire. I also removed SW.AutoFire=yes because Manual Fire would override it, right?
I'm thinking that I need to just clone an existing SW and modify it, I can't get anywhere with Generic Warhead. _________________ All modding I do is now recreational, but Re-genesis is not forgotten. It's now a book based on a futuristic holocaust on humanity's next evolution. However, I'm pinning on my PPM hopes in voice acting. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Mar 12, 2014 4:55 am Post subject:
artemisfowl wrote:
I DID try to fire it. Here's exactly what I did:
-Started a game, me as America, versus no one
-Deployed my MCV, built a power plant, barracks, Dr. Device Uplink center, and another power plant.
-After the 30 second charge time, I had attempted to fire said weapon on my troops. It failed, had the selection ring still on screen, and re-started the countdown. I repeated a few times, with the same result.
If you would have done that, then your debug.log would actually has something like this.
Code:
Init theater TEMPERATE
Processing sides.
Side 0: GDI
Britain
Germany
France
Side 1: Nod
USSR
China
Iraq
Side 2: ThirdSide
Antarctica
Falkland
Easter
Side 3: Pacific
Korea
Japan
Australia
Side 4: Borg
MechaUS
MechaAfrica
MechaMoon
Side 5: Civilian
Neutral
British
French
Germans
Americans
Alliance
Russians
Africans
Confederation
Arabs
YuriCountry
Side 6: Mutant
Special
[Developer warning]Failed to parse INI file content: [GenericPrerequisites]AIRFACT=NAAIRP
[Nuke] basics ICBMSpecial: <empty>, 0, ICBMCarrier
[Nuke] parsing ICBMSpecial: ICBMPayload, <empty>, PSIWARN, 0
[Nuke] basics NukeSpecial: <empty>, 0, NukeCarrier
[Nuke] parsing NukeSpecial: NukePayload, <empty>, PSIWARN, 1
[Nuke] basics YMissileSW: <empty>, 0, YMisCarrier
[Nuke] parsing YMissileSW: YMISPayload, <empty>, PSIWARN, 1
[Nuke] basics HBombSW: <empty>, 0, HBombCarrier
[Nuke] parsing HBombSW: HBombPayload, <empty>, PSIWARN, 1
[Developer warning]Failed to parse INI file content: [RadAirStrikeSW]EVA.Ready=EVA_Dummy
[Nuke] basics IRBMSW: <empty>, 0, IRBMCarrier
[Nuke] parsing IRBMSW: IRBMPayload, <empty>, PSIWARN, 1
[Developer warning]Failed to parse INI file content: [PactedAirstrikeSW]EVA.Ready=EVA_Dummy
[Nuke] basics RocketBarrageSW: <empty>, 0, RocketBarrage
[Nuke] parsing RocketBarrageSW: RocketBarrage, <empty>, PSIWARN, 0
[Nuke] basics TDIonCannonSW: <empty>, 0, TDIonCannon
[Nuke] parsing TDIonCannonSW: TDIonCannon, <empty>, PSIWARN, 0
[Nuke] basics BritMissleSW: <empty>, 0, BritMissle
[Nuke] parsing BritMissleSW: BritMissle, <empty>, PSIWARN, 0
[Developer warning]Failed to parse INI file content: [GATBNK]CameoPCX=atbnkico
[Developer warning]Failed to parse INI file content: [NACLON]DamageParticleSystems=SmallGreySmokeSys
[Developer warning]Failed to parse INI file content: [YAGRND]DamageParticleSystems=SmallGreySmokeSys
[Developer warning]Failed to parse INI file content: [NACLONAI]DamageParticleSystems=SmallGreySmokeSys
[Developer warning]Failed to parse INI file content: [PAGAP]CameoPCX=pgapicon.pcx
[Developer warning]Failed to parse INI file content: [CACITY02]Foundation=5x4
[Developer warning]Failed to parse INI file content: [CACITY02]Foundation=5x4
[Developer warning]Failed to parse INI file content: [APU]CameoPCX=apuicon.pcx
[Developer warning]Failed to parse INI file content: [APU]AltCameoPCX=apuuico.pcx
Weapon CruiserCannonB doesn't have a Warhead yet, what gives?
Weapon CruiserCannonB doesn't have a Warhead yet, what gives?
Processing sides.
[Nuke] basics NukeSpecial: <empty>, 0, NukeCarrier
[Nuke] parsing NukeSpecial: NukePayload, <empty>, PSIWARN, 1
Processing sides.
Preparing Mixfiles for Side 02.
Initilizing SIDEC03MD.MIX
Initilizing SIDEC03.MIX
Initilizing SIDENC03.MIX
RadarClass::Init_For_House()
[Developer warning]One of the internal counters attempted to overflow (given width of 513 exceeds maximum allowed width of 512).
The counter width has been reset to 512, but this can result in unpredictable behaviour and crashes.
[...]
[LAUNCH] SeismicStrikeSW
House 0 loses 650 credits
You uploaded a debug.log which actually done what I said. And do not even deny that. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 21 Nov 2013 Location: Quarantine-IV, Ural Mountains Re-gen prison
Posted: Wed Mar 12, 2014 11:39 am Post subject:
What am I denying? Hopefully this will help...
MDDeviceSpecial.JPG
Description:
Filesize:
119.94 KB
Viewed:
20213 Time(s)
_________________ All modding I do is now recreational, but Re-genesis is not forgotten. It's now a book based on a futuristic holocaust on humanity's next evolution. However, I'm pinning on my PPM hopes in voice acting. QUICK_EDIT
Joined: 21 Nov 2013 Location: Quarantine-IV, Ural Mountains Re-gen prison
Posted: Wed Mar 12, 2014 11:41 am Post subject:
It shows that the Ion Cannon/ Dr Device is still charging, yet I can select new locations with the cursor. It was a "Default attack" one. -EDIT- Well, my Debug folder has issues too. It still has the same data as the one I uploaded earlier, even after about 15 skirmish rounds _________________ All modding I do is now recreational, but Re-genesis is not forgotten. It's now a book based on a futuristic holocaust on humanity's next evolution. However, I'm pinning on my PPM hopes in voice acting. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Wed Mar 12, 2014 8:05 pm Post subject:
Wait a second... are you even launch the game wiith Ares at all?! _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 21 Nov 2013 Location: Quarantine-IV, Ural Mountains Re-gen prison
Posted: Wed Mar 12, 2014 8:10 pm Post subject:
do you mean RunAres? That's what I always use. It says the whole "Ares is active" and Ares Version 0.5" in the bottom corner when loading. That one, right? _________________ All modding I do is now recreational, but Re-genesis is not forgotten. It's now a book based on a futuristic holocaust on humanity's next evolution. However, I'm pinning on my PPM hopes in voice acting. QUICK_EDIT
Joined: 21 Nov 2013 Location: Quarantine-IV, Ural Mountains Re-gen prison
Posted: Thu Mar 13, 2014 1:25 am Post subject:
WOW! I feel like an idiot now. Thanks Glukv48, that's what I was missing. It works perfectly, thank you! Oh, and if you don't mind, Glory to the Motherland! _________________ All modding I do is now recreational, but Re-genesis is not forgotten. It's now a book based on a futuristic holocaust on humanity's next evolution. However, I'm pinning on my PPM hopes in voice acting. QUICK_EDIT
I was gonna mention that but it should be muscle memory by now though. You should really remember to put in all warheads in the list. _________________ ~ Excelsior ~ QUICK_EDIT
Joined: 21 Nov 2013 Location: Quarantine-IV, Ural Mountains Re-gen prison
Posted: Thu Mar 13, 2014 9:53 am Post subject:
I know. It's always the little mistakes that can prevent things from working correctly. _________________ All modding I do is now recreational, but Re-genesis is not forgotten. It's now a book based on a futuristic holocaust on humanity's next evolution. However, I'm pinning on my PPM hopes in voice acting. QUICK_EDIT
Would this have showed up if he made a dump of debug.log? Would something like "Warhead MDDeviceWH is not listed in Warheads" not appear? _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Mar 13, 2014 8:26 pm Post subject:
Yes, it would. That's what I tried to tell him, but he was too much of an idiot to realize. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 21 Nov 2013 Location: Quarantine-IV, Ural Mountains Re-gen prison
Posted: Thu Mar 13, 2014 8:38 pm Post subject:
You do know that I can see what your saying Graion, right? Well, if I didn't mention this before, It won't stop me. I'll just keep getting better and better, until I have something ready to release that isn't a generic piece of crap, and when that day comes, you'll know. _________________ All modding I do is now recreational, but Re-genesis is not forgotten. It's now a book based on a futuristic holocaust on humanity's next evolution. However, I'm pinning on my PPM hopes in voice acting. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Mar 13, 2014 8:44 pm Post subject:
You do know that you actually posted everything useless or redundant crap possible to actually figure out your bug?
I don't call people idiots without a reason. Your behaviour in this topic is more than worthy for that.
And if you ever get on a level, where you actually can use the knowledge scattered around, I'll change my thoughts. But you're far from that and it's clearly seen. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 21 Nov 2013 Location: Quarantine-IV, Ural Mountains Re-gen prison
Posted: Thu Mar 13, 2014 8:55 pm Post subject:
I know that. But, even if you won't admit it, you can't expect perfection out of someone who is just learning. Just because you've had tons of experience and are a veteran at modding doesn't mean that you have never made simple mistakes. Everyone has, including myself. If you'd read above, it says "For some reason, I feel like I made a noob mistake" and I did. _________________ All modding I do is now recreational, but Re-genesis is not forgotten. It's now a book based on a futuristic holocaust on humanity's next evolution. However, I'm pinning on my PPM hopes in voice acting. QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Mar 13, 2014 9:52 pm Post subject:
I don't expect perfectionism. I never did. What I do expect from people is capability to realize how to use the tools they have. If reading a debug.log which would clearly tell that mistake falls as expecting perfectionism, then, be it your way, but sane people wouldn't call that as such.
Yes, I did silly mistakes. Like once commenting out AI->BuildRefinery for a testing purpose, forgetting it and filing it as an Ares bug report. But then, now it's EIP is on ModEnc to prevent other people getting into the same boat. The difference between us is that I posted up an except, a crashdump, a debug.log from an actual game when a crash happened due to that cause and all my inis (not just a segment) to figure out that issue.
Not expecting some wonders to figure out the cause with a crystal ball. That's not perfectionism. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Joined: 21 Nov 2013 Location: Quarantine-IV, Ural Mountains Re-gen prison
Posted: Fri Mar 14, 2014 12:24 am Post subject:
Alright, I think I understand. If I get stuck, I'll see what I can do on my own, and if that doesn't fix it, THEN, I'll ask for help, not for someone to do it for me. Thanks for that. _________________ All modding I do is now recreational, but Re-genesis is not forgotten. It's now a book based on a futuristic holocaust on humanity's next evolution. However, I'm pinning on my PPM hopes in voice acting. QUICK_EDIT
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