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#21 VK

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Posted 14 August 2007 - 09:48 AM

It dont work at all

read nearest lines :p

You must also have 'LaserSize=*' for that tag to work

default value is 0, which means default (original YR) laser width.
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#22 Gaffel

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Posted 14 August 2007 - 01:17 PM

This is my weapon:
[SSSPrismShot]
Damage=100
ROF=80
Range=9
Speed=100
Projectile=SPrismShotEP
Warhead=SPrismWarhead
IsHouseColor=true
LaserOuterSpread=370,350,350
LaserDuration=25
IsLaser=true
Report=PrismTowerAttack
;IsBigLaser=yes
IsBigLaser=true
LaserSize=5

Edited by Gaffel, 14 August 2007 - 01:17 PM.


#23 VK

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Posted 14 August 2007 - 08:16 PM

And what is wrong?

1)Be sure what you really have NP installed
2)try change LaserSize up to 10 for example
3)try to remove IsBigLaser
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#24 Gaffel

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Posted 15 August 2007 - 01:27 PM

And what is wrong?


LaserSize work fine but not support beam like orginal prism tower. NP help said that it would work if IsBigLser is set to true.

#25 Medusa

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Posted 15 August 2007 - 02:35 PM

NPatch or RP1.10 both messes up the versus system, like strangely, you can't have a Versus= or EVersus= more than 100% or it won't work for some reason. I noticed this when [Fire] warhead no longer kills infantries with Armor=none quickly even when it has the versus as 600% ;)
They shall perish...

#26 Blade

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Posted 15 August 2007 - 05:23 PM

It is a problem as it drastically alters the allowable range between what damage is done to what armor.

#27 VK

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Posted 16 August 2007 - 03:31 PM

NPatch or RP1.10 both messes up the versus system, like strangely, you can't have a Versus= or EVersus= more than 100% or it won't work for some reason. I noticed this when [Fire] warhead no longer kills infantries with Armor=none quickly even when it has the versus as 600%

this doesn't prove anything...for example, do you know, that damage have real limit?
in anyway I will test it tomorrow.

LaserSize work fine but not support beam like orginal prism tower. NP help said that it would work if IsBigLser is set to true.

you didn't understand it. if you have IsBigLaser=yes, only current laser changed (no support beams)
it become more wide.
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#28 Gaffel

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Posted 16 August 2007 - 04:18 PM

you didn't understand it. if you have IsBigLaser=yes, only current laser changed (no support beams)
it become more wide.


ok. But you should remove this sentece in the help:

IsBigLaser=[bool]. If you set it to yes, you will have the same effect as prism tower laser with support beams

right?

#29 VK

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Posted 18 August 2007 - 08:36 PM

ok. But you should remove this sentece in the help:

not. why I should remove it?

you will have the same effect as prism tower laser with support beams

the same effect, like if this laser on prism tower and near it another prism towers.
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#30 blackheartstar

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Posted 19 August 2007 - 05:29 PM

What he is saying is if a Prism tower fires independant of other prism towers the beam is small, and if multible support beams help the fireing prism tower the beam itself becomes larger(bigger) and is also the effect of IsBigLaser=

Edited by blackheartstar, 19 August 2007 - 05:29 PM.


#31 Guest_Guest_*

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Posted 20 August 2007 - 09:26 PM

Well this IE appears randomly besides the ones that don't have IE messages recently this IE appeared about a few minutes while I was testing the soviet side



So the random IEs are still there from RP1.10?

Seriously, fix this before you do anything else- I'd prefer a working mod to a few new features I might not use.

#32 Medusa

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Posted 20 August 2007 - 11:20 PM

this doesn't prove anything...for example, do you know, that damage have real limit?
in anyway I will test it tomorrow.


Maxed out damage you say? I've noticed that...
Here's the codes I've worked with, pay attention to commented out sections:

[ArmorTypes];Started from RP1.10
1=robot_light
2=robot_medium
3=robot_heavy
4=shield_1
5=shield_2
;Armor index is now none,flak,plate,light,medium,heavy,wood,steel,concrete,special_1,special_2 plus the new armors.

[MAC]
Damage=400;100; Original damage
ROF=60;This invokes with the MaxEC in the particle section
Range=8
Speed=1
Projectile=InvisibleHigh
Warhead=AntiMaterial
Report=GrandCannonAttack
IsRailgun=true
AttachedParticleSystem=SmallRailgunSys
Anim=VTMUZZLE
OccupantAnim=VTMUZZLE
RevealOnFire=no
Bright=true

[AntiMaterial]
;Verses=200%,200%,200%,88%,78%,68%,85%,78%,70%,200%,100%
;EVerses=90%,80%,70%,100%,90%; These are original values
Verses=50%,50%,50%,22%,17%,20%,22%,19%,17%,50%,25%
EVerses=20%,18%,17%,25%,28%; Lowered values for maximum rocking effect with Rocker=yes
InfDeath=2
Rocker=yes; This might be the problem
Wall=yes
WallAbsoluteDestroyer=yes
Wood=Yes
AnimList=BVYSMEXP
ProneDamage=95%
Bright=true
CLDisableGreen=yes

Old issues (With commented out codes):
1. [MAC] has Damage=100 and Warhead=Antimaterial, against [E1] with Strength=125 and Armor=none, the warhead does 200% so the weapon should instantly kill [E1], but instead it does only 100 damage so it takes two shots.
2. Same weapon against [ROBO] with Strength=180 and Armor=robot_heavy, the warhead does 70% so should take three shots to kill it, but it's an instant kill. :rolleyes:

New issues (Now with the new codes):
1. Same as issue one with old issue, but this time [MAC] does the damage of 400 and has 50% verses against Armor=none, expects damage of 200, it works, instantly kills [E1].
2. This time against [MTNK] with Strength=355 and Armor=heavy, warhead does 20% damage against it so should do a damage of 80, but it instantly destroys [MTNK].
3. Target is [GAPILL] with Strength=400 and Armor=steel, warhead should do only 19% damage so should only do a damage of 76, but it does full damage and destroys [GAPILL] in one shot... :blink:

So I guess the problem with the vehicle is with the Rocker=yes, high weapon damage of 400 and a low verses, as the vehicle is likely to be flipped by such damage. But that's proven wrong by the pillbox (GAPILL). Then the new armor system does have its limits! :blink:
They shall perish...

#33 Daz

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Posted 21 August 2007 - 10:13 AM

I've just had an internal error on game load (whilst showing GLSMD).
Attached is the except.txt.

It's likely this was caused by my mod in some way (possibly something that worked in RP1.08 that has changed since then?), but it might be a bug too.

#34 Gamemate

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Posted 22 August 2007 - 02:34 PM

I get IE on load screen for skirmish, this did not happen with NP, started with NP SE. Only thing I can find that has changed since NP that is listed as important is MenuColour. Already changed that part. YR does not give any IE so it is something with my code that is no longer compatible.

Except text attached.

Edit: Changed back to default RA2 dropdown colours and no more IE.

Attached Files


Edited by Gamemate, 22 August 2007 - 03:18 PM.

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#35 VK

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Posted 23 August 2007 - 04:00 PM

@Medusa: Are you test it in NPSE?
My last test MTNK to GACNST works fine.
I will try your settings.

I've just had an internal error on game load (whilst showing GLSMD).

I will check it.

I get IE on load screen for skirmish, this did not happen with NP, started with NP SE. Only thing I can find that has changed since NP that is listed as important is MenuColour. Already changed that part. YR does not give any IE so it is something with my code that is no longer compatible.

Except text attached.

Edit: Changed back to default RA2 dropdown colours and no more IE.

something can be wrong with new combobox colors system I think.
Please show your [Colors] section here.
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#36 Dracaveli

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Posted 24 August 2007 - 12:54 AM

this doesn't prove anything...for example, do you know, that damage have real limit?
in anyway I will test it tomorrow.


Maxed out damage you say? I've noticed that...
Here's the codes I've worked with, pay attention to commented out sections:

[ArmorTypes];Started from RP1.10
1=robot_light
2=robot_medium
3=robot_heavy
4=shield_1
5=shield_2
;Armor index is now none,flak,plate,light,medium,heavy,wood,steel,concrete,special_1,special_2 plus the new armors.

[MAC]
Damage=400;100; Original damage
ROF=60;This invokes with the MaxEC in the particle section
Range=8
Speed=1
Projectile=InvisibleHigh
Warhead=AntiMaterial
Report=GrandCannonAttack
IsRailgun=true
AttachedParticleSystem=SmallRailgunSys
Anim=VTMUZZLE
OccupantAnim=VTMUZZLE
RevealOnFire=no
Bright=true

[AntiMaterial]
;Verses=200%,200%,200%,88%,78%,68%,85%,78%,70%,200%,100%
;EVerses=90%,80%,70%,100%,90%; These are original values
Verses=50%,50%,50%,22%,17%,20%,22%,19%,17%,50%,25%
EVerses=20%,18%,17%,25%,28%; Lowered values for maximum rocking effect with Rocker=yes
InfDeath=2
Rocker=yes; This might be the problem
Wall=yes
WallAbsoluteDestroyer=yes
Wood=Yes
AnimList=BVYSMEXP
ProneDamage=95%
Bright=true
CLDisableGreen=yes

Old issues (With commented out codes):
1. [MAC] has Damage=100 and Warhead=Antimaterial, against [E1] with Strength=125 and Armor=none, the warhead does 200% so the weapon should instantly kill [E1], but instead it does only 100 damage so it takes two shots. :p





add

Culling=yes to the warhead



#37 Medusa

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Posted 24 August 2007 - 04:44 AM

add Culling=yes to the warhead
[/size]


Not exactly that... Would be overpowered. But good suggestion.
They shall perish...

#38 Gamemate

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Posted 24 August 2007 - 10:13 AM

something can be wrong with new combobox colors system I think.
Please show your [Colors] section here.


It is fixed, was my error :p It works just fine, sorry about that.
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#39 Daz

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Posted 24 August 2007 - 01:07 PM

I've just had an internal error on game load (whilst showing GLSMD).

I will check it.


Cheers, let me know if you find anything.

#40 VK

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Posted 24 August 2007 - 07:14 PM

Cheers, let me know if you find anything.
It is fixed, was my error It works just fine, sorry about that.

I found some errors in code, so NPSE #0019 available!
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