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Deployed tank problems...
#1
Hi all, I've run into a problem with a vehicle deploying into a structure that attacks airborne targets. It's the familiar Tesla Tank, and I've made it deploy into an AA Tesla Coil of sorts. When deployed into the building though, there are problems.

1. Engineers cannot repair the building even with Repiarable=yes.

2. Repairing vehicles get the repair cursor but cannot actually repair it (it's not even supposed to get the cursor - this is a structure).

3. You can select the structure with a drag, as if it's a deploted artillery from TS.

4. When you undeploy, i.e. move the structure, eva says "New rally point established".


Here is the code, ignore the weapons, they are merely placeholders:

Vehicle

Code:
; Tesla Tank for Russians
[TTNK]
UIName=Name:TTNK
Name=Tesla Tank
;UIName=Stealth Tesla Tank
;Name=Stealth Tesla Tank
Prerequisite=NAWEAP,NARADR,CARUFGL
PrerequisiteOverride=CATIME02
DeploysInto=STINGER;NATSLA3;TESLA
Primary=TankBolt
Strength=300
Category=AFV
Armor=heavy
Turret=yes
IsTilter=yes
TooBigToFitUnderBridge=true
TechLevel=10
Sight=8
Speed=6
CrateGoodie=yes
Crusher=yes
Owner=Russians,Confederation,Africans,Arabs,YuriCountry,British,French,Germans,Americans,Alliance
RequiredHouses=Russians
Cost=2000;1750
Soylent=1300
Points=30
ROT=5
IsSelectableCombatant=yes
AllowedToStartInMultiplayer=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=TeslaTankSelect
VoiceMove=TeslaTankMove
VoiceAttack=TeslaTankAttackCommand
CrushSound=TankCrush
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=TeslaTankMoveStart
DeploySound=PlaceBuilding
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Normal;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Destroyer
ThreatPosed=40; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
ElitePrimary=TankBoltE
BuildTimeMultiplier=1.0;0.9;Individual control of build time
Cloakable=yes
Cloakstop=yes

Structure

Code:
;Tesla Stinger (AA only)
[STINGER]
UIName=Name:STINGER
Name=Tesla Stinger
Image=NATSLA3
BuildCat=Combat
Prerequisite=NAWEAP,NARADR,CARUFGL
Strength=760;600
Armor=steel
UndeploysInto=TTNK
TechLevel=-1
Adjacent=4
Sight=6
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
RequiredHouses=Russians
AIBasePlanningSide=1;gs 0 for Good, 1 for Evil
Cost=2000;1750
Points=30
Power=0
Crewed=no
Capturable=false
;Overpowerable=true
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
;DestroyAnim=NATSLADM
;Primary=StingerBolt
Primary=EiffelBolt; of DEATH
Secondary=TTAAlaser;TTAAlaser;Medusa2E
;Secondary=OPStingerBolt
Turret=no
;TurretAnimZAdjust=-100
DebrisAnim=Dbris1sm,Dbris1lg,Dbris4sm,Dbris5sm,Dbris4lg,Dbris7sm,Dbris8sm,Dbris5lg,Dbris4lg
MaxDebris=15
MinDebris=5
ThreatPosed=40; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=96, 64, 112
;IsBaseDefense=yes
BaseNormal=no
Powered=no
;HasStupidGuardMode=false
WorkingSound=PowerOn
NotWorkingSound=PowerOff
ImmuneToPsionics=no; defaults to yes for buildings, no for others
Drainable=no
AntiInfantryValue=0
AntiArmorValue=0
AntiAirValue=25
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)
HasRadialIndicator=true
ConcentricRadialIndicator=true
;BuildTimeMultiplier=0.75
;LightVisibility=1000
;LightIntensity=0.03
;LightRedTint=1.5;3
;LightGreenTint=0.01
;LightBlueTint=0.01
VeteranAbilities=STRONGER,FIREPOWER,ROF
EliteAbilities=STRONGER,FIREPOWER,ROF,SIGHT
Trainable=yes
AIBuildThis=no
LandTargeting=1
NavalTargeting=6
Repairable=true
ClickRepairable=no
SelfHealing=yes

Art code for Tesla Stinger

Code:
;Tesla Stinger
[NATSLA3]
Cameo=FTSLICON;TSLAICON
Image=NATSLA3
Remapable=yes
Foundation=1x1
Height=7;5
Buildup=NATSLA3MK
DemandLoadBuildup=true
FreeBuildup=true
PrimaryFireFLH=50,0,400
SecondaryFireFLH=50,0,400
NewTheater=yes
ActiveAnim=NATSLA3_A
ActiveAnimDamaged=NATSLA3_AD
ActiveAnimZAdjust=-30
ActiveAnimPowered=no; SJM: This means anim goes away when underpowered
ActiveAnimPoweredLight=yes; SJM: This means anim goes away when underpowered
SpecialAnim=NATSLA3_B
SpecialAnimDamaged=NATSLA3_BD
SpecialAnimZAdjust=-30
SpecialAnimPowered=no; SJM: This means anim goes away when underpowered
SpecialAnimPoweredLight=yes; SJM: This means anim goes away when underpowered
IsAnimDelayedFire=yes; SJM: Firing anim (SpecialAnim) delays firing of weapon
DelayedFireDelay=28 ; SJM: Must match playback of anim, and ideally audio too
CanBeHidden=False
OccupyHeight=4
DamageFireOffset0=0,14

[NATSLA3_A]; Tesla Stinger Active Anim
Image=NATSLA3_A
Normalized=yes
LoopStart=0
LoopEnd=9
LoopCount=-1
Rate=450
Layer=ground
NewTheater=yes
Shadow=yes

[NATSLA3_AD]; Tesla Stinger Damaged Active Anim
Image=NATSLA3_A
Normalized=yes
Start=10
LoopStart=10
LoopEnd=19
LoopCount=-1
Rate=450
Layer=ground
NewTheater=yes
Shadow=yes

[NATSLA3_B]; Tesla Stinger Firing Anim
Image=NATSLA3_B
Normalized=no; SJM: Must match a hard frame delay in Tesla Coil above. ?No scaling by frame rate.
Start=0
End=9
Rate=300
Layer=ground
NewTheater=yes
Report=TeslaStingerPowerUp
Shadow=yes

[NATSLA3_BD]; Tesla Stinger Damaged Firing Anim
Image=NATSLA3_B
Normalized=no; SJM: Must match a hard frame delay in Tesla Coil above. ?No scaling by frame rate.
Start=10
End=19
Rate=300
Layer=ground
NewTheater=yes
Report=TeslaStingerPowerUp
Shadow=yes


Anyone familiar with this kind of weirdness?
Reply


Messages In This Thread
[No subject] - by Whiteboy - 06.10.2005, 16:46:52
[No subject] - by CNCM_BLITZ - 07.10.2005, 22:51:56
[No subject] - by Whiteboy - 08.10.2005, 03:04:19
[No subject] - by DCoder - 08.10.2005, 09:58:35
[No subject] - by Whiteboy - 08.10.2005, 10:23:31
[No subject] - by Augusto - 08.10.2005, 17:25:35
[No subject] - by CNCM_BLITZ - 09.10.2005, 05:45:37
[No subject] - by DCoder - 09.10.2005, 10:54:36
[No subject] - by Blade - 09.10.2005, 15:20:28
[No subject] - by mevitar - 09.10.2005, 16:12:58
[No subject] - by DCoder - 09.10.2005, 16:41:14
[No subject] - by Bobingabout - 10.10.2005, 12:33:32
[No subject] - by Augusto - 11.10.2005, 01:40:39
[No subject] - by CNCM_BLITZ - 13.10.2005, 05:17:15
[No subject] - by YuriGagarin - 13.03.2006, 15:58:28
[No subject] - by AlliedG - 17.03.2006, 12:47:54
[No subject] - by CNCM_BLITZ - 25.03.2006, 20:18:17



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