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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. |
02-25-2006, 04:52 PM
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#1 (permalink)
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Member
Join Date: Feb 2006
Posts: 35
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ICBM prolems
Hi, i am new reg on this forum however my ICBM has problems.
Problem: When I buy it, the anim that tels it that is one minute left to luanch, retry whole the time, and when it is one minute left, then the house get invisible.
[NAPEACE]
Cameo=SILOICON
Image=NAPEACE
Remapable=yes
Foundation=3x2
Buildup=NAPEACEMK
Height=8
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=yes
PrimaryFirePixelOffset=0,44
SuperAnim=NAPEACE_E
SuperAnimYSort=543
SuperAnimZAdjust=-2
SuperAnimTwo=NAPEACE_F
SuperAnimTwoYSort=543
SuperAnimTwoZAdjust=-3
SuperAnimThree=NAPEACE_G
SuperAnimThreeYSort=543
SuperAnimThreeZAdjust=-4
SuperAnimFour=NAPEACE_H
SuperAnimFourYSort=543
SuperAnimFourZAdjust=-5
SuperAnimDamaged=NAPEACE_ED
SuperAnimTwoDamaged=NAPEACE_FD
SuperAnimThreeDamaged=NAPEACE_GD
SuperAnimFourDamaged=NAPEACE_HD
CanBeHidden=False
OccupyHeight=4
RemoveOccupy1=1,-1
RemoveOccupy2=0,-2
RemoveOccupy3=-1,-2
RemoveOccupy4=-2,-2
RemoveOccupy5=-2,-1
RemoveOccupy6=-2,0
RemoveOccupy7=-1,1
[NAPEACE_E]
Normalized=yes
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
[NAPEACE_ED]
Image=NAPEACE_E
Normalized=yes
Start=1
LoopStart=1
LoopEnd=2
LoopCount=-1
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
[NAPEACE_F]
Normalized=yes
Start=0
End=15
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
StartSound=NuclearSiloReady
[NAPEACE_FD]
Image=NAPEACE_F
Normalized=yes
Start=16
End=31
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
StartSound=NuclearSiloReady
[NAPEACE_G]
Normalized=yes
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
[NAPEACE_GD]
Image=NAPEACE_G
Normalized=yes
Start=1
LoopStart=1
LoopEnd=2
LoopCount=-1
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
[NAPEACE_H]
Normalized=yes
Start=0
End=15
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
[NAPEACE_HD]
Image=NAPEACE_H
Normalized=yes
Start=16
End=31
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
;;
The anim does not have any problems.
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02-26-2006, 05:16 AM
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#2 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Lithuania, Central Europe
Posts: 1,061
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It's a rules problem, not an art one. Usually happens when you have two superweapons sharing the same Action= .
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02-26-2006, 10:42 AM
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#3 (permalink)
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Member
Join Date: Feb 2006
Posts: 35
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...
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03-01-2006, 09:46 AM
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#4 (permalink)
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Member
Join Date: Feb 2006
Posts: 35
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ok, Dcoder was right, its the rule whos is the problem. I changed the Image of NAMSIL to NAPEACE.. And it was no problems at all... WTF? And then i changed back to the real house, and that anim started to retry... My rules code:
[NAPEACEKEPER]
UIName=Name:NAPEACE
Name=ICBM Peacekeper Silo
BuildCat=Combat
Image=NAPEACE
SuperWeapon=NukeCloneSpecial
Prerequisite=GATECH,GACNST
Strength=1000
Armor=concrete
TechLevel=10
Adjacent=2
Sight=4
Owner=British,French,Germans,Americans,Alliance,Ru ssians,Confederation,Africans,Arabs,YuriCountry
;AIBasePlanningSide=1 ;gs 0 for Allies, 1 for Soviets, 2 for Yuri
Cost=5000
Points=30
Power=-600
Crewed=yes
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
MaxDebris=15
MinDebris=5
DebrisAnims=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Db ris7lg,Dbris7sm,Dbris8sm,Dbris9lg,Dbris10lg,Dbris1 0sm
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,LGSparkSys
SpecialThreatValue=1
NukeSilo=yes
Nominal=yes
RevealToAll=yes
HasStupidGuardMode=false
Spyable=yes
ChargedAnimTime=1
AIBuildThis=yes
ProtectWithWall=yes
BuildLimit=1
DamageSelf=yes
[NukeCloneSpecial]
UIName=Name:ICBMSW
Name=Nuke Clone
IsPowered=true
RechargeTime=2
Type=NewNuke
Action=NukeBombStrike
WeaponType=PeaceCarrier
SidebarImage=peaceswicon
ShowTimer=yes
DisableableFromShell=yes
Range=7
LineMultiplier=2
TakeOff=miiup
Warhead=PeaceWH
Projectile=NukeUp
ActivateSound=NukeSiren ;Activating sound
FirstAnim=NUKEBALL ;The anim played before the explosion itself
Payload=PeacePayload
PsiWarning=PSIWARN ;PsiWarn animation
ScreenFlash=yes
[PeaceCarrier]
Projectile=GiantPeaceUp
Speed=100
Warhead=NukeMaker
[GiantPeaceUp]
Arm=2
Shadow=no
Image=miiup
Acceleration=1
Vertical=yes ; Not a missile or a projectile. Just go up until...
DetonationAltitude=20000
FirersPalette=yes
[PeacePayload]
Damage=1000
Range=40
Projectile=GiantPeaceDown
Speed=10
Warhead=PeaceWH
Report=
[GiantPeaceDown]
Arm=2
Shadow=no
Image=miidw
Acceleration=1
Vertical=yes
AA=no
AG=yes
DetonationAltitude=30000
FirersPalette=yes
[PeaceWH]
CellSpread=10
PercentAtMax=.5
WallAbsoluteDestroyer=yes
Wood=yes
Verses=1000%,500%,500%,190%,160%,100%,200%,50%,10% ,100%,100%
InfDeath=4
Sparky=no
Tiberium=yes
AnimList=nplmnuke
ShakeXlo=4
ShakeXhi=4
ShakeYlo=20
ShakeYhi=20
NOTE: the SW type works fine
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03-03-2006, 10:19 AM
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#5 (permalink)
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Senior Member
Join Date: Jan 2003
Location: Hamburg, Germany
Posts: 2,208
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Err, dude...the fact that it works fine with a different image actually indicates that the problem is the art, not the opposite.
Have you checked if your files are named correctly? That is, are you sure NAPEACE_F is actually NAPEACE_F and not NAPEACE_E?
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03-03-2006, 11:53 AM
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#6 (permalink)
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Member
Join Date: Feb 2006
Posts: 35
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yes, i did like this.
Orginal Nuke namsil_e is xxxx
And napeace_f is the same thing just a other model, i checked like that to all files. and i have also tried to change f with e but still not working. I dont think the problm can be in the art becuse it workd when i changed the image of [NAMSIL] in rule
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