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My Defense wont fire?
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MI6007198920162000
Soldier


Joined: 16 Jul 2016

PostPosted: Wed Aug 17, 2016 9:01 am    Post subject:  My Defense wont fire? Reply with quote  Mark this post and the followings unread

When using Ares my turret won't fire,
but when using normal yr it fires,
why using ares wont fire?

Using ares 0.b and 0.c
my turret is madhq's turret

(I change my Prism Tower to become a turret,)



does anybody know whats the problem?

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Aug 17, 2016 9:07 am    Post subject: Reply with quote  Mark this post and the followings unread

you have already a topic about the exact same question

In addition
-start doing tests and work on your own and don't ask for help for every tiny error you have made. Remove keys one by one and check ingame to narrow down the problem
-as being told multiple times before, provide more info and show some code. We don't have a crystal ball and know where you messed up your inis.

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MI6007198920162000
Soldier


Joined: 16 Jul 2016

PostPosted: Wed Aug 17, 2016 9:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
you have already a topic about the exact same question

In addition
-start doing tests and work on your own and don't ask for help for every tiny error you have made. Remove keys one by one to narrow down the problem
-as being told multiple times before, provide more info and show some code. We don't have a crystal ball and know where you messed up your inis.


Here:

[ATESLA]
UIName=Name:GUNTURRET
Name=Gun Turret
Image=GAGUN
BuildCat=Combat
Strength=525
Armor=steel
Prerequisite=GAPILE,GACNST
TechLevel=2
Adjacent=6
ROT=14
Sight=10
DetectDisguise=no
Drainable=yes
Owner=Alliance,Americans,British,French,Germans,Africans,Arabs,Confederation,Russians,YuriCountry
AIBasePlanningSide=0
Cost=600
BaseNormal=no
Points=30
Power=0
Crewed=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS6LG
MaxDebris=2
MinDebris=1
Primary=AssaultCannon
ThreatPosed=30
DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
HasStupidGuardMode=false
Powered=no
AntiInfantryValue=20
AntiArmorValue=50
AntiAirValue=0
ImmuneToEMP=yes
Trainable=yes
HasRadialIndicator=true
ImmuneToPsionics=yes
Turret=yes
TurretAnim=GAGUNTUR
TurretAnimX=0
TurretAnimZAdjust=-40
TurretAnimIsVoxel=false

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Aug 17, 2016 9:14 am    Post subject: Reply with quote  Mark this post and the followings unread

your weapon doesn't work, thus show the weapon code as well.
but don't show it here, use your other topic and edit your last post there, so this duplicate topic can be deleted.

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MI6007198920162000
Soldier


Joined: 16 Jul 2016

PostPosted: Wed Aug 17, 2016 9:25 am    Post subject: Reply with quote  Mark this post and the followings unread

Lin Kuei Ominae wrote:
your weapon doesn't work, thus show the weapon code as well.
but don't show it here, use your other topic and edit your last post there, so this duplicate topic can be deleted.


Is not a made up weapon, i just edited this tiberian sun weapon,

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PussyPus
Commander


Joined: 14 Jul 2015
Location: Egypt

PostPosted: Wed Aug 17, 2016 3:54 pm    Post subject: Reply with quote  Mark this post and the followings unread

Some people say that there is section of the rules.ini where you can find what this tag can do, tags from ares can be found at the documentations. The following Can be found at rulesmd.ini.

Spoiler (click here to read it):
; ******* Unit Statistics *******
; Specifies the characteristics of the various game objects.

; AllowedToStartInMultiplayer = Can the unit be allocated to a player when starting a multiplayer game (def=yes)
; Ammo = number of rounds carried between reloads [-1 means unlimited] (def=-1)
; Armor = the armor type of this object [none,wood,light,heavy,concrete] (def=none);more types added in RA2
; BuildLimit = arbitrary maximum allowed to build [per house] (def=-1 -- no restriction)
; Cloakable = Is it equipped with a cloaking device (def=no)?
; Cost = cost to build object (in credits)
; Category = category of object [used by AI systems -- "Soldier", "Civilian", "VIP", "Ship",
;            "Recon", "AFV", "IFV", "LRFS", "Support", "Transport", "AirPower", "AirLift"]
; CloakStop = Does the unit cloak when stopped moving (def=no)?
; Crewed = Does it contain a crew that can escape [never infantry] (def=no)?
; Gunner = Does it change capabilites based on a gunner that has been added. (def=no)
; CrushSound = sound to play if this object type is crushed (def=none)
; DeployFire = This unit can fire when deployed. (def=no)
; DeployFireWeapon = Index of weapon to fire while deployed.  0 or 1.  (def=1)
; DeployTime = time, in minutes, to deploy or undeploy [if this object can do so]
; DamageReducesReadiness = Yes if damage to the unit reduces its ammo (because the ammo explodes or becomes detargeted, or whatever) (def=no)
; Disableable = Can this object be disabled by special multiplay option (def=yes)?
; DistributedFire = whether the unit continually retargets nearby units and fires at all of them (def=no)
; DoubleOwned = Can be built/owned by all countries in a multiplayer game (def=no)?
; EmptyReload = Frames before first reload occurs when unit is empty. -1 means use standard reload time. (def=-1)
; Explodes = Does it explode violently when destroyed [i.e., does it do collateral damage] (def=no)?
; Explosion = the explosion to use when it blows up [doesn't apply to infantry] (def=none)
; FireAngle = pitch of projectile launch and barrel [0 = horizontal, 64 = vertical] (def=50)
; Gate = Is this building a gate? (def=no)
; GateCloseDelay = time, in minutes, to delay before closing a gate after it has opened.
; GuardRange = distance to scan for enemies to attack (def=use weapon range)
; Image = name of graphic data to use for this object (def=same as object identifier)
; Immune = Is this object immune to damage
; ImmuneToPsionics = Is the unit immune to psionics (def=yes for buildings, no for others)?
; ImmuneToRadiation = Is the unit immune to radiation (def=no)?
; ImmuneToVeins = Is it immune to vein creature attacks (def=no)?
; InitialAmmo = number of rounds the unit starts with. -1 means it starts full. (def=-1)
; Invisible = Is completely and always invisible to enemy (def=no)?
; Insignificant = Will this object not be announed when destroyed (def=no)?
; LegalTarget = Is this allowed to be a combat target (def=yes)?
; Name = specifies the given name (displayed) for the object
; Nominal = Always use the given name rather than generic "enemy object" (def=no)?
; OmniFire = Doesn't ever have to rotate to fire. (def=no)
; OpportunityFire = Can fire at targets while performing other actions, like moving. (def=no).
; Owner = who can build this [GDI or Nod] (def=none)
; PipScale = what to base pip display on [Passengers, Tiberium, Ammo, Power] (def=none)
; PipWrap = how many pips to draw before wrapping (def=none)
; Points = point value for scoring purposes (def=0)
; Prerequisite = list of buildings needed before this can be manufactured (def=no requirement)
; PreventAttackMove = Does this unit know how to do attack-move? (def=<yes, if it has a weapon>)
;   Can be used to override attack move on units that shouldn't for various reasons.
; PreventAutoDeploy = Does this unit know how to do auto-deploy? (def=<yes, if the unit support deploying>)
; Can be used to override auto deploy on units that deploy.
; Primary = primary weapon equipped with (def=none)
; Secondary = secondary weapon equipped with (def=none)
; ElitePrimary = new primary weapon when at elite veteran status (def=same as primary)
; EliteSecondary = new secondary weapon when at elite veteran status (def=same as secondary)
; RadarVisible = Is visible on radar even if insignificant and unowned --gs rewrote to be useful for something
; ROT = Rate Of Turn for body (if present) and turret (if present) (def=0)
; ReadinessReductionMultiplier = Used to tweak the amount by which damage reduces readiness. 0 cancels the readiness reduction. (def=0)
; Reload = time delay between reloads (def=0)
; ReloadIncrement = amount to add at every ((MaxAmmo / PipWrap) %0) increment. Used to slow reload rate increasingly. (def=0)
; RadarInvisible = Is it invisible on radar maps (def=no)?
; RadialFireSegments = If this unit has a radial firing pattern, this determines the number
;    of segments. This starts at the unit's left and goes right over 180 degrees.  (def=0)
; SelfHealing = Does the object heal automatically up to half strength (def=no)?
; Selectable = Can this object be selected by the player (def=yes)?
; Sensors = Has sensors to detect nearby cloaked objects (def=no)?
; Sight = sight range, in cells (def=1)
; Size = amount of space unit takes up in cargo hold (def=1)
; SizeLimit = Max size of unit a transport can carry (def=0) (Size is inclusive. Limit 3 holds 3)
; Storage = the number of 'bails' this building or unit can store (def=0)
; Strength = strength (hit points) of this object
; TargetLaser = Does it have a targeting laser (def=no)?
; Trainable = Can this object become veteran by experience (def=yes, buildings def=no)?
; Turret = Is it equipped with a turret like superstructure [never infantry] (def=no)?
; TurretSpins = Does the turret just sit and spin [only if turret equipped] (def=no)?
; TechLevel = tech level required to build this [-1 means can't build] (def=-1)
; ToProtect = Should friendly units come to rescue if under attack [computer only] (def=no)?
; TypeImmune = Immune to damage from same type objects if owned by same side?
; UndeployDelay = The time it takes before a unit automatically undeploys. (def=-1)
; VoiceSelect = list of voices when selecting this object (def=none)
; VoiceMove = list of voices to use when giving object a movement order (def=none)
; VoiceAttack = list of voices to use when giving object an attack order (def=none)
; DieSound = list of voices to use when it dies (def=none)
; VoiceFeedback = list of voices that may give when taking damage (def=none)
; Locomotor = CLSID of the object handling movement for this object (def=statue)
; VeteranAbilities = list of veteran abilities to grant (def=none)
; EliteAbilities = list of elite abilities to grant cumulative with veteran abilities (def=none)
;     [FASTER,STRONGER,FIREPOWER,SCATTER,ROF,SIGHT,
;      CLOAK,TIBERIUM_PROOF,VEIN_PROOF,SELF_HEAL,EXPLODES,
;      RADAR_INVISIBLE,SENSORS,FEARLESS,C4,TIBERIUM_HEAL,
;      GUARD_AREA,CRUSHER]
; LeadershipRating = When the AI needs a representative from a team to make a pathfinding or targeting decision it will pick the one with the highest score (def = 5)
;  <<< applies only to infantry types >>>
;    Agent = Does it have spy-like abilities (def=no)?
;    Fearless = Is not prone to fear (def=no)?
;    VoiceComment = list of idle voices (def=none)
;    Pip = color of pip when inside a transport [green,yellow,white,red,blue] (def=green)
;    C4 = Equipped with building sabotage explosives [presumes Infiltrate is true] (def=no)?
;    Cyborg = Does it require special cyborg death handling (def=no)?
;    Fraidycat = Is it inherently afraid and will panic easily (def=no)?
;    TiberiumProof = Is it immune to tiberium and tiberium gas damage (def=no)?
;    Infiltrate = Can it enter a building like a spy or thief (def=no)?
;    IsCanine = Should special case dog logic be applied to this?
;    Civilian = Counts a civilian for evac and kill tracking (def=no)?
;    FemaleVoice = Uses the civilian female voice (def=no)?
;    Engineer = Does it behave like an engineer as far as repair and capture go (def=no)?
;    Disguised = Is it disguised as enemy soldier when seen by enemy (def=no)?
;    Agent = Does this infantry gather information if it enters an enemy building [like a spy] (def=no)?
;    Thief = Does it steal money if it infiltrates an enemy building (def=no)?
;    VehicleThief = Does it steal enemy vehicles when it gets close to one (def=no)?
;    Deployer = Deploys like NOD artillery from TibSun. (def=no)
;  <<< applies only to moving units (not buildings) >>>
;    MoveToShroud = Allowed to move into a shrouded cell (def=yes, aircraft def=no)?
;    Dock = preferred docking building [e.g., harvester -> refinery, helicopter -> helipad] (def=none)
;    TiberiumHeal = Does it heal slowly when in Tiberium field (def=no)?
;    Passengers = number of passengers it may carry (def=0)
;    Speed = speed of this object [n/a for buildings] (def=0)
;    ManualReload = Must this object reload by coordinating with reloader building (def=no)?
;    WalkRate = walking animation rate [larger means slower] (def=1)
;    IsSelectableCombatant=Does this unit get selected by the select all combatants key? (def=no)
;  <<< applies only to turret changers >>>
;    TurretCount=the number of turrets the unit has (def=0)
;    WeaponX=the name of the weapon to be thought of as weaponX (where X is an integer) (def=none)
;    YTurretIndex=the number of the weapon for this turret (as indicated by the WeaponX parameter), where Y is the name of swapping factor for the turret (def=none)
;    HasTurretTooltips=whether this unit multiplexes tooltips based on its current turret. (def=no)
;  <<< applies only to terrestrial driving vehicle types >>>
;    CrateGoodie = Can it appear out of a crate in multiplay (def=no)?
;    Crushable = Can it be crushed by a heavy tracked vehicle (def=no)?
;    Crusher = Is this vehicle able to crush infantry (def=no)?
;    MovingFire = The vehicle does not need to stop before it can fire (def=yes)?
;    DeployToFire = The vehicle must deploy before it can fire (def=no)?
;    Harvester = Does the special Tiberium harvesting rules apply (def=no)?
;    Weeder = Does the special weed-harvesting rules apply (def=no)?
;    Deployer = Does it deploy before being able to operate (def=no)? OBSOLETE
;    IsTilter = Does this unit tilt on slopes (def=yes)?
;    CarriesCrate = Might this unit drop a crate when it is destroyed (def=no)?
;  <<< applies only to aircraft >>>
;    Carryall = Can it tote vehicles around (def=no)?
;    Landable = Can this aircraft land on the map (def=no)?
;    PitchSpeed = Throttle setting at which aircraft pitch forward (def=.25);
;    PitchAngle = Amount that non-FixedWing aircraft pitch forward in degrees (def=20.0);
;    RollAngle = Amount that the aircraft rolls when turning (def=30.0)
;  <<< applies only to building types >>>
;    Adjacent = distance allowed to place from other buildings (def=1)
;    BaseNormal = Considered for building adjacency checks (def=yes)? ;HEY!  Use this, not the phantom IsBase
;    Barrel = Use barrel explosion logic when it is destroyed (def=no)?
;    Bib = Does the building have a bib built in (def=no)?
;    Capturable = Can this building be infiltrated by a spy/engineer (def=no)?
;    DockUnload = When a unit docks with this building should it unload (def=no)?
;    Factory = type of object to build [InfantryType, AircraftType, UnitType, BuildingType, VesselType] (def=none)
;    Fake = Is this a fake structure (def=no)?
;    FreeUnit = free unit to give this building [typically harvester with refinery] (def=none)
;    Power = power output [positive for output, negative for drain] (def=0)
;    Powered = Does it require power to function (def=no)?
;    Radar = Does this building give radar to owning player (def=no)?
;    Repairable = Can it be repaired (def=yes)?
; RevealToAll=yes Means that when built or captured, a radar event is generated (def=no)
;    UnitReload = Does this building reload units if they dock with it (def=no)?
;    UnitRepair = Does this building repair units if they dock with it (def=no)?
;    Unsellable = Cannot sell this building (even if it can be built)?
;    Wall = Is this a wall type structure [special rules apply] (def=no)?
;    WaterBound = Is this building placed on water only (def=no)?
;    Upgrades = Is the number of power-ups/upgrades that can be applied to this building (def=0)
;    ShipYard = This building is a ship yard or sub pen
;    SAM = This building is a SAM launcher
;    ConstructionYard = This building is a construction yard
;    Refinery = This building is a tiberium/ore refinery
;    WeaponsFactory = This building is a weapons factory
;    CloakGenerator = Does this building cloak objects around it?
;    LaserFencePost = This building is a laser fence post and obeys the rules for a building of this type.
;    LightIntensity = This building radiates this amount of light (def = 0).
;    LightVisibility= The distance (in leptons) that this light is visible from (def=5000).
;    LightRedTint   = The red tint of this buildings light (def=1.0)
;    LightGreenTint = The green tint of this buildings light (def=1.0)
;    LightBlueTint  = The blue tint of this buildings light (def=1.0)
;    InvisibleInGame= Building cannot be seen on selected in the game, only in the editor. (def=no)
;    PowersUpBuilding = Building that can be upgraded by attaching this building to it
;    PowersUpToLevel = Amount of upgrade provided by this attachment. -1=incremental upgrade. Positive number is specific upgrade.
;    Hospital = Can this building heal infantry (def = no) ?
;    Armory = Is this building an armory
;    PlaceAnywhere = Can this building ignore normal placement rules? Only use this for non-player placed buildings (def = no).
;    Weeder = Is this a weed collection facility (def=no)?
;    TogglePower = [override] Can be turned on/off under player control or affected by low power (def=yes)?
;
; WST 6/23/99. Below are new zbuffer adjustment for units
; ZFudgeCliff // fudge for units behind cliffs showing through rocks
; ZFudgeColumn // fudge for units behind bridge overpass support columns
; ZFudgeTunnel // fudge for unit behind tunnel entrances
; ZFudgeBridge // fudge for tall units when they are under a bridge... eg mammoth mk2
;
;These are the fields needed for buildings to take part in Urban Combat
;Sight=2 ;since the building will be 'captured' it needs to be able to look
;ClickRepairable=no ;It can be repaired with an engineer but not with the wrench tool once 'captured'
;CanBeOccupied=yes ;Basic UC flag
;MaxNumberOccupants=10 ;Twiddle number
;DistributedFire=yes ;To shoot all within range equally
;CanOccupyFire=yes ;These two can't be global since types are read in before globals.  Please keep order as well
;
;Selectable=yes    ;Or else you can never get the guys back out

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Aug 17, 2016 4:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

MI6007198920162000 wrote:
Is not a made up weapon, i just edited this tiberian sun weapon,

and that edited part is what we need to know.
Don't let us worm every tiny bit of info out of you.
You want our help, so spent a few seconds more of your time to provide enough infos, so we don't have to waste our time on asking you for every tiny bit of info.

If you're lazy, you can also upload your entire rules.ini here as attachment.

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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Sun Aug 28, 2016 4:47 am    Post subject: Reply with quote  Mark this post and the followings unread

You are just too kind to :spoonfeed:

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