hello everybody. i have some units that i made that need some help (total of 5 units) here are the first two since they are the ones needed first. thanks to anyone willing to help me out.
i have tried to make a kirov that can be loaded with people that can fire out i saw it in a map, but since then i lost the file and therefore lost the authors code. And before you ask to make sure that the requirement is a valid requirement, i have already added to to the [general] section of the rulesmd.ini and it works. Here is the entry i made, please tell me what i am doing worng because i have gotten it to land, but no one can get in, and thus no one could fire out :
; Kirov Airship, Blimp
[ZEP]
UIName=Name:ZEP
Name=Kirov Airship
Image=ZEP
Prerequisite=REP
Primary=JasonsBlimpBomb
Strength=5000
Category=AirPower
Armor=heavy
TechLevel=10
Landable=yes
OpenTopped=yes
PipScale=Passengers
Passengers=12
SizeLimit=5
Sight=10
UnitRepair=yes
RadarInvisible=yes
MoveToShroud=yes
BalloonHover=no ; ie never land
;OmniFire=yes ;GEF moving to weapon
Speed=8
JumpjetSpeed=5 ;params not defined use defaults (old globals way up top called Jumpjet controls)
JumpjetClimb=8 ; SJM increased from 2 so Kirov can get out of factory before doors close
JumpjetCrash=12 ; Climb, but down
JumpJetAccel=10
JumpJetTurnRate=2
JumpjetHeight=750
;JumpjetWobbles=.01 ; ! value of zero stop wobbles? NO! Wobbles of zero means div by 0 crash. "How many wobbles would you like?" "0" "You must have wobbles!!! I kill you!"
;JumpjetDeviation=1
JumpjetNoWobbles=yes ; Really small numbers on two lines above don't actually slow down the wobbling since it is the amplitude of a sinusoidal curve
Crashable=yes ; JJ plummets down like aircraft
PitchSpeed=.9
PitchAngle=0
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=10000
Soylent=8000
Points=1000
ROT=10
SpeedType=Hover
Crewed=no
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=14
IsSelectableCombatant=yes
VoiceSelect=KirovSelect
VoiceMove=KirovMove
VoiceAttack=KirovAttackCommand
VoiceFeedback=
VoiceCrashing=KirovVoiceDie
DieSound=
CreateSound=KirovCreated
CrashingSound=KirovDie
ImpactLandSound=KirovCrash
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet
MovementZone=Fly
ThreatPosed=30 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=Dummy ;Taking off
AuxSound2=Dummy ;Landing
AllowedToStartInMultiplayer=no
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
SelfHealing=Yes
MoveSound=KirovMoveLoop
ElitePrimary=JasonsBlimpBombE
Parasiteable=no
Size=50
Bunkerable=no; Units default to yes, others default to no
BuildLimit=3
Yes i have created my own weapons, and they are not the problem because i got them to work in the game if you would like me to post my weapons just ask.
Here is another unit i made, it is a terror drone that works for the most part. I made it a normal terror drone for the primary weapon, but the secondary i made it a deploy fire to launch Hornets. The problem is that sometimes when it is sitting still, it will launch the hornets when it is undeployed, and then when the hornets come back they dont regenerate. How can i fix that. Oh and it explodes when it dies :
; Terror Drone, ooohhh scary
[DRON]
UIName=NameRON
Name=Terror Drone
Prerequisite=REP
Category=AFV
Primary=DroneJump
Secondary=HornetLauncher
Spawns=HORNET
SpawnsNumber=3
SpawnRegenRate=40
SpawnReloadRate=40
FireAngle=32
NavalTargeting=6
Strength=1000
SuppressionThreshold=300; damage below this amount won't suppress the parasite
ReselectIfLimboed=yes ; If selected when limbo on attack of infantry, reselect when unlimbo
DefaultToGuardArea=yes ; the much awaited terror drone default to move and attack when resting
Armor=special_1
TechLevel=10
Turret=no
IsTilter=no
CrateGoodie=no
Sight=10
Speed=5 ; gs Don't go higher than 20, or he gets stuck running in circles
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=15000
Soylent=10000
Points=2000
ROT=40
AllowedToStartInMultiplayer=no
Crusher=no
Crewed=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=TerrorDroneSelect
VoiceAttack=TerrorDroneAttackCommand
VoiceMove=TerrorDroneMove
VoiceFeedback=
DieSound=TerrorDroneDie
MoveSound=TerrorDroneMoveLoop
MaxDebris=100
MinDebris=99
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1};<-drive mech->{55D141B8-DB94-11d1-AC98-006008055BB5}
;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Destroyer
ThreatPosed=250 ; This value MUST be 0 for all building addons
IsSimpleDeployer=true
DeployFire=yes
CloakStop=yes Does the unit cloak when stopped moving (def=no)?
Cloakable=yes
CloakingSpeed=1
Sensors=yes
SensorsSight=30
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=5
ImmuneToPsionics=yes
ImmuneToRadiation=yes
Parasiteable=no
Trainable=yes
Explodes=yes
AccelerationFactor=3 ; really fast
DeaccelerationFactor=5 ; This is TS's mizspelingg knot min
ZFudgeColumn=8
ZFudgeTunnel=13
;Bombable=yes
Size=5
DeathWeapon=JSDemobomb
Accelerates=false
Bunkerable=no; Units default to yes, others default to no
BuildLimit=3
And again I have created my own weapon for its death. when i get these two units i will post the other three. they are not as high of a priority yet because my bro has yet to finish the map for them to be play tested on.....im thinking of plugging them into a random map just to see how they work but, there is a lot i would have to delete when i returned the map to normal. But alas, that is a problem for another time, right now we would appreciate help with these units. Sorry for the long post and thanks again for your help.
EDIT: applyed some changes to both units
i have tried to make a kirov that can be loaded with people that can fire out i saw it in a map, but since then i lost the file and therefore lost the authors code. And before you ask to make sure that the requirement is a valid requirement, i have already added to to the [general] section of the rulesmd.ini and it works. Here is the entry i made, please tell me what i am doing worng because i have gotten it to land, but no one can get in, and thus no one could fire out :
; Kirov Airship, Blimp
[ZEP]
UIName=Name:ZEP
Name=Kirov Airship
Image=ZEP
Prerequisite=REP
Primary=JasonsBlimpBomb
Strength=5000
Category=AirPower
Armor=heavy
TechLevel=10
Landable=yes
OpenTopped=yes
PipScale=Passengers
Passengers=12
SizeLimit=5
Sight=10
UnitRepair=yes
RadarInvisible=yes
MoveToShroud=yes
BalloonHover=no ; ie never land
;OmniFire=yes ;GEF moving to weapon
Speed=8
JumpjetSpeed=5 ;params not defined use defaults (old globals way up top called Jumpjet controls)
JumpjetClimb=8 ; SJM increased from 2 so Kirov can get out of factory before doors close
JumpjetCrash=12 ; Climb, but down
JumpJetAccel=10
JumpJetTurnRate=2
JumpjetHeight=750
;JumpjetWobbles=.01 ; ! value of zero stop wobbles? NO! Wobbles of zero means div by 0 crash. "How many wobbles would you like?" "0" "You must have wobbles!!! I kill you!"
;JumpjetDeviation=1
JumpjetNoWobbles=yes ; Really small numbers on two lines above don't actually slow down the wobbling since it is the amplitude of a sinusoidal curve
Crashable=yes ; JJ plummets down like aircraft
PitchSpeed=.9
PitchAngle=0
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=10000
Soylent=8000
Points=1000
ROT=10
SpeedType=Hover
Crewed=no
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=14
IsSelectableCombatant=yes
VoiceSelect=KirovSelect
VoiceMove=KirovMove
VoiceAttack=KirovAttackCommand
VoiceFeedback=
VoiceCrashing=KirovVoiceDie
DieSound=
CreateSound=KirovCreated
CrashingSound=KirovDie
ImpactLandSound=KirovCrash
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet
MovementZone=Fly
ThreatPosed=30 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=Dummy ;Taking off
AuxSound2=Dummy ;Landing
AllowedToStartInMultiplayer=no
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
SelfHealing=Yes
MoveSound=KirovMoveLoop
ElitePrimary=JasonsBlimpBombE
Parasiteable=no
Size=50
Bunkerable=no; Units default to yes, others default to no
BuildLimit=3
Yes i have created my own weapons, and they are not the problem because i got them to work in the game if you would like me to post my weapons just ask.
Here is another unit i made, it is a terror drone that works for the most part. I made it a normal terror drone for the primary weapon, but the secondary i made it a deploy fire to launch Hornets. The problem is that sometimes when it is sitting still, it will launch the hornets when it is undeployed, and then when the hornets come back they dont regenerate. How can i fix that. Oh and it explodes when it dies :
; Terror Drone, ooohhh scary
[DRON]
UIName=NameRON
Name=Terror Drone
Prerequisite=REP
Category=AFV
Primary=DroneJump
Secondary=HornetLauncher
Spawns=HORNET
SpawnsNumber=3
SpawnRegenRate=40
SpawnReloadRate=40
FireAngle=32
NavalTargeting=6
Strength=1000
SuppressionThreshold=300; damage below this amount won't suppress the parasite
ReselectIfLimboed=yes ; If selected when limbo on attack of infantry, reselect when unlimbo
DefaultToGuardArea=yes ; the much awaited terror drone default to move and attack when resting
Armor=special_1
TechLevel=10
Turret=no
IsTilter=no
CrateGoodie=no
Sight=10
Speed=5 ; gs Don't go higher than 20, or he gets stuck running in circles
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Cost=15000
Soylent=10000
Points=2000
ROT=40
AllowedToStartInMultiplayer=no
Crusher=no
Crewed=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=TerrorDroneSelect
VoiceAttack=TerrorDroneAttackCommand
VoiceMove=TerrorDroneMove
VoiceFeedback=
DieSound=TerrorDroneDie
MoveSound=TerrorDroneMoveLoop
MaxDebris=100
MinDebris=99
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1};<-drive mech->{55D141B8-DB94-11d1-AC98-006008055BB5}
;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Destroyer
ThreatPosed=250 ; This value MUST be 0 for all building addons
IsSimpleDeployer=true
DeployFire=yes
CloakStop=yes Does the unit cloak when stopped moving (def=no)?
Cloakable=yes
CloakingSpeed=1
Sensors=yes
SensorsSight=30
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=5
ImmuneToPsionics=yes
ImmuneToRadiation=yes
Parasiteable=no
Trainable=yes
Explodes=yes
AccelerationFactor=3 ; really fast
DeaccelerationFactor=5 ; This is TS's mizspelingg knot min
ZFudgeColumn=8
ZFudgeTunnel=13
;Bombable=yes
Size=5
DeathWeapon=JSDemobomb
Accelerates=false
Bunkerable=no; Units default to yes, others default to no
BuildLimit=3
And again I have created my own weapon for its death. when i get these two units i will post the other three. they are not as high of a priority yet because my bro has yet to finish the map for them to be play tested on.....im thinking of plugging them into a random map just to see how they work but, there is a lot i would have to delete when i returned the map to normal. But alas, that is a problem for another time, right now we would appreciate help with these units. Sorry for the long post and thanks again for your help.
EDIT: applyed some changes to both units