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SSTG's mod Questions and problems thread


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#61 SSTG

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Posted 01 April 2007 - 09:45 AM

Anyone know how to keep some weapons like the lunar laser from shooting aircraft? and how I can make tesla coils and prism tower become elite
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#62 Gaffel

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Posted 01 April 2007 - 11:29 AM

add Trainable=yes and ElitePrimary= to prism/tesla.
Remova AA=yes fro lunar projectile.

#63 Nighthawk

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Posted 02 April 2007 - 08:37 AM

Don't remove AA=yes from the LunarLaser's projectile. That projectile is used by other weapons too. Instead, copy and paste the [InvisibleAll] entry to a new one, and then remove the AA=yes, and change the [Lunarlaser]'s projectile entry to the new one.
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#64 SSTG

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Posted 02 April 2007 - 10:24 AM

Yea I made a new projectile entry that has no AA
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#65 SSTG

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Posted 03 April 2007 - 01:23 AM

ok I was working on this last night but no luck I'm trying to make a bio warhead with virus gas but I keep getting this weird clear yellowish gas doesn't really affect troops

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.

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#66 SSTG

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Posted 03 April 2007 - 04:26 AM

[BIOWH]
CellSpread=4
PercentAtMax=1
Verses=100%,100%,100%,100%,50%,50%,80%,150%,10%,100%,100%
InfDeath=8
Sparky=no
Tiberium=yes
AnimList=DEMTEXP
Poison=yes
Particle=GasCloudSys
ProneDamage=300% ; Gas concentrates at ground level

theres the code for the warhead
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#67 TX1138

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Posted 03 April 2007 - 06:20 AM

Particle systems override the burst tag :p
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#68 SSTG

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Posted 03 April 2007 - 12:35 PM

ok theres my flame tank problem out of the way just need to work out this virus gas bug
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#69 SSTG

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Posted 10 April 2007 - 03:15 AM

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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#70 Guest_Guest_Dracaveli_*_*

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Posted 10 April 2007 - 05:39 AM

u need to add in the animation for the gas, that yellowish gas also comes from a "gas" crate until u add in animation, I use the ones from TS

#71 Nighthawk

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Posted 10 April 2007 - 06:14 PM

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

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.
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#72 SSTG

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Posted 12 April 2007 - 08:29 AM

Ah that got it working now thanks I've worked out the virus bug too so yay bio missiles!
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#73 SSTG

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Posted 13 April 2007 - 08:17 AM

Ok this ones been stumping me for awhile I've tried getting the soviets to build their airpad BUT they just won't! and theres a IE I get after playing like about 10 minutes I think maybe caused by this
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#74 Nighthawk

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Posted 13 April 2007 - 10:27 AM

Does the Airpad have AIBuildThis=yes on it? Also, check that it has AIBasePlanningSide=1, and that all the countries that are meant to build it are in the Owner line.
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#75 SSTG

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Posted 13 April 2007 - 11:33 AM

AH FINALLY thats been bugging me for months thanks for that!
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#76 SSTG

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Posted 16 April 2007 - 10:15 AM

Ok I got a werid bug happen while I was adding new elite weapons to my new units

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.

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#77 Nighthawk

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Posted 16 April 2007 - 04:19 PM

Try adding Explodes=yes and a DeathWeapon. I don't know why, since it's not an AircraftType, but it may be trying to use the Secondary= as a death weapon, and that doesn't work with lasers.

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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#78 OmegaBolt

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Posted 16 April 2007 - 04:48 PM

You've also got "PRISMSHELLP" as elite primary instead of "PRISMSHELLPE"...

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#79 SSTG

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Posted 17 April 2007 - 01:19 AM

Ah that got it working now thanks

EDIT wait it still happens just if I take a abrams tank near the enemy base and it get blown up it exits the program I think I'll try changing the ini code for it

that solved it yay!

Edited by SSTG, 17 April 2007 - 06:55 AM.

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#80 SSTG

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Posted 17 April 2007 - 11:42 AM

is it possible to use a Voxel system missile for the cluster missile?
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