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		I'm trying to make a V3-type rocket launcher that is a base defence. I took the code from the Dreadnought and slapped it into the patriot missile, then when I tried to fire it the game cried like a baby. 
Anybody know where i screwed up? 
 
; SSM 
[NASSM] 
Image=NASAM 
UIName=Name:NASSM 
Name=Surface to Surface Rockets 
BuildCat=Combat 
Strength=900 
Armor=steel 
TechLevel=4 
Prerequisite=NAHAND 
Adjacent=4 
Sight=10 
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs 
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil 
Cost=100 
BaseNormal=no 
Points=30 
Power=-50 
Crewed=no 
Primary=DredLauncher 
Spawns=DMISL 
SpawnsNumber=10 
SpawnRegenRate=8 
SpawnReloadRate=0 
;FireAngle=32 
LandTargeting=0 
NavalTargeting=0 
Capturable=false 
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM 
Maxdebris=3 
MinDebris=2 
ThreatPosed=0 ; This value should be 0 for objects that are purely anti-air, since aircraft do not use the threat values 
;DamageParticleSystems=SparkSys,LGSparkSys 
IsBaseDefense=yes 
Powered=yes 
Turret=yes 
TurretAnim=SAM 
TurretAnimIsVoxel=true 
;TurretAnim=NASAM_A 
;TurretAnimIsVoxel=false 
;TurretAnimX=-2 
;TurretAnimY=10 
TurretAnimZAdjust=-20 
HasStupidGuardMode=false 
WorkingSound=PowerOn 
NotWorkingSound=PowerOff 
VHPScan=Strong[color=beige]
	 
	
	
	
	
 
 
	
	
	
		
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		i dunno, but i recall that when kravvitz tried it years ago, he could only get it to work on 1x1 structures.
	 
	
	
	
	
 
 
	
	
	
		
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		First of all, the official position is that spawning only works on 1x1 structures; the unofficial, unproven position is that spawns originate (and potentially return to) from the center cell, so something like 3x3 could also work. 
Secondly, spawning itself works. I, personally, had a Hornet Defense for long times. So if everything fails, you can just hack spawning as usual. 
Thirdly, the dred missiles spawn into the direction the ship is turned to. The ship doesn't have a turret. Your building can't turn and does have a turret. Try disabling the turret for a change. Return the FireAngle. All this kind of stuff. And report the results back   
	 
	
	
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 (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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		Still no good. 
Tried Tesla Coil, modified it to: 
 
[NASSM] 
Image=CRATE 
UIName=Name:NASSM 
Name=Surface to Surface Missle 
BuildCat=Combat 
Prerequisite=NAHAND 
Strength=600 
Armor=steel 
TechLevel=3 
Adjacent=2 
Sight=8 
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs 
AIBasePlanningSide=1 ;gs 0 for Good, 1 for Evil 
Cost=150 
Points=30 
Power=-75 
Crewed=no 
Capturable=false 
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 
;DestroyAnim=NATSLADM 
Primary=V3Launcher 
Spawns=V3ROCKET 
SpawnsNumber=1 
SpawnRegenRate=400 
SpawnReloadRate=0 
NoSpawnAlt=yes 
FireAngle=32 
;LandTargeting=0  //doesn't matter 
;NavalTargeting=0 
Turret=no 
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=yes 
HasStupidGuardMode=false 
WorkingSound=PowerOn 
NotWorkingSound=PowerOff 
 
Anybody help?
	 
	
	
	
	
 
 
	
	
	
		
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		I'm sorry, but its not something i've tried to do.
	 
	
	
	
	
 
 
	
	
	
		
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		Take out the NoSpawnAlt= line, that means it has a different voxel for when it is out of rockets (e.g. V3.vxl has V3WO.vxl for no rocket).
	 
	
	
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		makes sence that it might cause a crash, because buildings can't be VXLs
	 
	
	
	
	
 
 
	
	
	
		
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		I remember my "pillbox airbase" 
with 3 planes  
All planes set target to one unit  
	 
	
	
ARM forever - x86 sucks! 
 
 
 
	
	
 
 
	
	
	
		
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		I pulled the line; it still crashed.  I tried changing the code so that it would launch hornets instead of v3's, and it worked perfectly.  Is there something hardcoded in the v3 that makes it not work as a base defence?
	 
	
	
	
	
 
 
	
	
	
		
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		Hornets can retarget mid-flight, spawned missiles can't. In addition V3 can't even turn around if the launcher is facing the wrong direction. Try the dred missile instead.
	 
	
	
	
	
 
 
	
	
	
		
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		His original code uses the Dreadnaught missile. 
 
elrathia kingi: If this doesn't work out, clone the hornet, give it a missile voxel, and arm it with a limbolaunching suicide weapon. A very small ROT might also be in order, and don't forget to add the trailer. 
 
That's the poor man's spawned missile. Doesn't look 100% when it starts, but fine otherwise.
	 
	
	
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 (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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		OK, I half fixed it.  I cloned the Dredlauncher and dmisl to ssmlauncher and ssm, so there was no more IE when I launched it.  Instead, the missiles fly out and either go in a line to the edge of the screen without coming down or circle around and try to land back in the box.  I have the MissileSpawn=yes tag in it; in fact, I haven't changed a single thing about the DMISL or launcher, I just renamed it.  
	 
	
	
	
	
 
 
	
	
	
		
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		That is because you can't clone spawned missiles. The missile types are fixed to the two/three present in the original game. 
 
The only way to have additional ones is the method I described.
	 
	
	
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 (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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		Alright, I'll give it a try.  I still don't understand the IE, though.  
	 
	
	
	
	
 
 
	 
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