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NPAE feedback thread


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#61 Gangster

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Posted 27 February 2008 - 07:39 AM

Yeah, this might be a test i did to find out an error by myself. Belive me it was SuperWeapon=MultiSpecial

#62 BaRaKa_

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Posted 27 February 2008 - 09:48 PM

Clone [NAMISL] and give a separate "nuke" to each silo.
Don't fire two nukes at the same time, as in THIS case the second nuke will act as a identical clone of the first.

#63 AprilWar

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Posted 07 March 2008 - 06:23 AM

Yes, i confirm it.
When i finally discovered how to make veins work i found that 2 superweapons with
multimissile type cant work together in one building ¬¬ ...
[NAMISLTS]
SuperWeapon=MultiSpecial
SuperWeapon2=ChemicalSpecial

Then I said: Well i will give to [ChemicalSpecial] the Fire superweapon type
[NAMISLTS]
Primary=ChemLauncher
EMPulseCannon=yes
SuperWeapon=MultiSpecial
SuperWeapon2=ChemicalSpecial
;and more

Do you think it worked?

NO...... IE
And i tried and re-tried there and in another buildings
It seems that a building cant have Multimissile and a Fire type superweapons
together neither.
This sucks. :ph34r:
Another way to fix it?

Perhaps reactivating the ChemBomb type :) ;)
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#64 FallenDwarf

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Posted 08 March 2008 - 01:52 PM

3 Random IE.
Acording to ppm, these are NPatch related. Please take a look. I am trying to find me problem myself but I cant. the error dont happens all the time, just sometimes.

Attached Files


Edited by FallenDwarf, 08 March 2008 - 01:54 PM.

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#65 BaRaKa_

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Posted 08 March 2008 - 07:53 PM

In Except3: EIP:00772A98 = Some weapon has a missing Projectile ( http://modenc.renega.../Internal_Error )

#66 FallenDwarf

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Posted 28 March 2008 - 01:19 AM

Bug report: If you set your droppod to VEHICLES only, POD.shp will be ignored.

EDIT: It is also hardcoded that SMOKEY must be the name of the trailer or it wont work.

Edited by FallenDwarf, 28 March 2008 - 01:39 AM.

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#67 SSTG

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Posted 28 March 2008 - 08:10 AM

what about a combination of infantry and vehciles for droppods will that use them

had a teleportation weapon to try out
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#68 AprilWar

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Posted 29 March 2008 - 08:35 AM

Bug report: If you set your droppod to VEHICLES only, POD.shp will be ignored.

EDIT: It is also hardcoded that SMOKEY must be the name of the trailer or it wont work.


Yes. That's why the Drop Pod Factory style wont show the Droppod image.
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#69 Guest_Dupl3xxx offline_*

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Posted 08 April 2008 - 11:41 AM

The Bounty logic doesn't work anymore.... I tested it, checked the tags over and over again, nothing. The tags simply doesn't work, or cann't I have "EliteBountyCostMult=4.5" :thumbsupsmiley:

~Dupl3xxx @ school

#70 EcclairLS

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Posted 08 April 2008 - 11:46 AM

thats odd... the bounty logic works on mine... :thumbsupsmiley:
There are times when a man remembered his greatest moments in life. Oh really? >_>

#71 wthigon

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Posted 10 April 2008 - 12:09 AM

Here is something that I discovered. A unit that survives from a plane (the one that parachutes), if you send it to enter an IFV he will not enter it.
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#72 partyzanPaulZy

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Posted 12 April 2008 - 04:09 PM

:unsure: I have found few problems:
NEW UPGRADE SYSTEM: When I upgrade deployed infantry into undeploy-able infantry, it gets stucked.
HELICOPTER CREW: When a copter is destroyed, leaves technician for example. The problem is he stucked somewhere in the skies.
When I do the same with the rocketeer, he's stucked and cannot be shot down (maybe I will replace him with ground version, but it's buggy).

Is it possible to do something with these? :p
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#73 Allied General

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Posted 15 April 2008 - 09:52 AM

Cloak upgrade is so abusable at moment, as it can cloak aircraft which means impossible to stop.
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#74 OmegaBolt

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Posted 15 April 2008 - 09:56 AM

Should make a system like EffectsUnit= then you can list any individual unit or even add Unit/Infantry/Aircraft/BuildingType where it uses the entire list.

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#75 VK

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Posted 21 April 2008 - 01:29 PM

NEW UPGRADE SYSTEM: When I upgrade deployed infantry into undeploy-able infantry, it gets stucked.

nwe upgrade system isn't ideal, so it have some issues.
My site here: http://www.vk.cncguild.net - RP / NP / ETS / TOOLS.
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#76 Allied General

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Posted 22 April 2008 - 09:10 AM

Thanks for your time spent on NPatch though.

I am finding NPatch very useful :p
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#77 Nikola_Tesla

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Posted 27 May 2008 - 12:10 AM

I want to ask something - are you going to make "MissileLazyCurve=yes" work for Custom Missile Types?

#78 Guest_dubzac on public pc_*

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Posted 25 June 2008 - 02:25 AM

some bugs i came across:

1.some times the 4th side load srceen deosn't load

2. EVA sounds for 4th side fails when added to expandmd**.mix or elocal**.mix with both can be played acording to the mix tutorial.

3. sometimes aircraft plane move sideways when having the tag "IsNormalPlane=yes" is added when single missile with more than "ROF=10" is fired.

4.random errors happen if you click near the edge of the screen? Old TD cnc error?

5.manual is not clear about eva voices and how to add them (i got to editing evamd.ini but its not clear of a examples of adding eva voices but in my opioin is complex to first get any evea voice on please more examples it you ca.n

#79 SSTG

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Posted 25 June 2008 - 11:26 AM

SE works better with 4th side EVA had the same problems using the EVA voices using AE
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#80 VK

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Posted 27 June 2008 - 06:48 PM

I want to ask something - are you going to make "MissileLazyCurve=yes" work for Custom Missile Types?

it need new code for custom missiles.
My site here: http://www.vk.cncguild.net - RP / NP / ETS / TOOLS.
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