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Unit Not Shpwing Up?
#1
This is everything to do with the unit:
Quote:[InfantryTypes]
...
66=VOLKOV

[VOLKOV]
UIName=Name:Volkov
Name=Volkov
Sight=10
Strength=700
Unnatural=yes
Unnatural=yes
Armor=cyborg
BuildLimit=1
TechLevel=10
Prerequisite=NAHAND,NATECH
Category=Soldier
Owner=Africans,Arabs,Confederation,Russians,Americans,Alliance,French,Germans,British,YuriCountry
Cost=2000
LeadershipRating=8
Speed=5
OmniCrushResistant=yes
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
VeteranAbilities=FASTER,STRONGER,FIREPOWER,ROF
EliteAbilities=FASTER,STRONGER,FIREPOWER,SIGHT,ROF
MovementZone=InfantryDestroyer
Image=VOLKOV
Nominal=yes
UseOwnName=true
ThreatPosed=25
SpecialThreatValue=1
ImmuneToPoison=yes
ImmuneToPsionics=yes
ImmuneToVeins=yes
ImmuneToRadiation=yes
C4=yes
Fearless=yes
IFVMode=4
Pip=red
VoiceMove=ApocalypseMove
VoiceSelect=ApocalypseSelect
AllowedToStartInMultiplayer=no
Crushable=no
PhysicalSize=1
Points=90
Soylent=100
Assaulter=no
SelfHealing=yes
Primary=VolkGren
Secondary=VolkGun
EliteSecondary=VolkGunE
VoiceAttack=ApocalypseAttackCommand

[VolkGren]
ROF=20
Range=8
Projectile=Cannon
Speed=100
Warhead=NukeVolk
Report=SlyGrenadeLauncher
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
Burst=2
Damage=150
PenetratesBunker=yes

[VolkGun]
Damage=125
ROF=7.5
Range=8
Projectile=InvisibleVolk
Speed=100
Warhead=VolkPoint
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
Burst=5
Report=ArnoldAttack

[VolkGunE]
Damage=125
ROF=7
Range=10
Projectile=InvisibleVolk
Speed=100
Warhead=VolkPoint
AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
Report=ArnoldAttack

[NukeVolk]
Verses=0%,0%,0%,100%,100%,100%,0%,0%,0%,0%,0%
EVerses=0%
Bullets=yes
Bright=yes

[VolkPoint]
Verses=100%,100%,100%,20%,5%,15%,0%,0%,0%,100%,100%
EVerses=25%
InfDeath=1
AnimList=PIFF
ProneDamage=100%
Bullets=yes
The problem is not the unit doesn't have an image its just like the game doesn't wanna read it so it doesn't.

ConfusedHelpConfused

P.S. Yes I know theres some tags in there twice.
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#2
[InfantryTypes] ?

Worth playing: 1 | 2 | 3
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#3
The InfantryTypes on there

EDIT: I think I know what it is, the tech levels ten and just by playing around I've found that the superweapon checkbox disables/enables tech level 10 things.
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#4
Umm... no I don't think it's that.
I have TL=10 things in my mod and they aren't disabled by the superweapons checkbox.

The superweapons checkbox disables most but not all superweapons (spyplane/psychicreveal/paradrops aren't disabled), disables some buildings that have those superweapons (doesn't disable battle lab, but does disable force shield). Superweapons checkbox also turns off superweapons in campaigns (see UMP for fix).

So there must be something else causing the problem.

Armor=cyborg is not valid - I reckon that's the problem.

And strip out those duplicate entries (note that if you were to have Unnatural=no followed by Unnatural=yes then the actual value used in game will randomly change as you modify the ini).
Ever wondered what the hell is going on?
Believe me friend you're not the only one.
--Lysdexia

Check out Launch Base for RA2/YR - http://marshall.strategy-x.com
Also home to the Purple Alert mod, 1.002 UMP, and the YR Playlist Manager.
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#5
I think "Armor=cyborg" is an additional armor type added, he uses RockPatch (-> "EVerses=25%").

But I found another mistake: In the "NukeVolk" section, the last verse has a space between the number and the %.
[Image: osen2o7mpmm4jg1fs0.jpg]
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#6
That would be the [VolkPoint] section. And I suspect that that space is due to the copy from text editor to forum posting (see Owner=, there's a space in the middle of Americans)
I don't think the weapon would make the unit unavailable - it might cause errors/crashiness when unit is built though).

I take it you do have an art entry for [VOLKOV] ?

Assuming you have added other infantry okay, clone one and change id to VOLKOV, make sure it works and then change a little bit at a time until the unit becomes unavailabl. Should help you to narrow down the cause.

I'd also double check for other residual mod files that may be interfering.
Ever wondered what the hell is going on?
Believe me friend you're not the only one.
--Lysdexia

Check out Launch Base for RA2/YR - http://marshall.strategy-x.com
Also home to the Purple Alert mod, 1.002 UMP, and the YR Playlist Manager.
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#7
The forum engine adds spaces after every 50 successional characters, to make sure lines don't expand the page indefinitely in horizontal direction.
Forum Rules

(01.06.2011, 05:43:25)kenosis Wrote: Oh damn don't be disgraced again!

(25.06.2011, 20:42:59)Nighthawk Wrote: The proverbial bearded omni-bug may be dead, but the containment campaign is still being waged in the desert.
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#8
Ok I don't know how or why but when I changed the tech level to 9 he became buildable.
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#9
Do you have that tech level slider enabled? If not check ra2md.ini for TechLevel=. It has to be 10 to build every unit...
[Image: osen2o7mpmm4jg1fs0.jpg]
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#10
Ok yet another question. If a building is an upgrade can it be used on prerequisites?
Also if you have a building with a 0x0 foundation thats immune to damage is there anyway that it doesn't count towards the destroy everything trigger?
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#11
1. No. Upgrades don't actually exist after placement - only the original structure.
2. Depends what you mean by the 'destroy everything' trigger. If you're talking about the copy protection then what does it matter?
Ever wondered what the hell is going on?
Believe me friend you're not the only one.
--Lysdexia

Check out Launch Base for RA2/YR - http://marshall.strategy-x.com
Also home to the Purple Alert mod, 1.002 UMP, and the YR Playlist Manager.
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#12
Quote:2. Depends what you mean by the 'destroy everything' trigger. If you're talking about the copy protection then what does it matter?
No, I think he means the map trigger that destroys everything belonging to a certain house.

Try experimenting with it using FinalAlert 2.
Ares Project Manager.
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Open Ares positions: Documentation Maintainer, Active Testers.
PM if interested.
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#13
Will try on another note heres some cameos :

[Image: secretmessagemk3.png]
http://rtb.creativegaming.net/?menue=news


And There Is No Hidden Message Shift eyes Shift eyes
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#14
Quote:And There Is No Hidden Message
Hehe, no, of couse not Tongue... Nicely done BTW.
Ares Project Manager.
[Image: t3wbanner.png]
[Image: cncgsigsb_sml.png]
Open Ares positions: Documentation Maintainer, Active Testers.
PM if interested.
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#15
Black Shadow 750 Wrote:Will try on another note heres some cameos :

[Image: secretmessagemk3.png]
http://rtb.creativegaming.net/?menue=news

And There Is No Hidden Message Shift eyes Shift eyes

That' nice. Am I allowed to include it on inofficial RTB site?
[Image: osen2o7mpmm4jg1fs0.jpg]
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