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Forum Members: 18,576
Total Threads: 8,657
Posts: 94,432
Administrators:
DeeZire, Redemption
There are currently 39 users online.
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| Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here. |
02-02-2003, 02:23 AM
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#1 (permalink)
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Senior Member
Join Date: Dec 2002
Location: China
Posts: 180
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Please help me
I gave the [MTNK] this:
DebrisTypes=MTNKBARL,MTNKTUR
and add
[MTNKBARL]
ShareBarrelData=yes
ShareSource=MTNK
MaxZVel=30.0
MinZVel=26.0
Duration=120
MaxXYVel=12.0
Elasticity=0.3
MaxAngularVelocity=15.0
MinAngularVelocity=7.0
ExpireAnim=TWLT036
Damage=20
DamageRadius=50
Warhead=TankOGas
[MTNKTUR]
ShareTurretData=yes
ShareSource=MTNK
MaxZVel=30.0
MinZVel=26.0
Duration=120
MaxXYVel=12.0
Elasticity=0.3
MaxAngularVelocity=15.0
MinAngularVelocity=7.0
ExpireAnim=TWLT036
Damage=20
DamageRadius=70
Warhead=TankOGas
also add the two in the [VoxelAnims] list.
But in the game,when the Grizzly Tank was destroyed,the game crash.Why?Please tell me how to solve it.
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02-02-2003, 04:57 AM
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#2 (permalink)
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Junior Member
Join Date: Jan 2003
Location: Shilat (Isreal)
Posts: 24
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The MTNK is the Apocalypse's graphics. the Grizzly tank voxel is GTNK
Look at the Rulesmd.ini
; Medium Tank
[MTNK]
UIName=Name:MTNK
Name=Grizzly Battle Tank
Image=GTNK
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02-02-2003, 07:08 AM
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#3 (permalink)
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Senior Member
Join Date: Dec 2002
Location: China
Posts: 180
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If the MTNK is Apocalypse's image,there should be Apocalypse's turret and barrels coming out,I think it's not the reason of this problem.And I just simply copy the Chrono Prison's settings from the rulesmd.ini of DeeZire8,it doesn't work either(I have already add the two anims to the VoxelAnim list)
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02-02-2003, 07:13 AM
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#4 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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I think youll find its the Damage=, DamageRadius= and Warhead= tags that are causing the problem - remove them and try it again.
__________________
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02-02-2003, 07:19 AM
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#5 (permalink)
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Senior Member
Join Date: Dec 2002
Location: China
Posts: 180
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There is no Damage=, DamageRadius= and Warhead= tags in the code of the anims,even in the code of your [MTNKBODY],[LTNKBODY]
,[HTNKBODY],[ITNKBODY](i copy them from the rulesmd.ini of DeeZire8,it's only a Imitations).
And I have already tried it before I come here and ask for a solution
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02-02-2003, 08:01 AM
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#6 (permalink)
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Administrator
Join Date: Dec 2002
Posts: 1,913
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Quote:
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Originally Posted by SJG
There is no Damage=, DamageRadius= and Warhead= tags in the code of the anims,even in the code of your [MTNKBODY],[LTNKBODY]
,[HTNKBODY],[ITNKBODY](i copy them from the rulesmd.ini of DeeZire8,it's only a Imitations).
And I have already tried it before I come here and ask for a solution
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WTF? Those tags are in the code - you posted it at the top of this thread...
:tard:
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02-02-2003, 05:51 PM
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#7 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Canada
Posts: 334
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I should finish my voxel debris pack.
SJG, your problem is probably because you are lacking a DebrisMaximums= and possibly a MaxDebris= statement.
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02-02-2003, 07:16 PM
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#8 (permalink)
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Senior Member
Join Date: Dec 2002
Location: Argentina
Posts: 608
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Re: Please help me
Quote:
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Originally Posted by SJG
...
[MTNKBARL]
...
Damage=20
DamageRadius=50
Warhead=TankOGas
...
[MTNKTUR]
...
Damage=20
DamageRadius=70
Warhead=TankOGas
...
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Thats what DeeZire referred to. BTW, wasnt that warhead the one that slowed down the game terribly? (the one that spawned GAS particle system?)
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02-02-2003, 09:35 PM
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#9 (permalink)
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Senior Member
Join Date: Dec 2002
Location: China
Posts: 180
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Sorry,I forgot to tell you that I have already deleted them,I post it in the thread because I copy them from another copy of my rulesmd.ini.
In another one without those tags it still dont work.
And one thing make me feel strange is that about one or two weeks ago it can work(can see the turret of grizzly tank come out of the tank body when it was destroyed)
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02-02-2003, 11:18 PM
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#10 (permalink)
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Senior Member
Join Date: Dec 2002
Location: in an aircraft carrier in the Asia and the Pacific waters
Posts: 638
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is it really possible that during tank explosion, turrets could split off from its body? therefore creating animation? is it present in some prerelease screenshots? thanx!!
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