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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 02-03-2005, 04:36 PM   #1 (permalink)
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Default Weapon Troubles

I have an odd problem with 2 weapons of mine. When it targets a building and attacks it, all is ok but when the building gets about 43% damaged it causes an internal error. I do have the 1.01 update and will post code if no easy known solution. Side note the weapons are the flame-thrower and Missile Sub Missile.
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Old 02-03-2005, 05:36 PM   #2 (permalink)
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Post your code
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Old 02-03-2005, 06:13 PM   #3 (permalink)
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Try it on diffrent buildings. It might be that the damaged frame on the building is corrupted so when it gets about 43% (close to half) it causes internal error. If that doesnt work, please post weapon code.
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Old 02-03-2005, 06:24 PM   #4 (permalink)
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Here it is...

First the flame-thrower


Code:
; fireball from flame tank
[FireballLauncher]
Damage=3 
AmbientDamage=25 
ROF=5 
Range=5 
Projectile=Invisiblelow 
Speed=5 
Warhead=Fire 
Report=FLAMTNK1 
UseFireParticles=yes 
AttachedParticleSystem=FireStreamSys

[FireStreamSys]
HoldsWhat=FireStream
Spawns=yes
SpawnFrames=1
BehavesLike=Fire
Image=TWLT036
Lifetime=20 ; was 100
ParticleCap=5

[FireStream]
Image=FLAMEALL
Deacc=0.01
Velocity=28.0
BehavesLike=Fire
MaxEC=500
MaxDC=3
Warhead=Fire
Damage=3
StartStateAI=1
EndStateAI=19
StateAIAdvance=6
Translucent50State=15
Translucent25State=10
DeleteOnStateLimit=yes
Normalized=yes
FinalDamageState=14
Report=FLAMTNK1

; napalm and fire in general
[Fire]
CellSpread=1
;PercentAtMax=.5
Wood=yes
Verses=600%,500%,200%,100%,100%,100%,150%,100%,100%,100%,100%
;Verses=600%,148%,59%,6%,2%
InfDeath=4
Sparky=yes
Fire=yes
ProneDamage=600%


Now the Missile Sub

Code:
; Aegis missile
[thunderfire]
Damage=100
ROF=40
Range=12
Speed=100
Projectile=ProjectileX
Warhead=MSWH;SAMWH
Report=AegisAttack
TurboBoost=yes
Burst=2

; Aircraft-only heatseeker for the Aegis
[ProjectileX]
;Arm=1
High=yes
Shadow=no
AA=yes
AG=yes
AN=yes
Image=BUGMISL
ROT=5
Color=LtBlue
CourseLockDuration=10
ROT=20
;Scalable=yes

; Guardian GI warhead
[MSWH]
Wall=yes
Wood=yes
Verses=100%,100%,100%,95%,75%,50%,90%,70%,40%,100%,100% 
Conventional=yes
InfDeath=3
;AnimList=S_CLSN30
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
ProneDamage=100%
PenetratesBunker=yes
Sparky=yes


Hope this all helps
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Old 02-03-2005, 08:12 PM   #5 (permalink)
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And it only happens with these two weapons?
How do other objects react to them?
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Old 02-04-2005, 01:03 AM   #6 (permalink)
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How about Sparky=no ?
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Old 02-10-2005, 07:15 PM   #7 (permalink)
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Sorry for not responding sooner; it is just those two wepons, men burst into flames or just die, and tanks blow up. I will try without the Sparky=yes statment.
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Old 02-24-2005, 06:53 AM   #8 (permalink)
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This "sparky" for sure
the logic is broken
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Old 02-24-2005, 12:07 PM   #9 (permalink)
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The sparky effect can be faked by putting HoldsWhat=WeldingSys on the warhead. (I think.)
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Old 03-11-2005, 05:43 PM   #10 (permalink)
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[color=#ff6cb1] It was the Sparky Logic, sorry it took so long to reply internet died.[color/]
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