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  • Dreamscape's Avatar
    replied
    Originally posted by Commander_McNash View Post
    Any help please?
    Unfortunately there are only two version on 3ds Max compatible with RA3: 3ds Max 7 and 3ds Max 9.

    To import, edit then export the models for use in game, you'll need one of the above versions. The SDK comes with the export plugins and I believe the import plugins are available from here.

    I'd read this thread for details of the tools needed.

    You'll also need some sort of photo editing program such as photoshop to tweak the textures so they look like your goals.

    Many thanks

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Unfortunately it's quite difficult to understand what you're asking, so it makes it difficult to answer you.

    Also as I said before:

    Originally posted by Dreamscape View Post
    Well the error tells you that in the "dispay names.xml" file there is a formatting error on line 3 position 1. Check this part of the code to make sure it's correct.

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Well the error tells you that in the "dispay names.xml" file there is a formatting error on line 3 position 1. Check this part of the code to make sure it's correct.

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Not sure if it will cause the problem you're having, but this:

    Code:
    TypeDescription="Desc:AlliedSpetznaz"
    should read:

    Code:
    TypeDescription="Type:AlliedSpetznaz"
    Is the str file called mod.str in the data folder?

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Please post the full unit code so we can see exactly where you've put these lines.

    Leave a comment:

  • Dreamscape's Avatar
    replied
    You need to change the following lines to include the same names as the str file:

    Code:
    TypeDescription="Type:AlliedSpetznaz"
    
    Description="Desc:AlliedSpetznaz"
    
    <DisplayName xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:AlliedSpetznaz</DisplayName>

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Working for me, looks a nice map too.

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Originally posted by v-tokeren View Post
    dude you have only problems!!
    Actually, to be fair, I also get an error message:

    We're sorry, but your last request produced the following error:
    We could not find the file specified


    Thanks

    Leave a comment:

  • Dreamscape's Avatar
    replied
    If you type goldwave in google, it's the first, second and third hit...

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Originally posted by maxim123 View Post
    what means

    Warning: Unable to identify format of "c:\ra3 mod sdk\audio\sounds\spetznas_arived.wav"; cannot process. (Error: No Error)
    [00:00:05] Critical: Attempted to commit non-existing asset AudioFile:spetznas [166b084d:9829b7a1]
    Critical: "C:\RA3 MOD SDK\builtmods\mods\RA3 assasin\data\mod.manifest" not found
    Critical: "C:\RA3 MOD
    Build failed on step 5
    help please
    error no reason
    Actually it did give you the reason.

    Warning: Unable to identify format ...
    You're WAV is not in the right format. It needs to be PCM 16-bit.

    Leave a comment:

  • Dreamscape's Avatar
    replied
    I've sent an email with links to his hotmail account.

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Originally posted by SighNapse View Post
    Forwarded from Open_Sketchbook (again)
    Although not the model I imported (I was doing an engineer) I have successfully imported the Peacekeeper with texture and skeleton. I'm yet to successfully import any animations because the script crashes every time (for any models). Would this be of any good to him?

    Leave a comment:

  • Dreamscape's Avatar
    replied
    No. As Zero says in his tutorial:

    ...the music must be in WAV format.

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Awesome guys. Thanks Bibber.

    Got it working now. Onwards and upwards!

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Great, thanks. For a starter, he's now all in the right position (same as the skeleton when it imports).

    However there isn't an option to import the animations on the script by Bibber. Also the model isn't actually linked to the skeleton so if you move the skeleton the model doesn't move. Should this have been done automaticallyy by the script or is it a manual process?

    Leave a comment:

  • Dreamscape's Avatar
    started a topic Extracting models

    Extracting models

    Maybe I'm missing somethign obvious here. But when I use Bibber's tools to extract infantry models, they come out all distorted with all the elements of the model crushed into a small space. Is there any way to extract them correctly without having to manually correct them?

    Many thanks
    Last edited by Dreamscape; 06-11-2011, 12:35 PM.
  • Dreamscape's Avatar
    replied
    I did think of something like this, but I have a feeling it will affect the unit on use of the power, not on impact of a unit.

    Leave a comment:

  • Dreamscape's Avatar
    replied
    I've only learnt by reading the documentation that came with it, and then just messing around with units and structures that already exist (changing small things at first like health and fire rate etc). At the beginning you make a lot of mistakes and you get errors all the time. There isn't a full guide to how to mod, but there are a couple of tutuorials for starters around the internet (for example http://www.moddb.com/games/cc-red-al...ters-guide-pt1).

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Should just be a matter of changing the weapon template for the AlliedScoutInfantryMaul and AlliedScoutInfantryMaulWarhead.

    Simply add a new ExcludeThing for the soviet bear in all the SpecialObjectFilter tags throughout:

    Code:
    				<SpecialObjectFilter
    					Rule="ALL"
    					Exclude="STRUCTURE VEHICLE AIRCRAFT">
    					<ExcludeThing>SovietHeavyAntiVehicleInfantry</ExcludeThing>
    					<ExcludeThing>SovietScoutVehicle</ExcludeThing>
    					 <ExcludeThing>AlliedAntiNavalScout</ExcludeThing>
    					 <ExcludeThing>SovietScoutInfantry</ExcludeThing>
    				</SpecialObjectFilter>
    This will stop the dog being able to attack the bear, but the bear maul weapon will be unaffected.

    Leave a comment:

  • Dreamscape's Avatar
    started a topic Ramming Unit

    Ramming Unit

    Hey all,

    One of the next units we're planning on releasing is the United Coalition Shark. The unit is practically ready apart from a little coding problem.

    The secondary works using the same princible as the Japan Shogun Battleship. The only difference is that we want the unit to suffer a certain amount of damage when it strikes (whether this be a percentage or a value drop in HP doesn't matter).

    No matter what we've tried the unit doesn't seem to lose any health. Any ideas?

    Many thanks
  • Dreamscape's Avatar
    replied
    Great effect, although I'd try and reduce the size of the area it distorts so that the structure doesn't look like it's coming apart at the atomic level.

    However, it works really nice and can see it really enhancing the visual look of the faction.

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Hmm, no wonder I couldn't find it.. I've already removed it - but it's still showing.

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Where am I removing that from? I can't see that anywhere in my code.

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Well despite me "thinking" I knew where the code/texture for the tech link was, I have been unable to remove it. I thought it was FX_TechStream but I was mistaken. Anyone know which texture is used for tech links, and even better where the xml code for these links is?

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Originally posted by maxim123 View Post
    doesent work
    i copyed the RA3 upheaval.big to data folder
    and edited the RA3_wb_1.12
    added code:
    Code:
    add-big RA3 upheaval
    still not works



    and i not good on scripting so i cant create mode
    Not sure if you can have spaces in the big filename, but you've missed the .big at the end of the line.

    Code:
    add-big RA3 upheaval.big

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Also, you can't actually open a w3x file in 3ds Max. You have to install and run a script that allows you to import w3x files. If you get 3ds Max 7,8 or 9 and try what you did above, you'll get the same error.

    Leave a comment:

  • Dreamscape's Avatar
    replied
    What really annoys me is that I looked at that code briefly but couldn't work out where it would go - so dismissed it!

    One of the reasons I love this community, if you try hard enough and show that you not looking for someone to do all the work for you, people are genuinely happy to help.

    Really appreciate that, works like a charm. I'm going to disable the link effect as it will be a global upgrade so you could end up with several link lines.

    Many thanks again!

    Leave a comment:

  • Dreamscape's Avatar
    started a topic Creating a tech upgrade

    Creating a tech upgrade

    Hi guys,

    I've run into a little problem when trying to create a tech level upgrade. The tech structure in one of our factons is required to build second tier units, and you can purcahse an upgrade from this tech structure to further access the third tier units.

    The first part was easy enough, but creating the third tier tech upgrade has cause some problems.

    Currently, the code within the structure for the upgrade is as follows:

    Code:
    			<TechUpgrade
    				id="ModuleTag_TechUpgrade_Tech3"
    				Radius="390.0"
    				DistanceType="RECTANGULAR">
    				<TriggeredBy>Upgrade_UCTech3</TriggeredBy>
    				<ObjectFilter
    					Rule="ANY"
    					Relationship="SAME_PLAYER" >
    					<IncludeThing>UBAirfield</IncludeThing>
    					<IncludeThing>UBBarracks</IncludeThing>
    					<IncludeThing>UBNavalYard</IncludeThing>
    					<IncludeThing>UBWarFactory</IncludeThing>
    				</ObjectFilter>
    			</TechUpgrade>
    And also the button code for this upgrade:

    Code:
    	<ButtonSingleStateData
    		id="ButtonStateUpgradeUCTech3">
    		<State
    			Image="UU_Button_RippeGrinder"
    			Title="NAME:UpgradeUCTech3"
    			Description="DESC:UpgradeUCTech3" />
    
    	</ButtonSingleStateData>
    
    	<UnitAbilityButtonTemplate
    		id="MouseButtonUpgradeUCTech3"
    		LogicCommand="Command_PurchaseUCTech3">
    		<Data>
    			<ObjectUpgrade StateData="ButtonStateUpgradeUCTech3"/>
    		</Data>
    	</UnitAbilityButtonTemplate>
    Within an upgrade.xml I have:

    Code:
    	<UpgradeTemplate id="Upgrade_UCTech3"
    		inheritFrom="BasePurchasableUpgrade"
    		DisplayName="UpgradeName:UCTech3"
    		AcquireHint="UpgradePrereq:UCTech3"
    		TypeDescription="UpgradeType:UCTech3"
    		Description="UpgradeDesc:UCTech3"
    		Type="OBJECT"
    		BuildTime="1.0s"
    		BuildCost="150"
    		IconImage="Button_UpgradeMortar"
    		Options="OBJECT_UPGRADE_PROJECTED">
    	</UpgradeTemplate>
    And within the unit itself I have:

    Code:
    		<GameDependency>
    			<NeededUpgrade>Upgrade_UCTech3</NeededUpgrade>
    		</GameDependency>
    I also have the following logic commands:

    Code:
    	<LogicCommand
    		Type="OBJECT_UPGRADE"
    		id="Command_PurchaseUCTech3">
    		<Upgrade>Upgrade_UCTech3</Upgrade>
    		<AISpecialPowerInfo Heuristic="UPGRADE" Manager="BUILDER"/>
    	</LogicCommand>
    Code:
    	<LogicCommandSet
    		id="UBTechLabCommandSet">
    		<Cmd>Command_PurchaseUCTech3</Cmd>
    	</LogicCommandSet>
    The button works and you can purchase the upgrade. An EVA message is displayed when the upgrade has been purchased, is signalled on the minimap, and the button greys out.

    However the unit within the war factory still remains disabled and says the purchase of the upgrade is still required.

    I think it's got something to do with the fact that it's not transferring the upgrade data to the war factory, because I've used the code from the Allied outpost as a basis but it's not showing the 'link' between structures.

    Have I missed something obvious? I would really appreciate your help.

    Please note the purchase times and costs are for testing purposes only.

    Many thanks
    Last edited by Dreamscape; 05-08-2011, 11:04 AM.
  • Dreamscape's Avatar
    replied
    What do you mean by doesn't work. Is there an error when you compile, or is it just that the changes you've made just aren't showing up when you play the mod.

    Could you tell us what you have changed?

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Originally posted by Lauren View Post
    You could have also just used the real chronosphere code to teleport stuff out of the vehicle.
    I looked at that possibility but I couldn't work out how i'd use it, as it stores the units currently within the chronosphere radius and simultaniously moves them. We'd need the units that enter the transport to be stored for later, hidden, then pulled back and put in a specific place within a certain radius of the units.

    It seemed easy to modify all infantry to replace parachute with the chrono effects, as we are, in effect replacing the parachuting deploy with a chrono deploy.

    Thanks again though.

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Thank you to everyone.

    I've resolved all the problems now. I did it by modifying the units that can enter it. For the units:

    Create two ModelConditionState, one with a ConditionsYes for LAUNCHED and the other for PARACHUTING. Set the Model to Name="" so there is no model.

    Create another ModelConditionState, this time with a ConditionsYes for PARACHUTE_LAND, and include a ParticleSysBone within it with an appropriate FXParticleSystemTemplate.

    I also had to remove any parachute models too. Obviously this means all parachutes will act like this, but for our mod, this isn't an issue.

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Wow, never even considered that.

    Any idea how I'd get the unit to have a chrono effect on "landing"?

    Leave a comment:

  • Dreamscape's Avatar
    started a topic Changing a transport deploy code

    Changing a transport deploy code

    So here's the thing...

    Our lead coder has been on hiatus for the last 6 months so I'm currently doing the coding myself. I have a reasonable knowledge but have got stuck.

    One the units for Red Alert 3: Unleashed will be the Chrono Transport. The idea is that it acts similiar to the bullfrog, but instead of shooting men out, it teleports them with a chronosphere/chonoswap/timebelt effect (albiet a shorter distance than the bullfrog is capable of).

    Our lead coder said it was possible, but now I've come to code the unit, I'm a little stuck.

    I've tried numerous ways to do it. One way was increasing the speed of the bullfrog mechanism, and changing the angle so it doesn't shoot into the air. However you can still see the unit move, but very quickly.

    My question is - can this be done another way and use a similar deploy mechanism as the chronosphere so the units appear instantaniously? I've tried to find out if there are any other variables the ejectpassenger special power has that could be used, to no avail.

    Does anyone have any suggestions?

    Many thanks
  • Dreamscape's Avatar
    replied
    Originally posted by Madin View Post
    For the benefit of other people who are not internet on trolling the RA3 forums, the link I provided is for 3D Max 5-9.
    They are all standard versions no crack or any of that nonsense, which means you get a 30 day trial usuage to make your mind up about the program.

    Has far has I am aware there is nothing such has a separate 'Vista' version.
    I think he just saw vista in the URL and assumed that it was for vista.

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Originally posted by maxim123 View Post
    hey dont give me orders how call my mods....
    its because i have no idea for name
    He's not giving you an order. The SDK won't allow a mod name to be more than 15 characters. He's just telling you that if must be under 15 to work (and if you had read the documentatino like he suggested you wouldn't have run into this problem in the first place).

    "copy of fix SampleMod2" is more than 15, so you have to change it if you want your mod to work.

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Originally posted by maxim123 View Post
    hello post some thing .....
    You need to wait. Not everyone is on 24 hours a day. You may only get people replying after a day or two. You need to be patient and not double post just to bump your post to say 'post something'.

    Please post the code for your mod.xml file. It looks like you've added a character or missed one which is throwing up the error.
    Last edited by Dreamscape; 04-20-2011, 06:57 PM.

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Originally posted by maxim123 View Post
    where the mod.xml?
    It should be in the same folder as xml file you've edited above. Just so we're clear, what you must do is create a folder in your SDK folder, for example:

    \RA3 MOD SDK\Mods\Mymod

    You also need a data folder:

    \RA3 MOD SDK\Mods\Mymod\Data

    I would look at the sample mod that comes with the SDK:

    \RA3 MOD SDK\Mods\samplemod\data

    In here there is a file called mod.xml. You must have a similar file in your mod's data folder which includes each of the other modified XML files. You should put your modified XML file in this data folder and include the name of this file in your mod.XML file. The mod.xml file will probably need to read:

    Code:
    <?xml version="1.0" encoding="UTF-8"?>
    <AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
    	<Tags></Tags>
    	<Includes>
    		<!--
    			mod.xml is the central include for mod setup data.		
    		-->
    		<!-- These includes need to be in all mod.xml files -->
    		<Include type="reference" source="DATA:static.xml" />
    		<Include type="reference" source="DATA:global.xml" />    
    		<Include type="reference" source="DATA:audio.xml" />
    
    		<Include type="all" source="SovietAntiVehicleVehicleTech3.xml" />
    
     </Includes>
    
    </AssetDeclaration>
    For ever XML you edit, you need to have the file in the data folder and include a new line in the mod.xml file. Hope that helps.

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Originally posted by maxim123 View Post
    i pressed on print screen when the error but does nothing
    It saves a screenshot in your clipboard. You now need to open a painting program (such as Paint, which comes free with Windows). Go to edit > paste, and it will paste the screen shot into Paint. Save this somewhere on your computer and then attach the file to your reply here.

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Originally posted by maxim123 View Post
    I HAVE BIG PROBLEM! when i put the map pack and in skirimish i try put an when i i try PUT an AI its show me error how i can fix this?
    Do you mean: You have installed the map pack. When you create a skirmish map and add an AI computer opponent you get an error message?

    If so, what is the error message? Is is displayed within Red Alert 3, or is it a Windows error message (i.e. the game crashes and shows an error messgae). What does the error message say?

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Maybe you could extract the new buildings into max, add an animation of them rising up, and add the scafold animation from a similar sized structure like the war factory?

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Some great work. I would suggest that for the new buildings in Soviet facton the build times and deployment mirror existing buildings, as currnt the build more like a Allied structure. Myabe this is down to no build animation, in which case I can understand why you implemented it this way.

    Leave a comment:

  • Dreamscape's Avatar
    replied
    And as requested...

    http://www.commandandconquer.com/for...8&d=1301355063

    White is now in fashion and can be selected from the colour dropdown.

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Originally posted by gearmaster7 View Post
    interesting, a few questions though, on the mobile fortress it has a gun at the veryfront does that do anything also when the infantry garrison the fortress do they shoot froom it or man those very large looking machine guns. My opinion is that the soviet power plant looks really stupid. interesting ideas with minimizing the tesla coils and making a ball float around it. Also will you be able to play as futurtech becuase im still kinda upset that you cant make your faction color white becuase that made the futuretech units very interesting to look at. Also will the yuriko army be just clones of herself or will it be a yuri type faction with different units
    There was a coding problem with having the gun at the front of the IBV (see my other thread). You may find some answers on our website:

    ra3unleashed.webatu.com

    But specifically:
    1. The IBV allows men to shoot out of them similar to the RA2 Battle Fortress.
    2. Yes, you will be able to play as FutureTech. See here.
    3. No idea whether we can add white to the list of colours (but I'll look into it).
    4. Yuriko uses cloning technology to create her "children" and these basic infantry look similar but don't possess her abilities. The rest of the Children of the Sun faction are unique. See here.

    Leave a comment:

  • Dreamscape's Avatar
    replied
    UI Update

    A quick look at some of the draft icons and buttons, as well as an overview of the faction - United Coalition.

    http://media.moddb.com/cache/images/...reengrabUI.jpg

    More updates to follow.

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Originally posted by Bobug View Post
    nah I meant zocom7, he said do it the IFV way, I was wondering if he'd meant the way where when an IFV garrissons an infantry it gains an upgrade that gives it a unique weapon, i was saying doing it that way wud be time consuming as **** and probably lead to more bugs

    btw thats a very nice battle fortress you have there
    That's what I meant though, I wanted to do it the way the IFV does it. However I realised it would be extremely difficult, for the reasons you stated.

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Originally posted by Bobug View Post
    Oh wait, you meant do the "upgrade weapons for each infantry" way, tbh thats insanely complicated, time consuming, and would probably lead to other bugs down the line :/


    ^Lies :P
    If you mean have each slot shoot a different weapon depending on the unit, then yes, I want it to upgrade the weapon for each infantry.

    http://www.youtube.com/watch?v=OqdM3d0DQGc

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Originally posted by Zocom7 View Post
    Did you attempt to use the same coding from the IFV? Davoplayer did it and I even had to re-modify this coding for this modified MCV unit.

    This coding works for me.
    Code:
    <HordeTransportContain   
        id="ModuleTag_Contain"   
        ObjectStatusOfContained="UNSELECTABLE ENCLOSED CAN_ATTACK"   
        ContainMax="5"  
        AllowEnemiesInside="false"   
        AllowAlliesInside="true"   
        AllowNeutralInside="false"   
        AllowOwnPlayerInsideOverride="true"   
        ShowPips="true"   
        EnterSound="VehicleEnter"   
        ExitSound="AlliedMultigunnerIFVvehicleExitWithVoiceMS"   
        KillPassengersOnDeath="false"
    				ConditionForEntry="INVALID"
    				ExtendedExitContainerChecks="true">
    				<PassengerFilter
    					Rule="ANY"
    					Include="INFANTRY" />
    				<DieMuxData
    					DeathTypes="ALL" />
    				<PassengerData
    					BonePrefix="BONEGARRISON">
    					<Filter
    						Rule="NONE"
    						Include="INFANTRY" />
    				</PassengerData>
    			</HordeTransportContain>
    You need to apply the rest of the coding form the IFV game object xml file for the weapons, infantry garrison, etc.
    I did consider this, but doesn't that make the file exteremly long (the IFV is already long for just one infantry).

    Leave a comment:

  • Dreamscape's Avatar
    replied
    The problem was the engine trying to combine more than 1 forced fire within the same unit where the range of the internal uinits exceeded the range of the containing unit. The solution was to create a "fake" weapon as was previously suggested that is just for targeting, and then extend it's range to a stupidly big number that wouldn never cause a problem (like 99999.00). This way no matter where in the map you force fire, the internal units range is still less than the containing unit.

    This has caused one small side effect (that being that the unit will only start moving to attack a unit when clicked when within 200 units). THis may be something I can fix, but for the moment having a unit that doesn't crash the game, is a bonus.

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Originally posted by R3ven View Post
    Use GarrisonContain and give the unit the GARRISONABLE_UNTIL_DESTROYED kindof.
    Nope, that doesn't change anything, game still crashes when you use force fire. I think we may have to resort to plan b and have the unit either shoot a certain type of weapon from each port, or have it so it doesn't have a weapon of it's own.

    Leave a comment:

  • Dreamscape's Avatar
    replied
    I've looked over the code and altered mine to mirror as much of the code as possible. Unfortunately the same problem occurs. Could it be that RA3 just doesn't allow for the combination of the transport container and a weapons template?

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Unfortunately I don't have TW on my PC, so can't install the SDK. Maybe you could PM me the xml if you have it?

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Unfortunately, that didn't work. Even without a weapon, it looks like by calling WeaponSetUpdate and including any weapon template is what is causing the problem.

    Leave a comment:

  • Dreamscape's Avatar
    replied
    Sounds promising... any exisiting units have a rangefinder weapon you know of? Just not sure of what this code is, or which weapon template it would be.
    Last edited by Dreamscape; 03-19-2011, 12:03 AM.

    Leave a comment:

  • Dreamscape's Avatar
    started a topic Garrison Unit (Battle Fortress)

    Garrison Unit (Battle Fortress)

    As part of Red Alert 3: Unleashed, we have a unit, not unlike the Battle Fortress - the Infantry Battle Vehicle.

    I'm having a little trouble with the coding. I can get the units to attack from inside the unit:

    Code:
    			<TransportContain
    				id="ModuleTag_Contain"
    				ObjectStatusOfContained="UNSELECTABLE ENCLOSED CAN_ATTACK"
    				ContainMax="4"				
    				AllowEnemiesInside="false"
    				AllowAlliesInside="true"
    				AllowNeutralInside="false"
    				AllowOwnPlayerInsideOverride="true"
    				ShowPips="true"
    				EnterSound="VehicleEnter"
    				ExitSound="VehicleExit"
    				KillPassengersOnDeath="false"
    				PassDisabilityToRiders="true"
    				ConditionForEntry="INVALID">
    				<PassengerFilter
    					Rule="ANY"
    					Include="INFANTRY" />
    				<DieMuxData
    					DeathTypes="ALL" />
    				<PassengerData
    					BonePrefix="FX_SLOT">
    					<Filter
    						Rule="NONE"
    						Include="INFANTRY" />
    				</PassengerData>
    			</TransportContain>
    The unit has it's own weapon separate to the garrisoned units:

    Code:
    			<WeaponSetUpdate
    				id="ModuleTag_WeaponSetUpdate">
    				<WeaponSlotHardpoint
    					ID="1">
    					<Weapon
    						Ordering="PRIMARY_WEAPON"
    						Template="JapanAntiInfantryInfantryWeapon"
    					/>
    				</WeaponSlotHardpoint>
    			</WeaponSetUpdate>
    But any time you use force fire and move the mouse too quickly, the game crashes.

    If I remove the unit weapon, this problem disappears - but if you click a enemy to attack, the IBV stops because it can't attack (even with units inside). Only once the IBV is close enough to the enemy does the attack command work. That makes the unit kinda suck - that you have to walk up beside to the unit you want to attack before you attack rather than just clicking the desired target.

    Alternatively, if you remove the CAN_ATTACK code from the container, the units will attack on command, there is no crash, but they don't autoattack.

    Any thoughts?
  • Dreamscape's Avatar
    replied
    I'm not much of a coder but:

    1. I believe you can, if you look at the twin blade it has two weapons, the minigun and the rockets. The same princible should apply.
    2. Interesting idea. I guess would start with the code for the Allied Aircraft carrier as that creates 'units' from another unit and they return to it to land. Couldn't say if it was possible without doing some testing.
    3. You can model/UV map and animate... do you belong to a MOD team, if not, would you consider joining the Unleashed Team?
    Last edited by Dreamscape; 03-08-2011, 11:42 PM.

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