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  #15  
Alt 11-12-2002, 18:21
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Juggernaut Mechaniker

 
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Style: China
Das geht auch!
Habe ich nicht gewußt!

Hier habt ihr mal den
versprochenen Code
der V4 Rakete:


[quote]
V4RocketPauseFrames=0 ; How many frames the rocket pauses on the launcher before tilting
V4RocketTiltFrames=60 ; How many frames it takes for the V3 rocket to tilt to firing position
V4RocketPitchInitial=0.21; Starting pitch of the rocket before tilting up (0=horizontal,1=vertical)
V4RocketPitchFinal=0.5 ; Ending pitch of the rocket after tilting up; now it fires
V4RocketTurnRate=0.05 ; Pitch maneuverability of rocket in air. Adjust by trial and error.
V4RocketRaiseRate=1 ;GEF How much the missile will raise each turn on the launcher (for Cruise Missile only)
V4RocketAcceleration=0.4 ; This much is added to the rocket's velocity each frame during launch
V4RocketAltitude=768 ; Cruising altitude in leptons: at this height rocket BEGINS leveling off
V4RocketDamage=350 ; Exploding V3 does this much damage (at center of explosion, presumably).
V4RocketEliteDamage=650 ; Exploding V3 does this much damage (at center of explosion, presumably).
V4RocketBodyLength=256 ; The body of the rocket is this many leptons long
V4RocketLazyCurve=yes ; The rocket's path is a big, lazy curve. V3 yes. DMisl no.
V4RocketType=V4ROCKET



; ******* Combat and damage rules *******
; General rules that control combat, damage, or related items are listed here.
[CombatDamage]
AmmoCrateDamage=200 ; damage generated from exploding ammo crate overlay
IonCannonDamage=751
HarvesterImmune=no ; Are harvester immune to normal combat damage?
DestroyableBridges=yes ; Can bridges be destroyed?
TiberiumExplosive=no ; Is tiberium extra explosive?
Scorches=BURN01,BURN02,BURN03,BURN04 ; scorch mark smudge types
Scorches1=BURN05,BURN06,BURN07 ; scorch mark smudge types
Scorches2=BURN08,BURN09,BURN10 ; scorch mark smudge types
Scorches3=BURN11,BURN12,BURN13 ; scorch mark smudge types
Scorches4=BURN14,BURN15,BURN16 ; scorch mark smudge types
TiberiumExplosionDamage = 0 ; the amount of damage dealt out by explosion in a big tiberium chain reaction
TiberiumStrength = -1 ; the higher this value, the harder it is to get big tiberium to explode
Craters=CR1,CR2,CR3,CR4,CR5,CR6 ; crater smudge types
AtomDamage=1000 ; damage points when nuclear bomb explodes (regardless of source)
BallisticScatter=1.0 ; maximum scatter distance (cells) for inaccurate ballistic projectiles (Note: Flak Cannon uses this)
BridgeStrength=1500 ; strength of bridge [smaller means more easily destroyed]
C4Delay=.03 ; minutes to delay after placing C4 before building will explode
C4Warhead=Super ;gs HE ;gs What? C4 sets a timer that forces the destruction of a building. This warhead is used throughout the code to mean "Absolute damage" ; this is the warhead that C4 uses to damage buildings
V3Warhead=V3WH ; this is the warhead on a V3 Rocket
DMislWarhead=DMISLWH ; this is the warhead on a DredMissile
V3EliteWarhead=V3EWH ; this is the warhead on a V3 Rocket when the launcher is elite
DMislEliteWarhead=DMISLEWH ; this is the warhead on a DredMissile when the launcher is elite
CMislWarhead=CMISLWH ; this is the warhead on a DredMissile
CMislEliteWarhead=CMISLEWH ; this is the warhead on a DredMissile when the launcher is elite
CrushWarhead=Crush ;gs HE ;gs What? C4 sets a timer that forces the destruction of a building. This warhead is used throughout the code to mean "Absolute damage" ; this is the warhead that C4 uses to damage buildings
V4Warhead=V4WH ; Warhead vom V4 Nemesis RocketLauncher
V4EliteWarhead=V4EWH ; Elite-Warhead vom V4 Nemesis RocketLauncher



; V4 Nemesis RocketLauncher
[V4]
UIName=Name:V4
Name=V4 Nemesis ;locked
Category=AFV
Prerequisite=NAWEAP,NARADR
Primary=V4Launcher
CanPassiveAquire=no ; Won't try to pick up own targets
Spawns=V4ROCKET
SpawnsNumber=4
SpawnRegenRate=200
SpawnReloadRate=0 ; missile spawn don't come back
NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (V4WO)
Strength=190
Armor=light
TechLevel=3
Turret=no
CrateGoodie=yes
Sight=7
Speed=2
Owner=Russians,Confederation,Africans,Arabs
Cost=1400
Soylent=800
Points=40
ROT=5
AllowedToStartInMultiplayer=no
Crusher=yes
Crewed=no ; Big giant missile on its head precludes survivor (per designer)
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=V3Select
VoiceMove=V3Move
VoiceAttack=V3AttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=V3MoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Destroyer
ThreatPosed=25 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
AccelerationFactor=0.01
ZFudgeColumn=8
ZFudgeTunnel=13
Size=5
GuardRange=9
TooBigToFitUnderBridge=true
;MobileFire=false ; SJM: Looks like this was meant for the V3, but let's not enable it until we know we need it.
Bunkerable=no; Units default to yes, others default to no

[V4Launcher]
Damage=1
ROF=150
Range=20
MinimumRange=7
Spawner=yes
Projectile=InvisibleHigh
Speed=10
Warhead=4Special


; V4 Nemesis Rakete
[V4ROCKET]
UIName=Name:V4ROCKET
Name=V3 Rocket
FireAngle=1
Strength=50
Image=V3ROCKET
Category=AirPower
Armor=special_2
Spawned=yes
MissileSpawn=yes
TechLevel=-1
Sight=7
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Ammo=4 ;Aircraft are hard wired to require ammo
Speed=15
Owner=Russians,Confederation,Africans,Arabs
Cost=50
Points=20
ROT=3
Crewed=no
Explodes=no
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8}
MovementZone=Fly
ThreatPosed=10 ; This value MUST be 0 for all building addons
DamageParticleSystems=SmallGreySSys ; Sparks don't work well here. SJM
AuxSound1=V3Attack ;Taking off
;AuxSound2=DROPDWN1 ;Landing
ImmuneToPsionics=yes
;VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
NoShadow=yes
Selectable=no
Trainable=no
DontScore=yes


; Warhead vom V4 Nemesis RocketLauncher
[V4WH]
CellSpread=3
PercentAtMax=.25
Wall=yes
Wood=yes
Verses=100%,90%,80%,90%,70%,70%,100%,100%,50%,80%,0%
Conventional=yes
Rocker=yes
InfDeath=2
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
Deform=10%
DeformThreshhold=300
Tiberium=yes
Sparky=no
Bright=yes
ProneDamage=80% ; Presumes air burst


; Elite-Warhead vom V4 Nemesis RocketLauncher
[V4EWH]
CellSpread=5
PercentAtMax=.5
Wall=yes
Wood=yes
Verses=100%,90%,80%,80%,70%,70%,100%,75%,50%,80%,0%
Conventional=yes
Rocker=yes
InfDeath=2
;AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
AnimList=MININUKE
Tiberium=yes
Sparky=no
Bright=yes
ProneDamage=100% ; Presumes air burst



[Warheads]
.................
.................
114=V4WH
115=V4EWH


[AircraftTypes]
.................
.................
16=V4ROCKET


[VehicleTypes]
.................
.................
104=V4
[/b]

Vermutlich liegt das ganze Problem an der Sight der
V4ROCKET, da hier die Sight erhöht wurde!
Die V4 Raketen Control Station wurde mit ein paar
änderungen am Warhead und dem Damaging-System
ausgestattet!
Ich hoffe ihr könnt mir helfen!
Noch ein anderes Problem!
Ich hab ein Heliport mit den XCC Mixer gemacht,
zum SHP convertiert und in eine "ecache01.mix" rein.
Wenn ich nun das Spiel starte,
kann ich zwar den Heliport bauen,
aber er wird im Spiel nicht angezeigt und
ist durchsichtig(alles!)!

Hier mal der Code des
Heliport:

Zitat:
[GAHPORT]
Normalized=yes
Cameo=HELIICON
Remapable=yes
Foundation=2x2
Height=6
Buildup=GAHPORTMK
NewTheater=yes
DockingOffset0=-50,-50,0
CanHideThings=False
OccupyHeight=1
LoopStart=0
LoopEnd=3 ;4
LoopCount=-1
Rate=220
DemandLoad=true
Flat=yes

; Heliport
[GAHPORT]
UIName=Name:GAHPORT
Name=Helipad
Prerequisite=GAPILE
Strength=600
Armor=wood
Adjacent=2
TechLevel=5
Sight=5
UnitReload=yes
Helipad=yes
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs
Cost=500
Points=70
Power=-10
Factory=AircraftType
Capturable=true
Crewed=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=4
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys,BigGreySmokeSys
DamageSmokeOffset=75, 270, 140
AIBuildThis=yes
HasStupidGuardMode=false
NumberOfDocks=1
Entweder liegt es hier daran,
dass der Rules.ini Eintrag von TS entnommen worde,
oder dass ich SHP aus TS entnommen habe und
dann wieder abgeändert,
oder höchstwarscheinlich,
dass ich die falsche Palette zur
benutzt habe!
Mit Zitat antworten