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Forum Members: 18,581
Total Threads: 8,668
Posts: 94,537
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DeeZire, Redemption
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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. |
08-15-2004, 11:24 AM
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#11 (permalink)
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Member
Join Date: Aug 2004
Location: Italy
Posts: 63
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i'm sorry if i bother you so much but i must solve this problem.
Well i renamed MadExplode in NADEXP in Rules.ini and in Art.ini. The activeanim attached to the unit works, but the building simply doesn't explode now. It displays zero hit points when selected ( displayed as only one green cube - it is showed on the last frame of every building being destroyed) and it can't do any action, it is like it was never existed. Units can pass through or fire at it like firing at anything.
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08-15-2004, 11:46 AM
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#12 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,056
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*grumbles about certain tutorials providing wacky code* Is it just me, or did DZ use something abnormal in this tutorial? Armor=0 and Buildup=none ? Oh well, I guess he had a reason...
You have very incomplete code! Copy the art entry from an existing building like NASAM, what you said appears to be lack of Foundation=, which is probably being reset to 0x0...
It just goes to show ya, all additions should be copied and edited, not made up. Also, before I forget, add BuildCat=Defense on the building, buildings without it tend to do stupid things.
*feels really stupid for not looking at the posted code carefully in the first place*
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08-15-2004, 12:07 PM
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#13 (permalink)
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Member
Join Date: Aug 2004
Location: Italy
Posts: 63
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lol yes, there are strange things in the tutorial, like Armor=0 you mentioned above.
I must disconnect now, but i've made a quick try:
[NADEXP]
...
BuildCat=Defense
(Art.ini)[NADEXP]
Image=none
Buildup=none
ActiveAnim=MAD_A
Foundation=1x1
Height=3
... and it does the same error. I'll try to mess with these settings tomorrow. In the meantime, thanks!
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08-15-2004, 02:11 PM
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#14 (permalink)
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Senior Member
Join Date: Apr 2003
Location: USA
Posts: 241
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Just do exactly what the tutorial says to do it worked fine for me. So i dont know what you are doing wrong DvD-IT
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08-15-2004, 11:25 PM
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#15 (permalink)
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Senior Member
Join Date: Oct 2003
Location: Russia, Novosibirsk
Posts: 489
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Some times there is a problem with names of images. It hears funy but it is so
Once I tried to create a mine. I used name MINE, but it didn't worked though I copied all the weapon from Cuban Terrorist. After I added tag Image=TRST it became work normal. Now I don't know how to make it so that mine could have mine view, not soldier's one.
So if DvD-IT made everything as it is written in tutorial, but name and image of unit are not as in tutorial, he may have error in the game.
My advice is to change name and image (or rename image in art.ini and then write
Image= in rules)
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08-16-2004, 04:46 AM
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#16 (permalink)
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Senior Member
Join Date: Dec 2002
Location: UK
Posts: 434
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Have you parsed the building in the buildingtypes list?
I've had trouble with Range=-2, I use Range=255
The projectile needs to be able to hit anything on the map so use Invisible (so that it can fire over cliffs).
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08-16-2004, 07:09 AM
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#17 (permalink)
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Member
Join Date: Aug 2004
Location: Italy
Posts: 63
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I'm back now and I'm starting retrying.
Well yes, I carefully followed every step of the tutorial. I just changed the new unit-building name (and the armor=0 :P).
And I've parsed the unit-structure too. I controlled the exact spelling either in Art and in Rules.ini. I made no mistake.
Now I'm trying to mess with this, I'll post the entire code another time to see the differences.
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08-16-2004, 11:48 AM
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#18 (permalink)
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Member
Join Date: Aug 2004
Location: Italy
Posts: 63
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this mutually assured destruction problem...
çççççFROM RULES.INIççççç
Code:
[NADEXP]
UIName=Name:MadExplode
Name=KABOOM!
Strength=1
BuildCat=Defense
Armor=none
RadarInvisible=yes
Primary=MADBomb
CanPassiveAquire=yes
AttackFriendlies=yes
;Selectable=no
ClickRepairable=no
ICBMLauncher=yes
Repairable=no
LegalTarget=no
Insignificant=yes
Nominal=no
TechLevel=-1
Adjacent=0
BaseNormal=no
Sight=0
Owner=Russians,Confederation,Africans,Arabs
RequiredHouses=Russians
Cost=0
Points=0
Power=0
Capturable=false
Spyable=false
Crewed=no
ThreatPosed=0
SpecialThreatValue=1
AIBuildThis=no
DeathWeapon=MADBomb
[MADBomb]
Damage=350
ROF=1
Range=255 ; i tried both 255 and -2 -- same result
Speed=1
AreaFire=yes
Suicide=yes
Projectile=InvisibleLow
Warhead=MADNUKE
[MADNUKE]
CellSpread=10
CellInset=3
PercentAtMax=.5
WallAbsoluteDestroyer=yes
Wood=yes
Rocker=yes
Verses=0%,0%,0%,100%,100%,50%,100%,85%,50%,100%,100%
Sparky=no
Tiberium=yes
ShakeXlo=10
ShakeXhi=10
ShakeYlo=10
ShakeYhi=20
ççççFROM ART.INIçççç
Code:
[NADEXP]
Image=none
Buildup=none
ActiveAnim=MAD_A
Foundation=1x1
Height=3
Normalized=yes
Remapable=no
NewTheater=no
DemandLoan=no
[MAD_A]
Rate=300
Damage=150
I'm getting tired...! I cannot find any other error...
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08-16-2004, 05:33 PM
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#19 (permalink)
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Senior Member
Join Date: Dec 2002
Location: UK
Posts: 434
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The building will need Explodes=yes for the death weapon to go off, but it doesn't explain why the building isn't suiciding.
Try projectile InvisibleAll.
BuildCat=Defense is wrong, should be Combat
Owner= should be all 9/10 countries.
Powered=false might help if you're in low power (not sure what default is)
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08-16-2004, 05:51 PM
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#20 (permalink)
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Senior Member
Join Date: Nov 2003
Posts: 109
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[NADEXP] and [MAD_A]... hm... rename ActiveAnimation as "NAD_A". Have you added [MAD_A] in [AnimationList] from Rules ? Give Image=none to MAD_A ( or NAD_A ). Try to deploy the MAD Tank in booth temperate and arctic theatre, maybe in arctic theatre it will work...
A, and change the line "DemandLoan=no" to DemandLoad=no in Art for NADEXP.
If nothing helps, I don't know what I could say...maybe just copy the entryes from a working mad tank, from another mod...
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