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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:
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! |