SSTG's mod Questions and problems thread
#62
Posted 01 April 2007 - 11:29 AM
Remova AA=yes fro lunar projectile.
#63
Posted 02 April 2007 - 08:37 AM
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#65
Posted 03 April 2007 - 01:23 AM
Oh yea and can a particle system and a radiation code logic work on the same WH cause I planned to make a custom anthrax radiation on rockpatch
and I'm tying to make my flame tank fire through both out its pipes but I used the code from the flame tower on YRarg but it only comes out of one pipe even if I put burst=2
Edited by SSTG, 03 April 2007 - 01:50 AM.
#67
Posted 03 April 2007 - 06:20 AM
Realism is so overrated it isn't even funny. You already know what happens in reality, how is that entertaining...?
#70 Guest_Guest_Dracaveli_*_*
Posted 10 April 2007 - 05:39 AM
#71
Posted 10 April 2007 - 06:14 PM
They're not hardcoded, I have both Soviet and Yuri Cloning Vats in my mod, just don't call the Soviet one NACLON, as that's the Yuri one. Surely any building with Cloning=yes, something for ExitCoord and a respective GDI/NOD/YuriBarracks tag will work as a Cloning Vat.I'm just wondering if the cloning vats are hard coded so theres only one available for one side in the game I tried cloning one so I could give back one to the soviets but it won't appear I made sure its there
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#74
Posted 13 April 2007 - 10:27 AM
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#76
Posted 16 April 2007 - 10:15 AM
when my abrams tank gets destroyed it crashes the game for some bizarre reason
heres the code
[ABRM]
UIName=Name:ABRM
Name=Abrams tank
Image=ABRM
Prerequisite=GAWEAP,GATECH
Primary=PRISMSHELLP
Secondary=PLASER
Strength=500
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
Crusher=yes
TooBigToFitUnderBridge=true
TechLevel=7
Sight=8
Speed=5
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance,NewZealand
RequiredHouses=Americans
AllowedToStartInMultiplayer=no
Cost=1500
Soylent=700
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=Abramsel
VoiceMove=Abrammov
VoiceAttack=Abramatt
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=GrizzlyTankMoveStart
CrushSound=TankCrush
MaxDebris=2
; origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5}
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Destroyer ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Normal
ThreatPosed=15 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
OpportunityFire=yes
ElitePrimary=PRISMSHELLP
BuildTimeMultiplier=1.5;Individual control of build time
[PRISMSHELLP]
Damage=90
ROF=65
Range=5.75
Projectile=Cannon
Speed=40
Warhead=PRISMSHELLWH
Report=RhinoTankAttack
Anim=GUNFIRE
Bright=yes
[PRISMSHELLPE]
Damage=100
ROF=65
Range=5.75
Projectile=Cannon
Speed=40
Warhead=PRISMSHELLWH
Report=TankDestroyerAttack
Anim=GCMUZZLE
Bright=yes
[PLASER]
Damage=25
ROF=20
Range=7
Projectile=InvisibleAllA
Speed=40
Report=LaserCosmoAttack
Warhead=PLASERWH
Bright=yes
IsHouseColor=true
LaserOuterSpread= 0,0,0
LaserDuration = 15
IsLaser=true ; this flag tells the game to use the special laser draw effect
Burst=2
Also looking for the projectile that give the prism tank that multiblast thing when its beam hits once its elite and how can I speed up the veteran to elite thing if possible my towers and defense gun are very slow at getting promoted
Edited by SSTG, 16 April 2007 - 10:22 AM.
#77
Posted 16 April 2007 - 04:19 PM
On the Prism Tank's jumping laser, that's the result of Shrapnel weapons. Add the tag ShrapnelWeapon=<weapon name here> and ShrapnelCount=<num of spawned shrapnel weapons> to the projectile of your weapon. Shrapnel Weapons however must be attached to a dummy unit (that's why we have the XCOMET unit in the rules file). If you want the Prism Tank's shrapnel, then this is the code needed:
ShrapnelWeapon=SuperCometFragment ShrapnelCount=5
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