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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.

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Old 12-23-2002, 11:11 AM   #1 (permalink)
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Default Chimical V3 Launcher

Im making 1 but i've ran into a problem..... well he i say making, i meant downloaded
well what happens is that i get an internal conflict, but it only happens when the unit is actually built, not the normal once you click to build it crashes.
heres the codes which was in the readme:
Rules Coding

[CHEMV3]
Image=CHV3
FireAngle=60
UIName=Name:CHEMV3
Name=Chemical V3 Launcher
Category=LRFS
Prerequisite=YAWEAP,YATECH,BARRACKS
CanPassiveAquire=yes
CanRetaliate=yes
Strength=300
DistributedFire=yes
Armor=light
TechLevel=8
DamageReducesReadiness=yes
Turret=yes
TurretCount=2
WeaponCount=1
Weapon1=ChemV3Rocket
EliteWeapon1=ChemV3RocketE
IsChargeTurret=true
Ammo=1
Reload=500
Sight=7
Speed=4
Owner=YuriCountry
Cost=1400
Soylent=700
Points=40
ROT=5
Unsellable=false
AllowedToStartInMultiplayer=no
Crusher=yes
Crewed=no
IsSelectableCombatant=yes
Explosion=TWLT050,S_BANG34,S_BRNL40,S_CLSN30,S_TUM U42
VoiceSelect=V3Select
VoiceMove=V3Move
VoiceAttack=V3AttackCommand
DieSound=GenVehicleDie
MoveSound=V3MoveStart
MaxDebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Destroyer
ThreatPosed=25
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,ROF,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
AccelerationFactor=0.01
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
MobileFire=false
CrateGoodie=no
TooBigToFitUnderBridge=true
Bunkerable=no

[ChemV3Rocket]
ROF=500
Damage=25
Speed=10
Range=20
MinimumRange=10
Projectile=ChemMissile3
Warhead=ChemMissile3WH
Anim=V3TAKOFF
Report=V3Attack

[ChemV3RocketE]
ROF=500
Damage=50
Speed=10
Range=20
MinimumRange=10
Projectile=ChemMissile3E
Warhead=ChemMissile3WH
Anim=V3TAKOFF
Report=V3Attack

[ChemMissile3]
Arcing=true
ShrapnelWeapon=ChemGrenade
ShrapnelCount=5
Image=CHV3RCKT

[ChemMissile3E]
Arcing=true
ShrapnelWeapon=ChemGrenade
ShrapnelCount=9
Image=CHV3RCKT

[ChemMissile3WH]
CellSpread=.5
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=100%,90%,80%,90%,70%,70%,100%,100%,50%,80%, 0%
Conventional=yes
Rocker=yes
InfDeath=2
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYM ED2,EXPLOMED,EXPLOLRG,TWLT070
Tiberium=yes
Sparky=no
Bright=yes
ProneDamage=70%
Particle=PsychCloudsys2

[PsychCloudSys2]
HoldsWhat=PsychCloud2
BehavesLike=Gas

[PsychCloud2]
Image=TXGASR
MaxDC=20
MaxEC=200
Damage=1000
Warhead=PsychGasCreate
StartFrame=0
EndStateAI=20
Translucency=50
WindEffect=0
BehavesLike=Gas
StateAIAdvance=4
NextParticle=PsychCloud2D
Deacc=0.5
Velocity=50.0

[PsychCloud2D]
Image=TXGASR
MaxDC=20
MaxEC=50
Damage=1000
Warhead=PsychGasCreate
StartFrame=0
EndStateAI=20
Translucency=50
WindEffect=0
BehavesLike=Gas
StateAIAdvance=4
DeleteOnStateLimit=yes
Deacc=0.5
Velocity=15.0

[ChemGrenadeWH]
CellSpread=1
PercentAtMax=.75
Verses=100%,100%,100%,50%,50%,50%,0%,0%,0%,100%,10 0%
InfDeath=1
AnimList=XGRYSML1,XGRYSML2
Psychedelic=yes
Particle=PsychCloudsys2

[ChemGrenade]
Damage=600
ROF=10
Range=2.25
MinimumRange=1
Speed=20
Projectile=ChemGrenadeP
Warhead=ChemGrenadeWH
Report=RhinoAttack
OmniFire=yes
AreaFire=yes

[ChemGrenadeP]
Image=120mm
;Color=Red
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes

;ART Code

[CHV3RCKT]
Voxel=yes
Remapable=no
CanBeHidden=no
Trailer=V3TRAIL
SpawnDelay=2

[CHV3]
Voxel=yes
Remapable=yes
Weapon1FLH=-100,0,50
EliteWeapon1FLH=-100,0,50

I dont know whats the problem, since i've downloaded it it must of worked before. Theres 1 thing i dont get, instead of the xxxxWO like on the normal V3, theres xxxxtur & xxxxtur2 which ive never seen before (tur = with the rocket, tur2 = without the rocket)
Any help here?, Thanks
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Old 12-23-2002, 01:29 PM   #2 (permalink)
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Default

*long whistle*
I have no idea. I'm just boosting my posts

If you have seen a mod that has somethin similar check it out, look for differences. Although I can't think of any mods that have this in.

BTW: is the vxl the one that looks exactly the same, with slightly diff colours/small changes? Think I saw it somewhere.
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Old 12-23-2002, 01:59 PM   #3 (permalink)
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Default

theres 4 voxels.
1) the base without the rocket on it. (chv3)
2) the rocket (chvrckt)
3) the turret, just basically a stand with a v3 on. (chvtur)
4) the turret, hr same but without the rocket (chvtur1)

If you want to look at it, its at YR Argentina, its one of the new voxles added.
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Old 12-23-2002, 02:58 PM   #4 (permalink)
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Never seen a v3 type thing with turret voxels though.
Ask ArgCmdr about it maybe.
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Old 12-23-2002, 04:48 PM   #5 (permalink)
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Yeh, i know, it should be xxxx.vxl/hva and xxxxWO.vxl/hva.
strange.
But i could just wait until he replies
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Old 12-23-2002, 04:56 PM   #6 (permalink)
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Default

IF u get the error right when the doors open its something wrong with the art if the errors when u click the icon its the weapon or maybe thats backwards ---- (check your art)
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Old 12-23-2002, 05:13 PM   #7 (permalink)
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Ok ill check that, and thanks for the tip
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Old 12-23-2002, 07:02 PM   #8 (permalink)
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Isn't it supposed to spawn the missile? and how can it have 2 turrets? the file name has to be wrong i think.
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Old 12-23-2002, 07:44 PM   #9 (permalink)
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Thats Brute51s work not mine. He made the code provided, prolly when recompiling in the text file i missed something.
Hmm...
Tell me your email, ill send u the rules.ini and art.ini Brute used for his mod in which the code for it is complete.
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Old 12-24-2002, 06:31 AM   #10 (permalink)
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Dark_Duel@hotmail.com i might to some more testing, i think i almost got it working last time
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