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Some new units need help
#1
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=NameBig GrinRON
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
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#2
VehicleTypes cannot paradrop their passengers, only AircraftTypes can. You need to clone an aircraft instead of a Kirov, and give it the appearance of a Kirov afterwards. And you need SizeLimit=1 on it for infantry to get in.

Worth playing: 1 | 2 | 3
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#3
i didnt intend for them to paradrop...if i put a line like that in there, could you point it out? What i want them to be is basically a buffed up flying Battle fortress that can have people and tanks i.e. the garrisonable kirov. and in respect to your other advice (if it still applies to my desired outcome, which i think it will) i will apply it. thank you
Reply
#4
Ah, I misread you. I thought you wanted a plane to paradrop the passengers out, ala buildable paradrop plane. Well, in that case, you're still missing SizeLimit= and all those UnitAbsorb, etc, building style garrison flags are unnecessary. All you need to get a vehicle transport is Passengers=, PipScale=Passengers and SizeLimit= , all of which are covered in ModEnc.

Worth playing: 1 | 2 | 3
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#5
The paradrop plane - good idea. Using this logic, how can i force my planes to drop their pilots before crushing?
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#6
Quote:The paradrop plane - good idea. Using this logic, how can i force my planes to drop their pilots before crushing?
you can't. they drop PASSENGERS when the weapon is fired.
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#7
DCoder Wrote:[/sinp] Well, in that case, you're still missing SizeLimit= and all those UnitAbsorb, etc, building style garrison flags are unnecessary. All you need to get a vehicle transport is Passengers=, PipScale=Passengers and SizeLimit= , all of which are covered in ModEnc.

as i am new to the forums, learned from just changing random tags, where do i go to find this ModEnc? it seems that it would be helpful. and as to your statement i do have infantry and unit absorbs they are near the end. if some of my garrison tags are not needed can you tell me which one so i can delete them? i have
UnitAbsorb=yes
InfantryAbsorb=yes
CanBeOccupied=yes
MaxNumberOccupants=12
CanOccupyFire=yes
Landable=yes
OpenTopped=yes
PipScale=Passengers
Passengers=12

those are all that i can see that i have for passenger related stuff. thanks again

bobbingabout Wrote:
guest Wrote:The paradrop plane - good idea. Using this logic, how can i force my planes to drop their pilots before crushing?


you can't. they drop PASSENGERS when the weapon is fired.

would it be posible for the plane to to spawn with a unit inside that is permenantly garrisoned, and then when the plane died they get parradropped down as if the pilot was escaping?
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#8
Quote:where do i go to find this ModEnc?
At http://modenc.renegadeprojects.com .
Quote:If some of my garrison tags are not needed can you tell me which one so i can delete them?
DCoder Wrote:All you need to get a vehicle transport is Passengers=, PipScale=Passengers and SizeLimit= .

Worth playing: 1 | 2 | 3
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#9
thank you DCoder, it seems i missed that line when i read your post first. but i was reading somewhere that for something to fire out of something it has to have OpenTopped=yes is that true?
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#10
Yes.

Worth playing: 1 | 2 | 3
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#11
since the kirov and the terror drone are basically done here are my other three...they are for a specific map my bro is making,as are all my creations. the map is an 8 player map, 4 teams of 2, with bubbles near the four corners, and mountain ranges filling in the rest of the map, and netral stuff hidden in the mountains to help defend against earily rushes. there is one unit for every faction and seeing as how he has not finished the map, i havent tested them yet. if someone wants to test them, just be sure to provide feedback. they are long, but that is because i am posting the weapons i created as well.

; Chrono Legionnaire
[SWITCH]
UIName=Switch
Name=Switch
Image=CLEG
Category=Soldier
Primary=DNeutronRifle
Prerequisite=GAPILE,TECH
PrerequisiteOverride=CAWASH16 ; SJM: Smithsonian Institute
CrushSound=InfantrySquish
Crushable=no
Strength=500
Armor=Medium
TechLevel=10
Pip=red
Sight=10
Speed=10 ;okay, we don't really need this, but give it a dummy value just to make sure

nothing complains
MoveToShroud=yes
Teleporter=yes;
Owner=British,French,Germans,Americans,Alliance
Cost=15000
Soylent=13000
Points=15000
IsSelectableCombatant=yes
VoiceSelect=ChronoLegionSelect
VoiceMove=ChronoLegionMove
VoiceAttack=ChronoLegionAttackCommand
VoiceFeedback=ChronoLegionFear
VoiceSpecialAttack=ChronoLegionMove
DieSound=ChronoLegionDie
ChronoInSound=ChronoLegionTeleport
ChronoOutSound=ChronoLegionTeleport
Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1}
;Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk

Thrower!
ThreatPosed=20 ; This value MUST be 0 for all building addons
ImmuneToRadiation=no ; SJM: approved by Dustin on 09-11-00
ImmuneToPsionics=yes
Bombable=yes
AllowedToStartInMultiplayer=no
Size=1
BuildLimit=3
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
;CanPassiveAquire=no
;CanRetaliate=no; Won't fire back when hit
ElitePrimary=DDNeutronRifleE
;PreventAttackMove=yes ;gs don't laugh, he can actually do this while in a plan loop
IFVMode=10

; Fire by Chrono Legion
[DNeutronRifle]
Damage=500
ROF=50
Range=10
Speed=100
Projectile=SChronobounce;GEF Chrono Legionaires can now shoot over walls ;InvisibleLow
Warhead=DChronoBeam
Report=ChronoLegionAttack
IsRadBeam=yes
RevealOnFire=no

; Fire by Chrono Legion
[DDNeutronRifleE]
Damage=700
ROF=60
Range=20
Speed=100
Projectile=SChronobounceE;GEF Chrono Legionaires can now shoot over walls

;InvisibleLow
Warhead=DChronoBeam
Report=ChronoLegionAttack
IsRadBeam=yes
RevealOnFire=no

[SChronobounce]
ShrapnelWeapon=SChronoFragment
ShrapnelCount=10
AA=yes
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=no
SubjectToWalls=no

[SChronobounceE]
ShrapnelWeapon=SChronoFragmentE
ShrapnelCount=15
AA=yes
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=no
SubjectToWalls=no

[SChronoFragment]
Damage=400
ROF=120
Range=3
Projectile=InvisibleMedium
Speed=10
Warhead=ChronoBeam
Report=ChronoLegionAttack
IsRadBeam=yes

[SChronoFragmentE]
Damage=30
ROF=120
Range=3
Projectile=InvisibleMedium
Speed=10
Warhead=ChronoBeam
Report=ChronoLegionAttack
IsRadBeam=yes

[DChronoBeam]
;No chronoing spawned rockets
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
;Verses=100%,0%,20%,10%,0%
InfDeath=5
Temporal=yes
;CellSpread=10

; Soviet Tesla Trooper
[JOLT]
UIName=Jolt
Name=Jolt
Image=SHK
Category=Soldier
Primary=JElectricBolt
Secondary=JAssaultBolt
Assaulter=no ; I clear out UC buildings
Prerequisite=NAHAND, TECH
CrushSound=InfantrySquish
Crushable=no
Strength=500
Armor=Medium
TechLevel=5
Pip=white
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs
Cost=15000
Soylent=13000
Points=15000
IsSelectableCombatant=yes
VoiceSelect=TeslaTroopSelect
VoiceMove=TeslaTroopMove
VoiceAttack=TeslaTroopAttackCommand
VoiceFeedback=TeslaTroopFear
VoiceSpecialAttack=TeslaTroopMove
DieSound=TeslaTroopDie
ChronoInSound=ChronoLegionTeleport
ChronoOutSound=ChronoLegionTeleport
Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
;MovementZone=InfantryDestroyer ;GEF wow!!! copy paste bug from the original Disk

Thrower!
ThreatPosed=20 ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
ImmuneToPsionics=yes
Size=1
BuildLimit=3
AllowedToStartInMultiplayer=no
ElitePrimary=EiffelBolt
IFVMode=6

; Fire by Telsa Trooper
[JElectricBolt]
Damage=300
ROF=60
Range=20
Speed=100
Warhead=JShock
Report=TeslaTroopAttack
Projectile=JElectricbounce
IsElectricBolt=true
AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters need this

on their primary weapon)

[JShock]
Verses=100%,100%,100%,85%,100%,100%,50%,50%,50%,200%,100%
InfDeath=5
Wood=yes
; SJM: No piff-piff animation -- electric bolts now spawn spark systems instead.
AnimList=TSTIMPCT
CellSpread=10

; Fire by Telsa Trooper at Tesla Coil
[JAssaultBolt]
Damage=30
ROF=25
Range=3
Speed=100
Warhead=ElectricAssault
Report=TeslaTroopRechargeCoil
Projectile=InvisibleLow
IsElectricBolt=true
IsAlternateColor=true

; Fired by the ginourmous Eiffel Telsa Coil of DEATH
[EiffelBolt]
Damage=2000
ROF=50
Range=20
Speed=100
Warhead=JElectric
Report=ParisTowerAttack
Projectile=JElectricbounceE
IsElectricBolt=true

[JElectric]
Verses=100%,100%,100%,85%,100%,100%,50%,50%,50%,200%,100%
InfDeath=5
Wood=yes
; SJM: No piff-piff animation -- electric bolts now spawn spark systems instead.
Wall=yes ; SJM: This allows Tesla Coils to destroy bridges (approved by DB)
;PercentAtMax=.5
AnimList=TSTIMPCT
CellSpread=10

[JElectricbounce]
ShrapnelWeapon=JTeslaFragment
ShrapnelCount=10
AA=yes
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=no
SubjectToWalls=no

[JTeslaFragment]
Damage=50
ROF=80
Range=10
Projectile=SmallTeslaP
Speed=10
Report=TeslaCoilAttack
Warhead=Electric
IsElectricBolt=true
Anim=PIFFPIFF ;gs TEMP###

[JElectricbounceE]
ShrapnelWeapon=JTeslaFragmentE
ShrapnelCount=15
AA=yes
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=no
SubjectToWalls=no

[JTeslaFragmentE]
Damage=60
ROF=80
Range=15
Projectile=SmallTeslaP
Speed=10
Report=TeslaCoilAttack
Warhead=Electric
IsElectricBolt=true
Anim=PIFFPIFF ;gs TEMP###

; Brute
[GRIM]
UIName=Grim
Name=Grim
Image=BRUTE
Category=Soldier
Primary=Glaser
;GEF Unles we decide to put it back in Pushy=yes
Prerequisite=YABRCK,TECH
CrushSound=InfantrySquish
Crushable=no
Strength=500 ;180 ;250
Armor=Medium
TechLevel=5
Pip=white
Sight=8
Speed=6
Owner=YuriCountry
Cost=15000
Soylent=13000
Points=15000
IsSelectableCombatant=yes
VoiceSelect=BruteSelect
VoiceMove=BruteMove
VoiceAttack=BruteAttackCommand
VoiceFeedback=BruteFear
VoiceSpecialAttack=BruteMove
DieSound=BruteDie
ChronoInSound=ChronoLegionTeleport
ChronoOutSound=ChronoLegionTeleport
Locomotor={4A582747-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=InfantryDestroyer
ThreatPosed=20 ; This value MUST be 0 for all building addons
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
ImmuneToVeins=yes
Size=2;too big for IFV
AllowedToStartInMultiplayer=no
ElitePrimary=GlaserE
IFVMode=0
Unnatural=yes
CloseRange=yes
DefaultToGuardArea=yes ; the much awaited dog default to move and attack when resting
GuardRange=5
SelfHealing=yes
ImmuneToPsionics=yes
BuildLimit=3
PixelSelectionBracketDelta=-8 ;gs higher number draws lower. Pixel difference from normal

for selection bracket

[Glaser]
Damage=100
ROF=100
Range=15
Projectile=Glaserbounce
Speed=60
Report=FloatingDiscAttack
Warhead=DiskWH
Bright=yes
LaserInnerColor=216,0,184
LaserOuterColor=80,0,88
LaserOuterSpread=0,0,0
LaserDuration=15
;IsLaser=true ; this flag tells the game to use the special laser draw effect
DiskLaser=yes; new ring draw laser
OmniFire=no

[GlaserE]
Damage=120
ROF=120
Range=20
Projectile=GlaserbounceE
Speed=80
Report=FloatingDiscAttack
Warhead=DiskWH
Bright=yes
;IsHouseColor=true
LaserInnerColor = 216,0,184
LaserOuterColor = 80,0,88
LaserOuterSpread= 0,0,0
LaserDuration = 15
;IsLaser=true ; this flag tells the game to use the special laser draw effect
DiskLaser=yes; new ring draw laser
OmniFire=no

[Glaserbounce]
ShrapnelWeapon=Glaserfragment
ShrapnelCount=10
AA=yes
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=no
SubjectToWalls=no

[GlaserbounceE]
ShrapnelWeapon=GlaserfragmentE
ShrapnelCount=15
AA=yes
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=no
SubjectToWalls=no

[Glaserfragment]
Damage=20
ROF=120
Range=5
Projectile=InvisibleAll
Speed=10
Warhead=DiskLaser
Report=FloatingDiscAttack
Bright=yes
LaserInnerColor=216,0,184
LaserOuterColor=80,0,88
LaserOuterSpread=0,0,0
LaserDuration=15
DiskLaser=yes; new ring draw laser

[GlaserfragmentE]
Damage=30
ROF=120
Range=6
Projectile=InvisibleAll
Speed=10
Warhead=DiskLaser
Report=FloatingDiscAttack
Bright=yes
LaserInnerColor=216,0,184
LaserOuterColor=80,0,88
LaserOuterSpread=0,0,0
LaserDuration=15
DiskLaser=yes; new ring draw laser


if you read them all and can find some errors let me know. All help appreciated, and thanks to all who help
EDIT: added changes to all units for more game balance(cost and build limits) and fixed the typo.
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#12
  • DNeutronRifle's Projectile is typoed.
  • Chrono weapons to my knowledge cannot shrapnel.
  • Shrapnel weapons need to be attached to dummy units to work.
  • UIName doesn't work that way. See ModEnc article about it.
  • Glaser combines RadBeam with DiskLaser, somehow I don't think that will work.

Btw, don't you think these units pretty much ruin the game balance?

Worth playing: 1 | 2 | 3
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#13
DCoder Wrote:
  • Glaser combines RadBeam with DiskLaser, somehow I don't think that will work.
i once tried to combine tesla with laser logic... kinda didn't work, i can't remember what happened, but i suspect that it caused an IE.
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#14
DCoder Wrote:
  • DNeutronRifle's Projectile is typoed.
  • Chrono weapons to my knowledge cannot shrapnel.
  • Shrapnel weapons need to be attached to dummy units to work.
  • UIName doesn't work that way. See ModEnc article about it.
  • Glaser combines RadBeam with DiskLaser, somehow I don't think that will work.

Btw, don't you think these units pretty much ruin the game balance?

1. fixed
2. well, i mean no offence on this matter but, i think i will try it first and if it fails i will attach it to a dummy
3. same as 2
4. I dont realease map packs with my maps. On one of my other maps I did actually add everything to the xccmixer, but then i realized that it would only show up on my computer, since I give out maps by playing with the person online and not through other sites, and got rid of part of the coding so that in game all it shows "Missing:Switch", for example, and it works fine in my experience. I also insert a new [InfantryTypes] section into the map so that may also help.
5.i forgot that that was on there got rid of it now

as for the balance, i forgot to implement those changes they were originally going to be in it but i forgot...now there is a buildlimit of 3 and costs are 15000 each unit

thanks for pointing those out.
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