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SSTG's mod Questions and problems thread


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#221 L0N3 W0LF

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Posted 19 October 2007 - 04:34 PM

Its basically pretty easy to make a new gui... you can recolour an existing one to fit your mod... i would do it for you (would take about a week max) but ... sorry ... im in the middle of a cambridge and i get about 5 minutes in 3 hours to sit infront of my Core2Duo...

Then Again...If you still need a gui by 15 November... i'll be more than happy to help you out... just give me a PM or email me...

BTW... io hav a little question for you... in your Avatar.. is that IronHide from Transformers The Movie?....

Edited by L0N3 W0LF, 19 October 2007 - 04:36 PM.

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#222 SSTG

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Posted 19 October 2007 - 11:34 PM

Well I do have a GUI planned for my 3rd side since yuris being replaced but that can be done any time in no hurry to get that done

And my avatar is Blackout from the Transformers movie the helicopter

Edited by SSTG, 19 October 2007 - 11:34 PM.

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#223 SSTG

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Posted 03 November 2007 - 01:03 AM

Since Migeater released propeller versions of the cargo planes etc anyone know how I can change the voxels for the player say if your playing soviet you get soviet coloured planes or allied coloured if your allied player

So far my tank drops the only one with a different cargo plane since it was a custom SW
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#224 Medusa

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Posted 03 November 2007 - 02:29 AM

Since Migeater released propeller versions of the cargo planes etc anyone know how I can change the voxels for the player say if your playing soviet you get soviet coloured planes or allied coloured if your allied player

So far my tank drops the only one with a different cargo plane since it was a custom SW

I don't know if its possible for different paradrop planes according to sides if they are the same SW...
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#225 SSTG

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Posted 03 November 2007 - 02:56 AM

Might just have to restrict it to custom SW
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#226 Mig Eater

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Posted 03 November 2007 - 09:01 AM

Each SW can only have one plane custom or not.


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#227 SSTG

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Posted 07 November 2007 - 09:29 AM

just 2 things

got the prerelease allied buildings in though the power build kinda gets over lapped incorrectly

and how do I make helicopters fly nonstop like the seigechopper

yea they're noob questions ^_^

Edited by SSTG, 07 November 2007 - 09:29 AM.

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#228 Jeeves

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Posted 07 November 2007 - 09:34 AM

like the seigechopper

Think they're the key words there... Try looking at the seigechopper code

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#229 SSTG

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Posted 07 November 2007 - 09:55 AM

That I've already had done though no change I'll look again I'm probably wrong
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#230 imarafan

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Posted 07 November 2007 - 12:10 PM

HOLAS: ™

i didnt understand (damn english lack >_<) so i'm going to assume you are talking about the props or the landing

1) for the props

if the helicopter has a turret... try turretspins=yes

if not... i just copy-pasta some siege chopper tags that aren't in my copter and it works O_o


2) for the landing

ballonhover=yes ?


EDIT: notice i maybe misspelled the tags... but i think you are going to get the idea

Edited by imarafan, 07 November 2007 - 12:10 PM.

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#231 SSTG

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Posted 11 November 2007 - 02:14 AM

I've come up with a brilliant idea which could work depending if the airstrike weapon Boris uses can be duplicated into another weapon with a different aircraft or is it hardcoded so only one flare weapon works

though if it works I may have to make a tutorial on it or something

I'm not saying what it is though! its a secret

also wondering what the nonhelicopter plane logic is about?

Edited by SSTG, 11 November 2007 - 02:17 AM.

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#232 Jeeves

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Posted 11 November 2007 - 04:35 AM

There are tutorials explaining how to make airstrike weapons ala Boris.
Post your idea if it still seems new and clever :thumbsupsmiley:
No idea what you mean by the non-heli plane stuff though.

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#233 SSTG

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Posted 11 November 2007 - 05:04 AM

my idea may beable to recreate the spectre gunship from generals depending if it works though

the nonheliplane logic I found on Npatch is it how kirovs float up and down?
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#234 SSTG

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Posted 11 November 2007 - 06:30 AM

Ok its almost works though I may have to explain my idea

it was simple really just have the fire SW fire the flare weapon making a cargo plane with a limited amount of ammo fly and encircle the target

the weapon would be a heavy shell gun like the specter gunship

Scatter big cellspread blast for warheads

Though I dunno if the flare gun works correctly yet

Edited by SSTG, 11 November 2007 - 06:30 AM.

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#235 Nighthawk

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Posted 11 November 2007 - 11:38 AM

The 'non-helicopter plane logic' is very badly named. Its correct name should be 'Non-VTOL aircraft'. It means that your plane will take off and land like a regular plane, or aircraft in RA1.
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#236 SSTG

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Posted 18 November 2007 - 02:41 AM

Ok kinda stuck on 2 things

My Copter is staying off the ground though the rotor doesn't move whiles its idle also I got the same problem with my kirov and its blades

and I'm trying to get the blimp the bob up and down in the air as well.

Would I need to edit the HVA for that?

and meaning to ask about something I noticed the Conyards had a 4th animation thats disabled the one with their destroyed animations just wondering if I did enable them if theres anything thats wrong with the code or the animations themselves

Edited by SSTG, 18 November 2007 - 03:29 AM.

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#237 EcclairLS

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Posted 18 November 2007 - 03:30 AM

we have the same prob on the copter.. still finding the answer though....

and what do you mean about the blimp bob up and down??
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#238 SSTG

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Posted 18 November 2007 - 04:01 AM

Some of the mods I've seen have kirovs floating tilting up and down not just looking like its stuck in the air

Also was doing that mirage tank tutorial from deezire after doing it the tanks unable to target trees or anything and change

Mirage Tank
[MGTK]
UIName=Name:MGTK
Name=Mirage Tank
Image=RTNK
Prerequisite=GAWEAP,GATECH
DisguiseWhenStill=yes;gs I can no longer pick a disguise nor deploy
Primary=TankMakeupKit
Secondary=MirageGun
;IsSimpleDeployer=yes ;gs yeah for alpha date rewrite!
;OmniFire=yes
Strength=200
Category=AFV
Armor=light
Turret=no
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=9
Sight=9
Speed=7
CrateGoodie=yes
Owner=British,French,Germans,Americans,Alliance,NewZealand
Cost=1000
Soylent=1000
Points=25
ROT=5
IsSelectableCombatant=yes
CanDisguise=yes
CanApproachTarget=no ; gs 9/15 Re-put in. But now this will not apply to an Attack Mission. Best of both worlds, and Dustin kicks butt
;CanRetaliate=no ; thought about this one too. Don't need it since first shot will disguise as the bad guy and then you can keep shooting, and he'll keep shooting since you don't detach on disguise
;CanPassiveAquire=no ; not essential, but might not want it giving away position
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=MirageTankSelect
VoiceMove=MirageTankMove
VoiceAttack=MirageTankAttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=MirageTankMoveStart
MaxDebris=2
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=15 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys;gs the sparks look cool, but the smoke gives it away too easily ,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
AllowedToStartInMultiplayer=no
EliteSecondary=MirageGunE
CrushSound=TankCrush


[TankMakeupKit] ; Mirage tank's version since he targets different things
Damage=1
ROF=100
Range=-2 ; infinite
Projectile=Invisible
Speed=100
FireOnce=yes ; Firing clears TarCom so only one shot is fired
Warhead=TankSnapshot
RevealOnFire=no ; Doesn't clear shroud when fired
TerrainFire=yes ; I get an attack cursor on Trees and rocks.
Report=MirageTankDisguise

[TankSnapshot]
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0% ; the weapon that was this warhead has TerrainFire
MakesDisguise=yes

heres the code for it though it can't target trees or anything with tankmakeup

Edited by SSTG, 18 November 2007 - 04:29 AM.

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#239 Apollo

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Posted 18 November 2007 - 06:51 AM

Some of the mods I've seen have kirovs floating tilting up and down not just looking like its stuck in the air

Also was doing that mirage tank tutorial from deezire after doing it the tanks unable to target trees or anything and change

heres the code for it though it can't target trees or anything with tankmakeup


Ah, my mod would be one of those... its just Jumpjet controls adjustment, play with'em..omit a few etc and it would begin go up and down but keep in mind..this exposes it to overlapping other voxels in flight. :good:

as for spinning rotors..like one said about siege chopper..just one tag from it and your rotors will spin forever

DeployToLand=yes

i know you think literally now that since tag says deploy to land..it allows it to land with deploy if i put that, but it won't when you don't have an UnloadingClass= to deploy into, while of course i have used it to allow them to land for repair vehicle repairing but this wont work for any transport choppers so dont waste time trying that.

Tag just makes sure game thinks chopper isn't landed when its in idle state (not being commanded to) and only when landed(deploy) should its rotors stop.

as for Mirage disguise system enabling i think you needed to remove DisguiseWhenStill=yes as I'vw had that system working before but then it allows not just trees to be targeted so be warned...

also please use the "Code" box feature of the forum to post your code more neatly :p
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#240 SSTG

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Posted 18 November 2007 - 08:49 AM

Ok that fixed the copters they fly fine now Just needed to add BalloonHover=yes as well to keep it in the air still working on that floating thing with the kirov though

Just a random screenie I got an funny idea to try tomorow for a Sig pic
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Edited by SSTG, 18 November 2007 - 08:50 AM.

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