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Galacticruler

How do i scale up TS infantry to RA2 (YR) Scale without losing detail?

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fixed the problem

What was it?

 

my Hydrogen Bomb silo wont launch its bomb

A hydrogen bomb? What does it do, destroy everything on the map?

 

 

If you want help with your problems, you'll need to add some specifics.

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i think i may have bumped some of the M60's warhead code by accedent.

the H-Bomb is an allied replacement for the Weather Storm(as that is OP and useless[i did leave it alone, just set it to -1 tech lvl and AIBUILDSTHIS=no.]), it uses a different nuke anim and ball, but it wont launch like the bomb at the target, all code used by it:

ARTMD.INI:
-----------------------------------------------------------------------------
[HSILO]
Cameo=HBSILOICO
Remapable=yes
Foundation=4x3
Buildup=HSILOMK
Height=8
DemandLoadBuildup=true
FreeBuildup=true
NewTheater=no
PrimaryFirePixelOffset=39,75 ;;-4,30 ; aim for center of pad to align with anim
SuperAnim=HSILO_E	  ;; normal, 9-min
SuperAnimYSort=543
SuperAnimZAdjust=-2
SuperAnimTwo=HSILO_F   ;missile lifts
SuperAnimTwoYSort=543
SuperAnimTwoZAdjust=-3
SuperAnimThree=HSILO_G  ; with missile
SuperAnimThreeYSort=543
SuperAnimThreeZAdjust=-4
SuperAnimFour=HSILO_H  ;; closing
SuperAnimFourYSort=543
SuperAnimFourZAdjust=-5
SuperAnimDamaged=HSILO_ED
SuperAnimTwoDamaged=HSILO_FD
SuperAnimThreeDamaged=HSILO_GD
SuperAnimFourDamaged=HSILO_HD
CanBeHidden=False
OccupyHeight=3
DamageFireOffset0=-33,31
DamageFireOffset1=-3,48
Anims:
[HBOMBANIM]
Rate=400
Report=NukeExplosion
Image=nplmnuke
[HBOMBBALL]
Rate=500
Crater=yes
ForceBigCraters=yes
Report=NukeIntro
Image=nplmnukeball
[HSILO_E]  ;Hsilo
Normalized=yes
Start=0
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=200
Layer=ground
NewTheater=no
Shadow=yes
[HSILO_ED]  ;Hsilo
Image=HSILO_E
Normalized=yes
Start=1
LoopStart=1
LoopEnd=2
LoopCount=-1
Rate=200
Layer=ground
NewTheater=no
Shadow=yes
[HSILO_F]
Normalized=yes
Start=0
End=23
Rate=200
Layer=ground
NewTheater=no
Shadow=yes
StartSound=NuclearSiloReady
[HSILO_FD]
Image=HSILO_F
Normalized=yes
Start=24
End=47
Rate=200
Layer=ground
NewTheater=no
Shadow=yes
StartSound=NuclearSiloReady
[HSILO_G]
Normalized=yes
Start=0
LoopStart=0
LoopEnd=1
LoopCount=-1
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
[HSILO_GD]
Image=HSILO_G
Normalized=yes
Start=1
LoopStart=1
LoopEnd=2
LoopCount=-1
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
[HSILO_H]
Normalized=yes
Start=0
LoopStart=0
LoopEnd=13 ;;28
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
[HSILO_HD]
Image=HSILO_H
Normalized=yes
Start=14
LoopStart=14
LoopEnd=27
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
Projectiles:
[HMISSILEUP]
Trailer=NUKEPUFF;V3TRAIL;SMOKEY2
[HMISSILEDOWN] <--blank so it has no trial.

RULESMD.INI:
-----------------------------------------------------------------------------
[HbombSpecial]
UIName=Name:Hydro
Name=Hydrogen Bomb
IsPowered=true
RechargeVoice=00-I154
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=10
Type=MultiMissile
SidebarImage=Hbombico
Action=Nuke
WeaponType=HBombCarrier
ShowTimer=yes
DisableableFromShell=yes
AIDefendAgainst=yes
Range=7
LineMultiplier=2
[HBOMB] <--War Head
CellSpread=10
PercentAtMax=.02 ;used to be .8
WallAbsoluteDestroyer=yes
Wood=yes
Verses=100%,100%,100%,200%,100%,100%,60%,100%,8%,100%,100%
InfDeath=7;
Sparky=no
Tiberium=yes
;AnimList=NUKEBALL ; SJM: Activated from code now... see Bullet AI
AnimList=HBOMBANIM; SJM: This is once again the warhead-related anim
[AHMSILO]
Image=HSILO
UIName=Name:HSILO
Name=Allied Hydrogen Bomb Silo
Adjacent=2
BaseNormal=no
AIBasePlanningSide=0
AIBuildThis=yes
SuperWeapon=HbombSpecial
NukeSilo=yes
Power=-200
Powered=yes
ProtectWithWall=yes
RevealToAll=yes
Spyable=yes
Bombable=yes
Crushable=no
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
Cost=5000
Points=30
Armor=concrete
BuildCat=Combat
Strength=1000
Prerequisite=GATECH,GACNST
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Sight=4
TechLevel=10
ChargedAnimTime=0.03
Height=6
[HBombCarrier]
Projectile=Hbombup
Speed=100
Warhead=NukeMaker
[HBombPayload]  <--keeps erasing itself
Damage=600
Range=30
Projectile=Hbombdown
Speed=15
Report=
Warhead=HBOMB

ok, thats my H-Bomb.

also, the build up anim is using the shdow frames for the build up, and it stays invisible.

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Well you can't have new superweapons without a patch, but you mentioned NPatch, so I'm going to assume you are using it and can add a new superweapon. And, as I said earlier, I am not familiar with NPatch, so I really couldn't tell if you were doing something wrong.

 

 

However, all that aside, the Weather Storm is OP, so you replaced it with a hydrogen bomb? That is illogical... Hydrogen bombs are the most powerful weapons ever developed, the absolute smallest they can be made is about a 10kt yield, but that is really wasting potential since they generally have yields 10 or 100 times that.

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again, the H-Bomb in my mod is a clone of the nuke with different animations and projectiles, also, it produces 2x the rad lvl.

ill go re-install N-Patch though, and see if that helps.

any idea about the building itself?

Edited by Galacticruler

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I don't have time to examine the codes right now as I have a cartoon to draw, so I'll just ask this, did you make sure you have a generic and snow version? You need both or it will be invisible.

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Technically you don't if you tell it not to use that version. It is entirely possible to forego arctic art since I've done it already.

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it has art for got theaters.

EDIT:

fail, it has art for both theaters.

Edited by Galacticruler

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Oh really? Then why is it called [HSILO]? It should be called [GAHSILO] in the code, with a gahsilo.shp for the art theater and a gghsilo.shp for the generic theater.

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It can be named that but the game doesn't like it. You'll want to rename it something like GASILO or GAHSLO. Keep it to six characters if possible so the animations only bring it to 8 total. The game can act kinda iffy if you have more than eight character file names. PROTIP: This doesn't always happen, but it's best NOT to go there.

 

Anyway, when using buildings without NPatch/Ares, the game has four valid starting letters (G, N, Y, C) and seven terrain types (A, G, T, D, L, N, U) so you will need to precede your file names with those letters. Now, you do not need variants for every terrain type if it's not necessary. In fact, you can use NewTheater=no on the art and you only need arctic and generic versions of the art.

 

Given that, you will need gasilo.shp, gasilomk, ggsilo.shp and ggsilomk at a bare minimum. And, of course, your animations need to be added as well. Since you don't have arctic art, you only need the generic images. Then just alter the art to reflect that. So instead of [GASILO], you can use [GGSILO] and so on.

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Keep it to six characters if possible so the animations only bring it to 8 total. The game can act kinda iffy if you have more than eight character file names. PROTIP: This doesn't always happen, but it's best NOT to go there.

I never knew that... I always used to use long names and never had a problem. I eventually switched to using only six characters, but not because I was having any problems, I just found it was just easier to sort everything that way.

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Ok, i got the shp to work, but i still cant launch it.

can someone please help with that......or would ARES work?.....

 

EDIT:

if i give you my TibEd file, would one of you see if you can convert it into raw artmd.ini and rulesmd.ini files?

Edited by Galacticruler

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Ares would work, but I think you need 0.2 for superweapon clones and that's not out yet I don't think. I know NPatch can do it, but it's rather low quality so I don't recommend it.

 

TibEd doesn't support either patch anyway so I guess it's moot. I'd start over direct with the files.

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yeah, i am going to just do it all over again.......will the file expandmd07.mix work?

and do i have to specify it in rulesmd.ini?

 

EDIT:

Just a bit of a snag...but where is Artmd.ini?

Edited by Galacticruler

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expandmd07 should work just fine, but you'll want to use ecache mix files as well. It may not be necessary but I sort my mix files as such;

- terrain (expand)

- INI files (expand)

- interface/GUI elements (expand)

- misc files (expand)

- voxels/HVAs (expand)

- EVA audio (expand)/sound effects (ARES ONLY, expand)

- infantry, cameo, animation, structure SHPs (ecache)

 

Now, technically, you can toss everything in one big expand mix file and it will work fine, but there might be a file count limit floating around. I don't know if there's one documented, but for sanity, break up your files into several MIX files. It might seem like a pain, but it's organized and clean.

 

Anyway, artmd is in the same MIX file as rulesmd. localmd I think it is. Use the search function within XCC Mixer. It's quite handy.

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ok then, i looked inside of Langmd.Mix and it was not there.(its where i got RulesMD.ini)

would copying unit code from my TibEd mod be a bad idea?

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I'd start over at the very beginning honestly. You get cleaner code and easier code to debug if you run into issues.

 

If memory serves, the INI files are under ra2md.mix -> localmd.mix.

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