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The demo truck uses the trucka.vxl so I found and renamed the trucka.hva then put it in the expandmd file (or rather I made a fresh one to make sure it would work which included the gronoicon.shp, grono.vxl and grono.hva and deleted the other one to avoid problems) but still no luck.
And damn I feel stupid about the teleporter=yes thing.
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Try them loose in the RA2 directory see if that works.
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Still no luck.
There must be something really basic I've missed.
I've added the rules entry (shown above) ([GRONO])
I've added it to the unit list in the rules entry (GRONO)
I've added the art entry (shown above)([GRONO])
I've added the voxel (grono.vxl)
I've added the hva (grono.vxl)
I've added the cameo (gronoicon.shp)
I've added it to the strings (The Mighty Grono Nuc Truck)
Anything else that jumps out at you as missing? I've added infantry easily enough but this is the first vehicle I've tried adding, curse these voxels!
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Well I got it to work, took some time and searching of forums to figure it out. Look me up on msn.
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Teleporter=yes on a VehicleType just says that if this unit has a Dock= it will teleport when told to dock in it, and drive around otherwise. The chrono/dummy locomotors create the teleportation.
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teleporter is also used when considering the chronosphere superweapon. you can chronoshify cleg fine in the chronoshift superweapon, but all other infantry fry.
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I think setting Teleporter=no on a VehicleType makes it blow up when chronosphere'd
Which would suggest that a subset of Teleport logic defaults to a different on/off state than other parts of the logic. Weird. Or rather, Westwood.
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Believe me friend you're not the only one.
--Lysdexia
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