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hidden units
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curlupanddie
Combat Engineer


Joined: 01 Jan 2003
Location: USA

PostPosted: Mon Feb 10, 2003 7:59 pm    Post subject:  hidden units Reply with quote  Mark this post and the followings unread

ok i have found the hidden units in TS

i tried to make ini files for em and they dont show up.

heres my specs for the light tank(copied from mammoth tank)

artini
[1TNK]
Voxel=yes
Cameo=APCICON
Remapable=yes
PrimaryFireFLH=40,32,96
SecondaryFireFLH=-32,80,120
PBarrelLength=192

rules ini
[VehicleTypes]
1=MCV
2=HARV
3=APC
11=4TNK
15=MMCH
16=BIKE
17=SAPC
18=SONIC
19=CAR
21=BUS
22=STNK
23=WINI
24=PICK
27=ART2
29=TTNK
30=HMEC
31=SMECH
32=HVR
34=LPST
35=REPAIR
36=HORV
37=LOCOMOTIVE
38=TRAINCAR
39=SUBTANK
40=BGGY
41=JEEP
42=TRUCKA
43=TRUCKB
44=VISC_SML
45=VISC_LRG
46=ICBM
47=CARGOCAR
48=WEED
49=GHUNTER
50=NHUNTER
51=Goliath
52=1tnk

and heres the actual stuff for the light tank, again copied from mammoth tank

; light tank
[1TNK]
Name=light Tank
Category=AFV
TargetLaser=yes
Prerequisite=GAWEAP,GARADR
Primary=75mm
Secondary=MammothTusk
Strength=600
CrateGoodie=yes
Armor=light
Turret=yes
TechLevel=10
Sight=6
Speed=4
Owner=GDI,nod
Cost=600
Points=60
ROT=5
Crusher=yes
SelfHealing=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

i cant find any reason why it dosnt show up. if anyone already has the hidden units working(light tank, medium tank, heavy tank, apachie and mlrs) could you please just send me the specs so i can copy and paste em?
or just tell me if i did anything wrong?

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Mon Feb 10, 2003 8:02 pm    Post subject: Re: hidden units Reply with quote  Mark this post and the followings unread

curlupanddie wrote:


rules ini
[VehicleTypes]
52=1tnk


Should be
Code:
1TNK
not 1tnk to match the [1TNK] in the art and rules entries.

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Da_orky_alchemist
Light Infantry


Joined: 04 Jan 2003
Location: States

PostPosted: Mon Feb 10, 2003 10:07 pm    Post subject: Either that or... Reply with quote  Mark this post and the followings unread

I seem to recall form my days of C++ that variables cant begin with a number or special character... so if changing it to 1TNK doesnt work, make it TNK1 instead...

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Mon Feb 10, 2003 10:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

i think it will work, the mammoth (4TNK) does and because i have done it before, also be sure that the voxels u are using are named correctly (as your using the ones already in the mix files you needen't worry about this).

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curlupanddie
Combat Engineer


Joined: 01 Jan 2003
Location: USA

PostPosted: Tue Feb 11, 2003 1:35 am    Post subject: Reply with quote  Mark this post and the followings unread

...ok wtf, i put in all the hidden tanks 1-3 and when i start up the game it gives me that internal error crap, and when i use the jeep only the turret shows.

arts:
[JEEP] (copied from buggy)
Cameo=BGGYICON
Voxel=yes
Remapable=yes
PrimaryFireFLH=0,0,100
[3TNK] (all tanks are copied from mammoth tank art type, just changed name)
Voxel=yes
Remapable=yes
PrimaryFireFLH=40,32,96
SecondaryFireFLH=-32,80,120
PBarrelLength=192

[2TNK]
Voxel=yes
Remapable=yes
PrimaryFireFLH=40,32,96
SecondaryFireFLH=-32,80,120
PBarrelLength=192

[1TNK]
Voxel=yes
Remapable=yes
PrimaryFireFLH=40,32,96
SecondaryFireFLH=-32,80,120
PBarrelLength=192

Rules:
41=JEEP
42=TRUCKA
43=TRUCKB
44=VISC_SML
45=VISC_LRG
46=ICBM
47=CARGOCAR
48=WEED
49=GHUNTER
50=NHUNTER
51=Goliath (one of my made units)
52=3TNK
53=2TNK
54=1TNK

all copied from mammoth tank just changed up.
; Heavy tank
[3TNK]
Name=Heavy Tank
Category=AFV
TargetLaser=yes
Primary=120mmx
Secondary=none
Strength=600
CrateGoodie=yes
Armor=heavy
Turret=yes
TechLevel=4
Sight=6
Speed=5
Owner=GDI,NOD
Cost=1000
Points=60
ROT=5
Crusher=yes
SelfHealing=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

; Medium tank
[2TNK]
Name=Medium Tank
Category=AFV
TargetLaser=yes
Primary=120mm
Secondary=none
Strength=450
CrateGoodie=yes
Armor=heavy
Turret=yes
TechLevel=4
Sight=6
Speed=5
Owner=GDI,NOD
Cost=700
Points=60
ROT=5
Crusher=yes
SelfHealing=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

; Light tank
[1TNK]
Name=Light Tank
Category=AFV
TargetLaser=yes
Primary=75mm
Secondary=BikeMissle
Strength=300
CrateGoodie=yes
Armor=heavy
Turret=yes
TechLevel=4
Sight=6
Speed=4
Owner=GDI,NOD
Cost=500
Points=60
ROT=5
Crusher=yes
SelfHealing=yes
Crewed=yes
Passengers=3
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

copied from buggy
; Jeep
[JEEP]
Name=Jeep
Prerequisite=WEAP
Primary=RaiderCannon
Category=Recon
Strength=280
Armor=light
Turret=yes
IsTilter=yes
TechLevel=2
Sight=6
Speed=10
CrateGoodie=yes
Owner=Nod,GDI
Cost=500
Points=25
ROT=8
Passengers=2
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=3
DebrisTypes=TIRE
DebrisMaximums=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=10 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
EliteAbilities=CRUSHER
ImmuneToVeins=yes

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Banshee
Supreme Banshee


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

PostPosted: Tue Feb 11, 2003 1:38 am    Post subject: Reply with quote  Mark this post and the followings unread

Heavy Tank (3TNK) will have internal error if it doesnt have the art.ini code.

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curlupanddie
Combat Engineer


Joined: 01 Jan 2003
Location: USA

PostPosted: Tue Feb 11, 2003 3:41 am    Post subject: Reply with quote  Mark this post and the followings unread

but i do have a 3TNK code. i copied it from the mammoth

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Tue Feb 11, 2003 4:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

jeep doexn't work, no idea why, just doesn't.

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curlupanddie
Combat Engineer


Joined: 01 Jan 2003
Location: USA

PostPosted: Tue Feb 11, 2003 7:46 pm    Post subject: Reply with quote  Mark this post and the followings unread

ok so the jeep is trash...but y do i get an internal error for the tanks though?

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Tue Feb 11, 2003 9:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

ummm, same as Tyrane i think, no prequisite for the tanks, so their buildable, but the game doesn't know when to make them buildable so it tells you to f**k off in the politest way it knows how.

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curlupanddie
Combat Engineer


Joined: 01 Jan 2003
Location: USA

PostPosted: Tue Feb 11, 2003 9:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

u were right! the tanks work Very Happy thankyou.

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hellfire
Commander


Joined: 09 Jan 2003
Location: Canada

PostPosted: Tue Feb 11, 2003 10:08 pm    Post subject: Reply with quote  Mark this post and the followings unread

That's kinda wierd though since I have forgotten on many occasion's to put in prerequisites and it never bothered me just made em buildable as soon as the building that makes them was built

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Banshee
Supreme Banshee


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

PostPosted: Tue Feb 11, 2003 11:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

same here... because the default prerequisite is none.

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hellfire
Commander


Joined: 09 Jan 2003
Location: Canada

PostPosted: Wed Feb 12, 2003 12:37 am    Post subject: Reply with quote  Mark this post and the followings unread

Well if that fixes the prob then I guess I can't complain.

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