SSTG's mod Questions and problems thread
#242
Posted 18 November 2007 - 10:44 PM
[ZEP]
UIName=Name:ZEP
Name=Kirov Airship
Prerequisite=NAWEAP,NATECH
Primary=BlimpBomb
Strength=1600
Category=AirPower
Armor=medium
TechLevel=10
Sight=8
RadarInvisible=no
MoveToShroud=yes
BalloonHover=yes ; ie never land
OmniFire=yes ;GEF moving to weapon
Speed=10
JumpjetSpeed=14 ;params not defined use defaults (old globals way up top called Jumpjet controls)
JumpjetClimb=18 ; SJM increased from 2 so Kirov can get out of factory before doors close
JumpjetCrash=18 ; Climb, but down
JumpJetAccel=10
JumpjetHeight=750
JumpjetWobbles=.01 ; ! value of zero stop wobbles? NO! Wobbles of zero means div by 0 crash. "How many wobbles would you like?" "0" "You must have wobbles!!! I kill you!"
JumpjetDeviation=.2
JumpjetNoWobbles=no ; Really small numbers on two lines above don't actually slow down the wobbling since it is the amplitude of a sinusoidal curve
Crashable=yes ; JJ plummets down like aircraft
PitchSpeed=.9
PitchAngle=0
Owner=Russians,Confederation,Africans,Arabs,Nkorea,China
Cost=2000
Soylent=2000
Points=100
ROT=10
SpeedType=Hover
Crewed=no
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=14
IsSelectableCombatant=yes
VoiceSelect=KirovSelect
VoiceMove=KirovMove
VoiceAttack=KirovAttackCommand
VoiceFeedback=
VoiceCrashing=KirovVoiceDie
DieSound=
CrashingSound=KirovDie
ImpactLandSound=KirovCrash
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;Jumpjet
MovementZone=Fly
ThreatPosed=30 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=Dummy ;Taking off
AuxSound2=Dummy ;Landing
AllowedToStartInMultiplayer=no
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
SelfHealing=Yes
MoveSound=KirovMoveLoop
ElitePrimary=BlimpBombE
Parasiteable=no
Size=50
Bunkerable=no; Units default to yes, others default to no
DeployToLand=yes
JumpJet=yes
HoverAttack=yes
JumpJetTurn=yes
#245
Posted 20 November 2007 - 02:08 AM
Checked it out though the soviets build alot of tesla reactors and one nuke plant isn't bad but it clutters up the base wondering if theres away around this
also want to make it build more base defenses and war factories and possibly more conyards for more of a challenge
The war factories are cloned but the AI still doesn't build them though its building 2 refinerys
and I got an IE with my jets they don't land and stay they just keep jumping off the pad and after a order like attack an IE occurs
Edited by SSTG, 20 November 2007 - 02:16 AM.
#246
Posted 20 November 2007 - 03:04 AM
Can you post the codes for the jet and possibly its weapon?
#247
Posted 20 November 2007 - 03:13 AM
its with all the planes though I have'nt checked with the harrier just my MiG and my Stealth bomber
I'll check my black eagle and harrier and see if they're having the same problem
#248
Posted 20 November 2007 - 04:15 AM
Another bug just occurred when I'm loading up yuri/3rdside it gives me an I/E I was trying to fix up my tech tree since I can't seem to build the battle lab
EDIT
3rd side error Fixed it was that GUI thing when I put the soviet side bar in
Edited by SSTG, 20 November 2007 - 07:51 AM.
#249
Posted 25 November 2007 - 09:36 AM
Generally basic stuff but yea been needing to post up progress anyways since I can't seem to get this mod hosted here
Demo trucks and upgraded Demo truck (replaces normal demo truck when nuke reactor is built) and spy have custom cursors.
Grenadiers have new SHP replacing the TS disc thrower which now is the flame thrower troop with edited sequences they also can clear garrison buildings.
Paratroopers have more types of troops when used
example
soviets get 6 conscripts 3 grenadiers and 3 tesla troopers
MRLS may have a change of weapon I wanted a ww2 style katyusha MRLS with a barrage of missiles for this unit but an idea for a v3 weapon launcher maybe for a better seige weapon still in construction.
Laser storm weapon may change to a fire SW with cluster logic other than Weather storm SW due to only one weather storm weapon can be fired at anytime. Depends if AI can use this SW or not.
Mirage tanks can disguise as any terrain object odd I know but makes it more useful to urban maps
#251
Posted 26 November 2007 - 12:15 PM
[ALLIED RECON]
aside from the 2 we saw with the mech units there are 3 new troops are with them though theres only one of the black coated soldier bringing us to the conclusion that he is leading the assault.
#252
Posted 26 November 2007 - 05:10 PM
It is possible, but only the first infantry in the AnimToInfantry list will be 'owned'. If you use animations that spawn other infantry added to that list, they will be created as neutral infantry.I'm just exploring the mutate WH and the Npatch inf death thing is it possible to make more mutate WHs that create different infantry
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#253
Posted 26 November 2007 - 10:05 PM
It is possible, but only the first infantry in the AnimToInfantry list will be 'owned'. If you use animations that spawn other infantry added to that list, they will be created as neutral infantry.I'm just exploring the mutate WH and the Npatch inf death thing is it possible to make more mutate WHs that create different infantry
I've seen it on this site: http://www.modenc.re...ts.com/Mutation to have more than one player owned infantry, hope this help!
#254
Posted 26 November 2007 - 10:48 PM
Been looking around for this but still can't find the effect the wave effect after the psychic dominator and ion cannon create when they hit the ground
And FINALLY got that issue with the warfactory clone it was the aiplanning side had wrong settings on it
Might add more stuff now
Also wondering I got a crash and checking the except it says its ran out of stack does anyone what it caused by?
Edited by SSTG, 27 November 2007 - 04:55 AM.
#256
Posted 29 November 2007 - 06:38 AM
Ok I think I know the problem I put a upgrade on both the soviet and allied airpads and the planes might be thinking its unlandable because of it
Edited by SSTG, 29 November 2007 - 07:57 AM.
#257
Posted 29 November 2007 - 08:43 AM
the landing problems usually are wrong landing coordinates in my experience...
so if even 1 landing offset tells it land on the actual structure bit even slightly instead of that landable bib it tends to keep landing and taking off...
EAApoc wrote:
The only written law in a C&C game I ever saw is please Mr.Developer make it fun and give me a lot of **** to explode, o and don't you ever get another soul to play Kane but Joe Kucan. Aside from those two rules, all bets are off =) hehe
-APOC
#258
Posted 29 November 2007 - 12:38 PM
Ok after doing some testing with the allied support pad building and Npatch alt prerequisite logic the harriers and stealth bombers have no problems so it must be the soviet and allied airpads coding might just copy paste the support pads coding and just add the SW they had before
Edited by SSTG, 29 November 2007 - 01:26 PM.
#259
Posted 30 November 2007 - 01:45 AM
Also having a art problem with my terrorist I got the jetski version and everytime it stops I get a no wet idle heres the sequence
[TerroristSequence]
Ready=0,1,1
Guard=0,1,1
Prone=0,1,1 ;No Crawls can't crawl, but spy needs this listing
Walk=8,6,6
;FireUp=116,6,6
Down=8,2,6 ;No Crawls can't crawl, but spy needs this listing
Crawl=8,6,6 ;No Crawls can't crawl, but spy needs this listing
Up=8,2,6 ;No Crawls can't crawl, but spy needs this listing
;FireProne=116,6,6 ;No Crawls can't crawl, but spy needs this listing
Idle1=56,15,0,S
Idle2=71,15,0,E
Swim=189,5,6
WetIdle1=189,1,6,S
WetIdle2=189,1,6,E
Die1=86,15,0
Die2=101,15,0
Die3=0,1,1
Die4=0,1,1
Die5=0,1,1
Paradrop=179,1,0
Cheer=180,8,0,E
FireUp=164,6,6
FireProne=164,6,6
Deploy=164,15,0
Panic=8,6,6
EDIT
uploaded pic to state my problem
Edited by SSTG, 30 November 2007 - 11:22 AM.
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