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Deployed tank problems... - Printable Version +- Renegade Projects Network Forums (https://forums.renegadeprojects.com) +-- Forum: Modding (https://forums.renegadeprojects.com/forumdisplay.php?fid=3) +--- Forum: Red Alert 2 & Yuri's Revenge Editing (https://forums.renegadeprojects.com/forumdisplay.php?fid=8) +--- Thread: Deployed tank problems... (/showthread.php?tid=94) Pages:
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- Whiteboy - 06.10.2005 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 Structure Code: ;Tesla Stinger (AA only) Art code for Tesla Stinger Code: ;Tesla Stinger Anyone familiar with this kind of weirdness? - CNCM_BLITZ - 07.10.2005 I can't see anything besides, you have found a few new bugs. Is this the same logic the siege chopper uses? - Whiteboy - 08.10.2005 No and no. Apparently the "new rally point established" one is a common unfixable bug, and as for the rest, I changed two tags: Repairable=false ClickRepairable=no And now it's unrepairable in any way (but it does self-heal). One weird thing about it is, if you select an Engineer and hold CTRL+ALT (guard unit function I believe) and click the deployed structure, the Engineer will actually enter it, and never emerge. The structure will not be repaired. Still, it doesn't matter now. I am satisfied with this unit as it is - the only real problem is the EVA thing. Thanks for reading. - DCoder - 08.10.2005 Just for the record, you can use true/false and yes/no interchangeably, they are equivalent. - Whiteboy - 08.10.2005 Funny, I actually noticed that in my last post and subtly left it there wondering if anyone would notice. You win DCoder! - Augusto - 08.10.2005 Use ConstructionYard= tag in the building for fix newrallypoint bug. - CNCM_BLITZ - 09.10.2005 Won't that cause it to build structures, and allow it to be set to Primary? - DCoder - 09.10.2005 ConstructionYard=yes simply tells the AI that this structure has a AIIonCannonConyardValue= (sp?) chance of being a preferred SW target. Factory=BuildingType is what allows it to build buildings. - Blade - 09.10.2005 I believe it also dictates the facing direction it turns to before deploying. - mevitar - 09.10.2005 no, this is dictated by the DeployFacing=[number] tag - DCoder - 09.10.2005 True, yet Code: Artillary=yes - North-East - Bobingabout - 10.10.2005 isn't the tag also used to determine if it is un-deployable if you set re-deployable MCVs? - Augusto - 11.10.2005 Yes, ConstructionYard tag is affected for re-deploys MCV logic. Activate this option in the skirmish menu and no problems. - CNCM_BLITZ - 13.10.2005 I think it is better that you keep things stable, e.g. if somebody doesn't use redployable mcv then it wont work. Try using the other tags. Or better yet, try Siege chopper logic. No guarantees it would work though... - YuriGagarin - 13.03.2006 Very easy, add TickTank=yes into the structure code. I made my grizzly battle tank, rhino heavy tank, apoc, howitzer deploy without any problems in my mod. you can change the new rally point established by editing eva.ini. [MTNK] UIName=Name:MTNK Name=Grizzly Battle Tank Image=GTNK Prerequisite=GAWEAP Primary=105mm Strength=300 Category=AFV Armor=heavy Turret=yes IsTilter=yes Crusher=yes TooBigToFitUnderBridge=true TechLevel=2 Sight=8 Speed=7 CrateGoodie=no Owner=British,French,Germans,Americans,Alliance Cost=700 Points=25 ROT=5 IsSelectableCombatant=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenAllVehicleSelect VoiceMove=GenAllVehicleMove VoiceAttack=GenAllVehicleAttackCommand VoiceFeedback= DieSound=GenVehicleDie MoveSound=GrizzlyTankMoveStart MaxDebris=2 ; origional - Locomotor={55D141B8-DB94-11d1-AC98-006008055BB5} Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Normal ThreatPosed=15 ; This value MUST be 0 for all building addons DamageParticleSystems=SparkSys,SmallGreySSys VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF Accelerates=false ImmuneToVeins=yes Size=3 OpportunityFire=yes ElitePrimary=105mmE DeploysInto=DMTK [DMTK] Image=NALASR UIName=Name:MTNK TickTank=yes UndeploysInto=MTNK Name=Depl BuildCat=Combat Strength=500 Armor=Concrete Primary=105mm ElitePrimary=105mmE TechLevel=-1 Adjacent=4 ROT=5 Sight=8 DetectDisguise=no Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil Cost=500 BaseNormal=no Points=25 Power=0 Crewed=no Capturable=false Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 VoiceSelect=GenAllVehicleSelect VoiceMove=GenAllVehicleMove VoiceAttack=GenAllVehicleAttackCommand VoiceFeedback= DieSound=GenVehicleDieDebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS6LG MaxDebris=2 MinDebris=1 Turret=yes TurretAnim=GTNKTUR TurretAnimIsVoxel=true TurretAnimY=10 TurretAnimZAdjust=-20 ThreatPosed=30 ; This value MUST be 0 for all building addons HasStupidGuardMode=false DamageParticleSystems=SparkSys,SmallGreySSys VeteranAbilities=STRONGER,FIREPOWER,SIGHT EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF ImmuneToVeins=yes Trainable=yes ClickRepairable=yes You still can't click repair or capture it because it is a tick tank. |