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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 03-02-2006, 11:05 AM   #1 (permalink)
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Default Airstrike/Helix logic > game crash

Ok, so i made a new airstrike based on the A10 Warthhog Airstrike,
Everything works perfect intill:
I give it a turret that can auto track targets! done by using the helix's code for getting a chaingun except triggered by upgrade from the airfield not on the unit itself. :dead:
I use the same code for upgrading a buildable version of the aircraft (works perfectly) then upgrade triggered at airfield for tracking turret and aircraft gets turret and works perfectly.

But when put on the aircraft that does the bombing run it goes wrong!
When the formation of planes fly towards the "killzone" they target enemies with their turrets as they come in range! but at the moment they hit the point where they gotta drop their payload the game crashes and gives a error report. :tard:

If i remove the helix stuff the airstrike works again, so...
considering the game crashes when the bombs should fall I think there is a conflict between the DeliverPayloadAIUpdate module tag and the helix code. Probably because they both consider the craft to be a transport in some way???? :scared:

Anyone any thoughts about this?
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Old 03-02-2006, 06:42 PM   #2 (permalink)
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I think the problem is the conflict between transport modules. The bombs are carried inside the aircraft as passengers. But so is the weapon. So, when it tries to deploy the cargo, it deploys the weapon upgrade object! Which isn't going to work, so it crashes.

So I'm afraid you just can't have a helix-style weapon upgrade and payload delivery at the same time.
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Old 03-03-2006, 04:42 AM   #3 (permalink)
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Tx, I allready was afraid of that. Guess I'll revise the model and give it a turret like a tank and see if that works any good!
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Old 03-03-2006, 01:56 PM   #4 (permalink)
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Well... turrets on transportscripted dont seem to work. So i got thinking about a airstrike i made about a year or so ago, it used only the strafing script part of the A10 thunderbolt strike and not the missile strike part (back then i used it to let raptors attack with the missiles on there primary slot and here by gain experience for kills). But I cant remember the coding?? i tried getting it to work all afternoon but to tno effect. The planes enter screen dive at set distance when in weapon range you here the missilelaunch sounds but no vissual or impact effect of the missiles and then the planes exit there strafe run and leave. So if anyone knows how to get it to work, please tell.
I want to used it fix the helix contain conflict between the transport updates. Tell me too if u tried something like this before and i shouldn'd bother to fix the strafe coding??
tx in advance
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Old 03-03-2006, 07:03 PM   #5 (permalink)
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hm... just some thoughts:
it should work if you work with some model-making-tricks, instead of using the HelixContain module. Try to include the GattlingCannon or whatever to the main Helix model (better you make a completely new name) and modify the ini file so that the Gattling turret is shown when the upgrade has been built.
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Old 03-04-2006, 07:20 AM   #6 (permalink)
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Already tried it with turret in model. Doesnt work: Turret wont fire or move. Could this be also because of the transport logic??
A pointdefense module works though, so if i could get a turret in there and act like a point defense laser i could pull it off. But can you get a turret to be controled by the pointdefense module logic??? Like turning and pitching??
Gonna fidle arround a little and see what i get.
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