User talk:Demon Red Storm
All right, this is the rules code for a mobile stealth generator in YR. It acts like the one in TSF. The only known bug is a "new rally point established" sound one when moving the generator from its deployed position. It works pretty well, though. It is stealth, not gap, so please don't complain about that. It is also currently alphabetized. I will fix that style error as soon as possible.
[MOGAPB] Adjacent=5 AIBuildThis=no Armor=steel BaseNormal=yes Bombable=no BuildCat=Combat BuildLimit=-5 Capturable=no ClickRepairable=no CloakGenerator=yes Cloakable=yes CloakRadiusInCells=10 Cost=2500 Crewed=no HasRadialIndicator=yes Image=GAGAP ImmuneToPsionics=yes IsBaseDefense=yes IsSimpleDeployer=no Name=Mobile Stealth Generator Owner=British,Americans,Germans,French,Alliance,Russians,Confederates,Africans,Arabs,YuriCountry Points=250 Powered=yes Power=-50 Prerequisite=GAGAP,GACNST RadarInvisible=yes Repairable=yes SensorArray=yes Sight=10 Soylent=2000 Strength=1000 TechLevel=-1 ThreatPosed=10 UIName=Name:MOGAPB UndeploysInto=MOGAPV Warpable=no
[MOGAPV] AllowedToStartInMultiplayer=no Armor=heavy Bombable=no BuildLimit=-5 Category=Support Cost=2500 Crusher=yes DeploysInto=MOGAPB Image=SREF ImmuneToPsionics=yes Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1} MovementZone=Crusher Name=Mobile Stealth Generator OmniCrushResistant=yes Owner=Americans,Alliance,Germans,French,British Parasiteable=no Points=250 Prerequisite=GAGAP,FACTORY RadarInvisible=yes SelfHealing=yes Sight=10 Size=4 Soylent=2000 Speed=5 Strength=1000 StupidHunt=yes TechLevel=10 Trainable=no UIName=Name:MOGAPV Warpable=no Weight=3
-The user must still edit the string table for the name.-
- RE:Fixed the formatting so we can see the code clearly. Your code is rather badly organised - it's usually advised to follow Westwood's convention of having UIName, Name, Prerequisites, Strength and such at the top of the section, and add the more uncommon tags near the bottom. Also, CNST is not a prerequisite. It's not like FACTORY, BARRACKS, RADAR or TECH, it doesn't exist. You have to use one of the existing Conyards (see The Prerequisite System). Also, the correct tag is SelfHealing, no hyphen. If your vehicle isn't showing up as a Prism Tank in game, make sure it is listed in the VehicleTypes list.
- P.S. - You've got TechLevel=11 on your structure. If you've got AIBuildThis=no, you don't need the TechLevel to be 11. Set it to -1 instead. Also, when I say your code is badly organised, I don't mean it's all over the place, you've alphabetised it, I mean that it's against standard convention.
- ~ Nighthawk 23:34, 8 October 2007 (CEST) ~
- Oh yeah, sorry about the errors. I typed the wrong thing in rulesmd, so my copy and paste didn't work too well. I also wrote this according to an alphabetical format, so it was typed in alphabetical order. The prism tank part is weird... it may be an error in coding. I am truly sorry for my mistakes, and I thank you for looking out for me. I am currently working on country weapons and objects (Russia uses Tesla, Iraq uses radiation, etc.), so fixing this page may take a while.
- Oh, and could someone tell me where the actions for superweapons are actually defined? I cannot find the coding, and I don't want to take apart the .exe if I don't have to. Rockpatch is not letting me do custom actions for sw's.
- RE:Don't apologise, we're here to help, not criticise. The actions for super weapons are hardcoded into the EXE file. If you have the RockPatch, you can follow the Adding Custom Actions tutorial to add your own. If you are having trouble getting your own actions into the game, check that you have the correct numbers for your cursor frames in the [MouseCursors] ([MousePointers] for versions preceding 1.08SE).
- ~ Nighthawk 22:26, 14 October 2007 (CEST) ~
Thank you. I checked, and unless the animationinterval, minimapframe, or minimapframenumber matter in actually having the cursor, it works out, I think. It acts as if I don't have a cursor set and fires to a random cell. On weapons, it shows the standard arrow cursor. My cursor, building, and superweapon are as follows:
[MouseCursors] IonCannon=279,20,4,-1,-1,12345,12345
[IONCAR] UIName=Name:IONCAR Name=Russian Ion Cannon Image=GAWETH BuildCat=Combat Prerequisite=NATECH,NACNST TechLevel=10 Strength=1000 Powered=true Adjacent=2 RequiredHouses=Russians Armor=concrete Sight=5 Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry AIBasePlanningSide=1 Cost=3000 Points=30 Power=-200 Crewed=yes Capturable=false RevealToAll=yes Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60 SuperWeapon=IonCannonSpecial Nominal=yes ThreatPosed=1 AIBuildThis=yes Spyable=yes ChargedAnimTime=1 ProtectWithWall=yes BuildLimit=1 DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM MaxDebris=14 MinDebris=7
[IonCannonSpecial] UIName=Name:IonC Name=Russian Ion Cannon RechargeTime=5 Type=IonCannon Action=IonCannon SidebarImage=IONCICON ShowTimer=yes DisableableFromShell=no IsPowered=true
I checked the firing, and using a prexisting cursor and deleting it from where it should be (the weatherstorm currently has no action) works. The trouble is adding the action and it working properly. For future reference, I use RPCE #0055 and #0052 (0055 is more recent, but 0052 is a bit faster). Thank you for your help. I'll check it again, though, and give the result as soon as I have the time.
- RE: This may seem like a rather stupid question, but have you actually got mouse.sha in your RA2 directory? The minimap frames don't matter, you don't need them, just keep them as -1 if you don't want them. The animation interval is necessary, it controls how fast your cursor animates.
- ~ Nighthawk 11:22, 16 October 2007 (CEST) ~
I think after completing this tutorial you should create a new wiki page, like this one: Adding A Kamikaze Airstrike To RA2/YR and remove it from the User Discussion page, because it doesn't fit here. But then don't forget to include it to the "Tutorials" Section. Nice tutorial Demon Storm! --Gordon-creAtive 19:33, 17 October 2007 (CEST)
I finally managed to get it working. For some reason, putting the entry at the top of the list made it work. I got a sort of speed problem, but the game works fine (YR's load song usually times out when loading a skirmish map now and the actual gameplay speed is much less; a few other programs have been affected as well, so it may be something else as well.) In any case, thank you for your assistance. When I make the tutorial page, the code will be sorted according to convention. I hope that will help. It will take a bit to do, since I can't work on it right this second. I will also probably make a subcategory on the page for "Reimplementing Features That Were In Previous Games To RA2/YR". Thanks again!!!
//Demon Red Storm 19:46, 21 October 2007 (CEST)//