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Offline Gameanater  
#1 Posted : Sunday, October 7, 2018 3:13:14 PM(UTC)
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So for some reason I get an error saying I'm missing a weapon that I'm looking directly at the code for, and this weapon doesn't work in-game. Why?

Code:

Edited by moderator Wednesday, October 10, 2018 3:00:45 PM(UTC)  | Reason: Not specified

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Offline SkyMix_RMT  
#2 Posted : Sunday, October 7, 2018 8:51:48 PM(UTC)
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My guess is that you have to provide a damage value of something like 0.00001

That or the name is too long?
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Offline Gameanater  
#3 Posted : Sunday, October 7, 2018 10:01:12 PM(UTC)
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Originally Posted by: SkyMix_RMT Go to Quoted Post
My guess is that you have to provide a damage value of something like 0.00001

That or the name is too long?


Doesn't seem to be the case for the first one. This is a clone of the FirestormSmallCreationWeapon

Code:

;------------------------------------------------------------------------------
; firing this weapon just creates a Firestorm object.
Weapon FirestormSmallCreationWeapon
  DamageType = FLAME
  DeathType = BURNED
  FireOCL = OCL_FirestormSmall
End


There's also several more weapons that have even longer names than mine. Such as Chem_SCUDLauncherGunAnthraxGammaPlusOne and the weapon above EMPDefenderLaserGuidedMissileWeapon which both work fine. (I added a simple ProjectileDetonationOCL as a placeholder and it has no issues.

I'm stumped on this one. I'm also stumped because somewhere along the way I must have broken something because trying to play a Skirmish match with a Hard Superweapon General crashes the game after a few minutes. The crash logs were of no help.

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Offline UTD^Force  
#4 Posted : Monday, October 8, 2018 10:02:02 PM(UTC)
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Treat ini code like a script, the script executes each line from top to bottom, and this is how ini code works.
Doing this fixes your problem, to make it simple, you write the code for the thing you want to use before the code of the other thing that uses it.
Code:

;------------------------------------------------------------------------------
; firing this weapon just creates an EMP Spheroid
Weapon EMPDefenderSmallCreationWeapon
  DamageType = FLAME
  DeathType = BURNED
  FireOCL = SupW_OCL_PatriotEMPEffectSpheroid
End
;------------------------------------------------------------------------------
Weapon EMPDefenderMissileWeapon
  PrimaryDamage               = 40.0            
  PrimaryDamageRadius         = 5.0     
  ScatterRadiusVsInfantry     = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 175.0
  DamageType                  = INFANTRY_MISSILE
  DeathType                   = NORMAL
  WeaponSpeed                 = 600               
  ProjectileObject            = MissileDefenderMissile
  ProjectileExhaust           = MissileDefenderMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileDefenderMissileExhaust
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  FireFX                      = FX_BuggyMissileIgnition
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0       ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 1000  ; time between shots, msec
  ClipSize                    = 0            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 0    ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  FireSound                   = MissileDefenderWeapon
  WeaponBonus                 = PLAYER_UPGRADE DAMAGE 125%
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = Yes
  ProjectileCollidesWith      = STRUCTURES
   
   
  HistoricBonusTime = 1500
  HistoricBonusCount = 3
  HistoricBonusRadius = 20
  HistoricBonusWeapon = EMPDefenderSmallCreationWeapon
End
 
;------------------------------------------------------------------------------
Weapon EMPDefenderLaserGuidedMissileWeapon
  PrimaryDamage = 40.0            
  PrimaryDamageRadius = 5.0       
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 300.0     ;Extending this range, allows the special ability to work better.
  DamageType = ARMOR_PIERCING     
  DeathType = NORMAL
  WeaponSpeed = 600               
  ProjectileObject = MissileDefenderMissile
  ProjectileExhaust           = MissileDefenderMissileExhaust
  VeterancyProjectileExhaust  = HEROIC HeroicMissileDefenderMissileExhaust
  ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  ScatterRadius = 0       ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots = 500 ; time between shots, msec
  ClipSize = 0            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0    ; how long to reload a Clip, msec
  AutoReloadsClip = Yes 
  FireSound = MissileDefenderWeapon
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%
  AntiAirborneVehicle = Yes
  AntiAirborneInfantry = Yes
 
  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES
   
   
  HistoricBonusTime = 1500
  HistoricBonusCount = 3
  HistoricBonusRadius = 20
  HistoricBonusWeapon = EMPDefenderSmallCreationWeapon
End


EDIT #2: I changed the name of the weapon just in case it was because of the long name, you don't need to do that, because the weapon already used was longer:
MissileDefenderLaserGuidedMissileWeapon

Edited by user Monday, October 8, 2018 10:04:29 PM(UTC)  | Reason: poor english mate

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SkyMix_RMT on 10/9/2018(UTC)
Offline Gameanater  
#5 Posted : Monday, October 8, 2018 11:04:54 PM(UTC)
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Originally Posted by: UTD^Force Go to Quoted Post
Treat ini code like a script, the script executes each line from top to bottom, and this is how ini code works.
Doing this fixes your problem, to make it simple, you write the code for the thing you want to use before the code of the other thing that uses it.


That's actually quite brilliant... Thank you so much!Big Smile Big Smile
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Offline UTD^Force  
#6 Posted : Monday, October 8, 2018 11:13:46 PM(UTC)
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No problem, it's always a good feeling when I get into that notepad editor to check some codes.

EDIT: I like the idea too, really nice!Thumb Up

Edited by user Monday, October 8, 2018 11:14:26 PM(UTC)  | Reason: Not specified

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Gameanater on 10/8/2018(UTC)
Offline Gameanater  
#7 Posted : Monday, October 8, 2018 11:36:33 PM(UTC)
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Originally Posted by: UTD^Force Go to Quoted Post
No problem, it's always a good feeling when I get into that notepad editor to check some codes.

EDIT: I like the idea too, really nice!Thumb Up


Thank you!

I could some peeps to test out my ideas since I am limited on time myself... perhaps I should post the files here for all to try? Right now it's mostly minor visual effects and Superweapon General changes
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Offline UTD^Force  
#8 Posted : Tuesday, October 9, 2018 12:51:35 AM(UTC)
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Yeah, you can give it a shot. Maybe after making some more significant changes first.
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Offline Zatsupachi  
#9 Posted : Tuesday, October 9, 2018 2:04:24 PM(UTC)
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Did you try saving each ini file separately? Then refreshing the directory?
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