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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. |
12-06-2004, 11:32 AM
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#11 (permalink)
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Senior Member
Join Date: Oct 2004
Posts: 250
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Yes, but that's no guarantee. It's just an issue of probability.
BTW, if the chopper gets stuck, the team will get hung, and potentially never be used up. The ai will then never create this team again.
That's worse.
C//
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12-06-2004, 12:11 PM
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#12 (permalink)
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Senior Member
Join Date: Sep 2003
Location: U.K.
Posts: 726
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well i still saying making these MASSIVE teams is unadvisable, supporting teamtypes would be a better route, perhaps have just 8 in each taskforce?
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12-11-2004, 04:46 AM
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#13 (permalink)
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Junior Member
Join Date: Nov 2004
Posts: 19
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Wait. I have an another question about choppers. I've been working for my mod for a few weeks ago. After placing a lot of units in my mod. I have encountered the "100 units" bug. so I decided to ask questions here in the forum about the bug. When I have finally fixed the problem. Eveything goes back to normal until yesterday I noticed that the "Hind" transport was missing and is not in the sidebar unit selection. so I decided to check the rules.ini file. I found out that the "Hind" transport was not included at the "vehicles type list" section. so I decided to add the "hind" in it. It worked. The Hind is now available for construction. But whenever I Produce one. Tha Game Crashes before it appears in the war factory. Strange since It was working fine just a few weeks ago before I have encountered the "100 units" bug.
What do you think guys tha cause of this problem?
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12-11-2004, 05:41 AM
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#14 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,057
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That's the reason I removed the HIND from that "fixed" [VehicleTypes] listing posted in ModEnc... Carryall=yes needs to be removed from it's code for it to work.
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12-11-2004, 06:20 AM
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#15 (permalink)
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Junior Member
Join Date: Nov 2004
Posts: 19
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I tried to remove the "Carryall=yes" from the Hind's properties but the game still crashes.
Here's my code for the hind transport..
; Hind Transport
[HIND]
UIName=Name:HIND
Name=Hind Transport
Prerequisite=NAWEAP,NARADR
Primary=BlackHawkCannon
Strength=450
Category=AirPower
JumpJet=yes
Armor=light
TechLevel=7
Sight=8
RadarInvisible=yes
Landable=yes
PipScale=Passengers
Passengers=5
Speed=14
PitchSpeed=1.1
JumpjetSpeed=30 ;params not defined use defaults (old globals way up top)
JumpjetClimb=10
JumpjetCrash=40 ; Climb, but down
JumpJetAccel=12
JumpJetTurnRate=6
JumpjetHeight=500
JumpjetWobbles=.01 ;Look on the blimp section for a funny discussion about wobbles in the rules.ini.....you must have wobbles
JumpjetDeviation=1
Owner=Russians,Confederation,Africans,Arabs ;Soviet unit equivalent to nighthawk
Cost=1000 ;Same as nighthawk
Points=15
ROT=5
Crewed=yes
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
Maxdebris=3
VoiceSelect=GenSovVehicleSelect
VoiceMove=GenSovVehicleMove
VoiceAttack=GenSovVehicleAttackCommand
DieSound=
CrashingSound=GenVehicleDie
ImpactLandSound=GenAircraftCrash
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;flying
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet
MovementZone=Fly
DamageParticleSystems=SparkSys,SmallGreySSys
;AuxSound1=BlackOpsTakeOff ;Taking off
;AuxSound2=BlackOpsLanding ;Landing
ThreatPosed=0
SpecialThreatValue=1
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=15
SizeLimit=2
HoverAttack=yes
;OmniFire=yes ;GEF moved to weapon
AllowedToStartInMultiplayer=no
Crashable=yes
CanPassiveAquire=no ; Won't try to pick up own targets
SpeedType=Hover
MoveSound=BlackOpsMoveLoop
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
ElitePrimary=BlackHawkCannonE
PreventAttackMove=yes
;Bombable=no
TooBigToFitUnderBridge=true
Trainable=yes
OpenTopped=yes
maybe theres someother thing wrong with my code?
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12-11-2004, 06:35 AM
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#16 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Carryall=yes will only work on AircraftTypes.
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12-11-2004, 07:47 AM
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#17 (permalink)
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Junior Member
Join Date: Nov 2004
Posts: 19
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Thanks anyway for the help guys.. I found out that the "Hind" transport had a conflict with my "NCARRIER" unit which fires missile with suicide properties. So I just created a whole new transport by duplicating the "hind" and renamed it "hind2". no such problems has occured after that.
Thanks for the help guys I really appreciate it 
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12-11-2004, 11:11 AM
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#18 (permalink)
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Senior Member
Join Date: Oct 2004
Posts: 250
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Well the /usual/ problem (most frequent cause of a unit's IE) here would be something wrong in the set of weapons "BlackHawkCannon" or "BlackHawkCannonE". Were you modifying them?
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12-11-2004, 01:51 PM
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#19 (permalink)
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Senior Member
Join Date: Dec 2002
Location: USA
Posts: 1,858
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Does OpenTopped=yes work on jumpjet vehicles?
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12-11-2004, 02:03 PM
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#20 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,057
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Yes, it does.
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