read nearest linesIt dont work at all
default value is 0, which means default (original YR) laser width.You must also have 'LaserSize=*' for that tag to work
Posted 14 August 2007 - 09:48 AM
read nearest linesIt dont work at all
default value is 0, which means default (original YR) laser width.You must also have 'LaserSize=*' for that tag to work
Posted 14 August 2007 - 01:17 PM
Edited by Gaffel, 14 August 2007 - 01:17 PM.
Posted 14 August 2007 - 08:16 PM
Posted 15 August 2007 - 01:27 PM
And what is wrong?
Posted 15 August 2007 - 02:35 PM
Posted 15 August 2007 - 05:23 PM
Posted 16 August 2007 - 03:31 PM
this doesn't prove anything...for example, do you know, that damage have real limit?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%
you didn't understand it. if you have IsBigLaser=yes, only current laser changed (no support beams)LaserSize work fine but not support beam like orginal prism tower. NP help said that it would work if IsBigLser is set to true.
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.
right?IsBigLaser=[bool]. If you set it to yes, you will have the same effect as prism tower laser with support beams
Posted 18 August 2007 - 08:36 PM
not. why I should remove it?ok. But you should remove this sentece in the help:
the same effect, like if this laser on prism tower and near it another prism towers.you will have the same effect as prism tower laser with support beams
Posted 19 August 2007 - 05:29 PM
Edited by blackheartstar, 19 August 2007 - 05:29 PM.
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
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.
Posted 21 August 2007 - 10:13 AM
Posted 22 August 2007 - 02:34 PM
Edited by Gamemate, 22 August 2007 - 03:18 PM.
Posted 23 August 2007 - 04:00 PM
I will check it.I've just had an internal error on game load (whilst showing GLSMD).
something can be wrong with new combobox colors system I think.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.
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.
Posted 24 August 2007 - 04:44 AM
add Culling=yes to the warhead
[/size]
Posted 24 August 2007 - 01:07 PM
I will check it.I've just had an internal error on game load (whilst showing GLSMD).
Posted 24 August 2007 - 07:14 PM
I found some errors in code, so NPSE #0019 available!Cheers, let me know if you find anything.
It is fixed, was my error It works just fine, sorry about that.
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