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Glorious questions thread


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#1 need my speed

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Posted 24 December 2012 - 11:04 PM

Because glorious makes everything better! And the Roman god of war of course (Ares, which I'm using). :p

Ok, first the stupid question; why can't I figure out how to add radiation to a projectile? It should be easy enough, having an infantry that fires shells / grenades / whatever that, upon impact, spawns some radiation. I've done it before too. But for some reason I can't figure it out now, nor can I find any tutorials (although I'd wager at least a single tutorial exists). Was it specific RockPatch / NPatch logic?

Secondly, I also can't seem to create a deploy deathweapon. Which is also something that I really should be able to, considering I've done that a lot in the past, too. Anyway, I followed two or three different tutorials (one from AG somewhere here, one on PPM, and one somewhere else, no idea really), yet none worked. And yes, I did read through the whole topics instead of blindly doing stuff.

I now have bits and pieces of different tutorials because I was fiddling around with it myself, but I can't get it to work on my own. Anyway, I might as well put the code here.

[unit]
Secondary=DogTerrorBomb
Deployer=yes
DeployFire=yes
DeployTime=.1
UndeployDelay=9
DeploySound=DogAttackCommand
DeathWeapon=DogTerrorBomb
DeployFireWeapon=1
Explodes=yes

[DogTerrorBomb]
Projectile=Invisible
Damage=225
Warhead=TerrorBombWH
Anim=DEATH
Range=999
ROF=10
Suicide=yes
FireInTransport=no

[TerrorBombWH]
Verses=150%,100%,100%,90%,50%,50%,100%,150%,30%,100%,100%
Sparky=no
Fire=yes
InfDeath=4
CellSpread=2
PercentAtMax=.5
Bright=yes
AnimList=MININUKE
AffectsAllies=no

Lastly, the 'Ranger GI' from here has a weird problem; when deployed, after some time (random?) it starts to fire at the cell it is on (seems to be the same 'quarter cell' too, if you get what I mean). I hear the firing sound it, but I don't think it actually deals damage. Considering I hear the sound, this isn't an animation problem, but I have absolutely no idea what it is...

I have found two things, however; this weird 'auto fire that deals no damage as far as I can see' starts when I tell them to attack and then to stop, and when I switch to the 'defence structures' tab. How random is that? I could dump the code for everything related to that unit here, but this is just so random that I'll wait for specific requests; otherwise I'd clog up the whole post.

I sort of feel sorry for asking the first two questions. :p

Anyway, thanks in advance!
Please, if you see a mistake in my posts - spelling, grammar, punctuation, or whatever else - point it out. How can one learn from mistakes, if one is not corrected?
There is no wealth like knowledge, no poverty like ignorance.

#2 Starkku

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Posted 27 December 2012 - 03:45 PM

For radiation, you add RadLevel=*number* to a weapon. Higher RadLevel equals longer-lasting radiation field. Using value below 90 crashes the game when weapon fires if settings under [Radiation] have not been altered from their original values.

Infantry deploy weapons require that infantry in question has deploy frames set up properly. Look at Desolator or Yuri (DESO/YURI) art entries & infantry sequences for help.

Your problem with Ranger seems to share some characteristics with an already known issue, but it does not appear to be entirely same thing. You could try dumping all related code in Pastebin or put it up here as a text file attachment.

Edited by Starkku, 27 December 2012 - 03:56 PM.

eWPQbKY.png


#3 Allied General

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Posted 27 December 2012 - 03:47 PM

To quote myself

Now find the infantry art sequence and ADD THE DEPLOY ART INI entries (use the primary fire figures, they will work fine)


Also check deploy frames on yuri, desolater or GI for reference

Ok, first the stupid question; why can't I figure out how to add radiation to a projectile? It should be easy enough, having an infantry that fires shells / grenades / whatever that, upon impact, spawns some radiation. I've done it before too. But for some reason I can't figure it out now, nor can I find any tutorials (although I'd wager at least a single tutorial exists).


Check any weapon which uses radiation like CRNuke

Edited by Allied General, 27 December 2012 - 03:56 PM.

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#4 Hogo

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Posted 27 December 2012 - 05:59 PM

Like AG said, check the default units, Whenever I modded and didn't know what I was doing or how to do something I always checked similar units for their attributes.

#5 need my speed

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Posted 27 December 2012 - 06:21 PM

Ah, then my problem is that I used RadLevel=50. I knew it was a silly thing I really should've found out myself. And still, I'm sure I used to be able to change the longevity of individual radiation fields to something lower than 90, if you get what I mean. Maybe it was something from the NPatch, or maybe I'm just midremembering. This works fine anyway.

And yep, I made the infantry immune to radiation. Well, that's sort of logical, in a very weird way... Anyway, thanks to the both of you! :)

Still, I have problems with my dog. And also with my bear; I just suck at sequences.

The Demolition Dog has 'BadTeeth' as its primary weapon (just like a normal dog), but his secondary / deploy weapon is the aforementioned suicide bomb. The War Bear is just a normal dog with a new .SHP (and a bit slower with a bit more strength, but that's irrelevant).

What happens in game, however, is that the Demolition Dog always attacks with his secondary (he jumps on people like a normal dog, then the explode animation is played (mininuke, I believe), but the dog still lives. Deploying the dog generates a weird explosion animation (like the impact of a tank shell), and I see his death .SHPs (his corpse), but he still lives...

The Bear just refuses to attack. Both are, I guess, art sequence errors. But, well, I don't get it, I'm afraid.

[DOG] ; War Bear
Cameo=DOGICON
AltCameo=DOGUICO
Sequence=BearSequence
Crawls=no
Remapable=yes
FireUp=6
PrimaryFireFLH=0,0,0

[DEMODOG] ; Demolition Dog
Cameo=DOGICON
AltCameo=DOGUICO
Sequence=DemoDogSequence
Crawls=no
Remapable=yes
FireUp=6
PrimaryFireFLH=0,0,0

[DemoDogSequence]
Ready=0,1,1
Guard=0,1,1
Walk=8,6,6
Idle1=56,15,0,S
Idle2=71,15,0,E
Prone=0,1,1
Crawl=8,6,6
Die1=86,15,0
Die2=101,15,0
FireUp=116,6,6
FireProne=116,6,6
Down=8,2,6
Up=8,2,6
Cheer=164,8,0,E
Panic=8,6,6
Die3=0,1,1
Die4=0,1,1
Die5=0,1,1
Deploy=116,6,6
Deployed=86,15,0 ; middle frame of deploy
Undeploy=86,15,0
DeployedFire=116,6,6

[BearSequence]
Ready=0,1,1
Guard=0,1,1
Walk=8,6,6
Idle1=56,15,0,S
Idle2=71,15,0,E
Prone=0,1,1 ;Dog can't crawl, but spy needs this listing
Crawl=8,6,6
Die1=86,15,0
Die2=101,15,0
FireUp=0,1,1;116,6,6
FireProne=116,6,6
Down=8,2,6
Up=8,2,6
Cheer=164,8,0,E
Panic=8,6,6

EDIT: And yeah, of course - but adding radiation crashed my game, so I was doing something wrong. Turns out the RadLevel can't be below 90.

Edited by need my speed, 27 December 2012 - 06:22 PM.

Please, if you see a mistake in my posts - spelling, grammar, punctuation, or whatever else - point it out. How can one learn from mistakes, if one is not corrected?
There is no wealth like knowledge, no poverty like ignorance.




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