Posted by: Gameanater - Sunday, October 7, 2018 4:13:14 PM
[code=plain] ;------------------------------------------------------------------------------ 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 = EMPDefenderEMPSmallCreationWeapon 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 = EMPDefenderEMPSmallCreationWeapon End ;------------------------------------------------------------------------------ ; firing this weapon just creates an EMP Spheroid Weapon EMPDefenderEMPSmallCreationWeapon DamageType = FLAME DeathType = BURNED FireOCL = SupW_OCL_PatriotEMPEffectSpheroid End [/code]

Posted by: SkyMix_RMT - Sunday, October 7, 2018 9:51:48 PM
My guess is that you have to provide a damage value of something like 0.00001 That or the name is too long?

Posted by: Gameanater - Sunday, October 7, 2018 11:01:12 PM
[quote=SkyMix_RMT;148115]My guess is that you have to provide a damage value of something like 0.00001 That or the name is too long?[/quote] Doesn't seem to be the case for the first one. This is a clone of the FirestormSmallCreationWeapon [code=plain] ;------------------------------------------------------------------------------ ; firing this weapon just creates a Firestorm object. Weapon FirestormSmallCreationWeapon DamageType = FLAME DeathType = BURNED FireOCL = OCL_FirestormSmall End [/code] 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.

Posted by: UTD^Force - Monday, October 8, 2018 11:02:02 PM
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=plain] ;------------------------------------------------------------------------------ ; 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[/code] 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

Posted by: Gameanater - Tuesday, October 9, 2018 12:04:54 AM
[quote=UTD^Force;148126]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. [/quote] That's actually quite brilliant... Thank you so much![grin] [grin]

Posted by: UTD^Force - Tuesday, October 9, 2018 12:13:46 AM
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![+1]

Posted by: Gameanater - Tuesday, October 9, 2018 12:36:33 AM
[quote=UTD^Force;148134]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![+1][/quote] 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

Posted by: UTD^Force - Tuesday, October 9, 2018 1:51:35 AM
Yeah, you can give it a shot. Maybe after making some more significant changes first.

Posted by: Zatsupachi - Tuesday, October 9, 2018 3:04:24 PM
Did you try saving each ini file separately? Then refreshing the directory?