13.02.2007, 20:05:26
RPCE Help Update 4 uploaded!
if you look at it more careful - you find what bugs are:
1)AITargetingType tag
2)LStorm small problems
3)NUKE warhead problem
...all, isn't it?
all installer problems - not my problems at all.
Installer was created by Marshall, so he should support it.
However, I did not request him about totally rewriting installer.
will be fixed in new revision.
Now, it comparing a warhead name with "NUKE" and assume, what the pointer pLastNuke isn't NULL.
But if you have two different nukeclones and it had launched at the same time -
you will have two equal explosion (with last MultiMissile sw settings).
try this code:
launch Name:Nuke and immediately Name:Nuke2 = you will see RING1 twice,
but should see RING1 and NUKEBALL.
It really hard to fix.
So I restored a backup.
Quote:The only bad thing with CE was documentation and >The Fucking DVD< support, nothing else. And now those are already fixed.absolute right
if you look at it more careful - you find what bugs are:
1)AITargetingType tag
2)LStorm small problems
3)NUKE warhead problem
...all, isn't it?
Quote:I didn't try it yetat first try it by hands and then write about it!
Quote:You can't really discuss things with CnCVK because he would insist on what he thinks, everything else is "bad".examples please - I had never said this.
all installer problems - not my problems at all.
Installer was created by Marshall, so he should support it.
However, I did not request him about totally rewriting installer.
Quote:Since new SW system, you MUST NOT use Warhead=Nuke."[/quote Wrote:yeah, this is bug of RPCE #0030.
What the ztyping hell is up?
This very "feature" makes the game incompatible to itself, since the nuke reactor's DeathAnim uses that warhead itself.
And what the hell and especially WHY did you change to the
will be fixed in new revision.
Now, it comparing a warhead name with "NUKE" and assume, what the pointer pLastNuke isn't NULL.
But if you have two different nukeclones and it had launched at the same time -
you will have two equal explosion (with last MultiMissile sw settings).
try this code:
Code:
[NukeSpecial]
UIName=Name:Nuke
Name=N U K E !!!
IsPowered=true
RechargeVoice=00-I154
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=0.1
Type=MultiMissile
SidebarImage=NukeIcon
Action=Nuke
WeaponType=NukeCarrier
ShowTimer=yes
DisableableFromShell=yes
AIDefendAgainst=yes
Range=7
LineMultiplier=2
[Nuke2Special]
UIName=Name:Nuke2
Name=N U K E !!!
IsPowered=true
RechargeVoice=00-I154
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=0.1
Type=MultiMissile
SidebarImage=NukeIcon
Action=NukeAction2
NukeFirstAnim=RING1
NukePsiWarning=GCMUZZLE
NukeTakeOff=NUKEBALL
WeaponType=NukeCarrier
ShowTimer=yes
DisableableFromShell=yes
AIDefendAgainst=yes     ÂÂ
Range=7
LineMultiplier=2
but should see RING1 and NUKEBALL.
It really hard to fix.
Quote:The worst thing is, that offline help appeared to have changed tag names mistyped so it didn't help at all. CnCVK, is possible you're too confused yourself so you mistype your new tags?I lost my last help via HDD catastrophe
So I restored a backup.
Quote:I must stress that I did ask CnCVK to test the new installer before releasing it.I test it, on my system all was working fine.
Quote: because some stuff he seems to think he's doing for community benefit isn'texamples again.
Quote:I even had to make special mention of that file in the Launch Base code.Did you include special mention about MAIN.MIX file?
Quote: and some old ones being broken or supersededNo old features are broken
ARM forever - x86 sucks!