Posted: Sun Jun 01, 2014 3:26 pm Post subject:
FS Superweapon IE
Hey guys, I'm having an IE problem with one of my custom SWs. I know it's an OnFire related IE. It's caused by my Firestorm SW, and I'm not sure what about it is causing this. It's worked fine before without any IE when I had it coded before losing maybe a couple weeks worth of modding.
There are two animations used the second time around with this SW that I've never used, but I'm not sure what's really causing it.
Here's the coding for the SW and everything related and an except.txt
Code:
[CubanFirestormSpecial]
UIName=Name:FSTRMBOMB
Name=Cuban Firestorm
IsPowered=true
RechargeVoice=00-I156
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=7
Type=LightningStorm
Action=LightningStorm
SidebarImage=FSTRMICON
ShowTimer=yes
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox
AIDefendAgainst=yes;AI will use AISuperDefense system to decide to block this
Range=5
LineMultiplier=2
SW.Range=5
SW.Damage=180
SW.Deferment=100
SW.Warhead=FirestormBomb
Lightning.Duration=200
Lightning.HitDelay=30
Lightning.ScatterDelay=10
Lightning.Separation=0.5
Lightning.Bolts=FIREBOOM
; napalm and fire in general
[InfernoFire]
CellSpread=.5
PercentAtMax=.5
Wood=yes
Verses=120%,115%,100%,160%,135%,95%,15%,20%,5%,200%,100%
InfDeath=4
Sparky=no
Fire=no
ProneDamage=600%
I think I got it figured out. The FirestormBomb warhead has Sparky=yes. There is no warhead in the game that has Sparky=yes. Guess It doesn't work in RA2 and I didn't know it.
Strange how Sparky works fine in TS/FS but causes IEs in RA2/YR
modenc wrote:
This flag causes Internal Errors when the warhead is supposed to detonate in RA2/YR. It has been suggested that adding FIRE3 to the [Animations] array solves it, but that remains uncomfirmed. Adding the OnFire list back into YR, with usable animations, can solve this problem.
But since the whole trees on fire logic had been removed, i doubt there is any use for this key in the first place. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Sun Jun 01, 2014 9:48 pm Post subject:
Sparky does work, albeit it's usage case is limited and good luck noticing it. _________________ "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
Sparky does work, albeit it's usage case is limited and good luck noticing it.
What does it do, when leaving flames on ground is done by the explosion anims in art.ini with Scorch=yes or Flamer=yes and
with tree and building fire logic being removed?
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Jun 02, 2014 10:54 am Post subject:
Building fire logic works, that's not removed.
It's just that 3 modders out of 5 doesn't read ModEnc to realize OnFire is dummed within RA2/YR rules and that's why that tag crashes. _________________ "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
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