SSTG's mod Questions and problems thread
#47
Posted 19 March 2007 - 01:07 PM
i chucked in the hind, put in a new model
2 parts with animation
but now
odd thing is
rotors still dont turn
now i havnt modded for ohh wat 2 years now so, any1 see problem ?
I will see you in 0% light
I will hunt you down
#48
Posted 20 March 2007 - 11:53 AM
its selectable using any side even though the country owners are only the allies
and still a noob on HVA editing but the battleships barrels are set to the position but every time it move they jerk up above the turret
EDIT solved the chrono prison problem just did'nt have a allied war factory prequiste
Edited by SSTG, 21 March 2007 - 03:00 AM.
#50
Posted 21 March 2007 - 06:35 AM
Realism is so overrated it isn't even funny. You already know what happens in reality, how is that entertaining...?
#52
Posted 21 March 2007 - 08:19 AM
World Domination Status: ▾2.7%
#53
Posted 21 March 2007 - 09:53 AM
that wasn't in my art entry so thats not affecting it
Not in the art entry, the rules entry!
;Soviet Dreadnought [DRED] UIName=Name:DRED Name=Dreadnought Prerequisite=NAYARD,NATECH Primary=DredLauncher CanPassiveAquire=no; Won't try to pick up own targets Spawns=DMISL SpawnsNumber=2 SpawnRegenRate=80 SpawnReloadRate=0; missile spawn don't come back NoSpawnAlt=yes; alternate voxel for out of spawns: xxxxWO (DREDWO) FireAngle=32 <--------<---------<---------<--------- Remove this tag from your battleship entry ToProtect=yes Category=Support Strength=800 Naval=yes Armor=heavy TechLevel=6 Sight=7 Speed=4 CrateGoodie=no Owner=Russians,Confederation,Africans,Arabs AllowedToStartInMultiplayer=no Cost=2000 Soylent=1000 Turret=no Points=100 Weight=4 ROT=1 Crusher=no;gs yes Crewed=no ;OmniFire=yes;GEF moved to weapon IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenSovWaterSelect VoiceMove=GenSovWaterMove VoiceAttack=GenSovWaterAttackCommand VoiceFeedback= DieSound= SinkingSound=GenLargeWaterDie MoveSound=DreadnoughtMoveStart Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1} SpeedType=Float MovementZone=Water ThreatPosed=25; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF TooBigToFitUnderBridge=true GuardRange=10 ;BuildLimit=1 Size=50
Trust me, I had the same problem with my battleship code
Edited by TX1138, 21 March 2007 - 09:55 AM.
Realism is so overrated it isn't even funny. You already know what happens in reality, how is that entertaining...?
#57
Posted 22 March 2007 - 10:44 AM
Realism is so overrated it isn't even funny. You already know what happens in reality, how is that entertaining...?
#58
Posted 22 March 2007 - 11:15 AM
Ok I found a IE I dunno if its the spy plane or something I added when I tried to get soviet AI to make the airpad so it can do mig strikes and tank drops but one with the spy plane while I'm playing as a soviet country I use the spy plane I dunno if it happens randomly or every time I move the mouse to the mini map while its going but I get a IE I dunno if its affecting my airpad code just working on that now or not though
all I did to the spy plane is pretty much renamed a jet voxel and hva as spyp to override the propeller one
I think it was the spyplane that was giving the error
EDIT
ok doing a few runs it seems the it gets the error if cuba uses the spyplane I dunno why though maybe it had something to do with the V3 veteran setting or something
Edited by SSTG, 22 March 2007 - 12:35 PM.
#59
Posted 26 March 2007 - 12:56 AM
#60
Posted 28 March 2007 - 06:31 AM
Edited by SSTG, 28 March 2007 - 06:33 AM.
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