spr scorpion tank
spr scorpion tank
Hi I need to know one thing.
Why does my scorpion tank soldiers do not shoot?
__________________Code________________________
//
//
// UNIT DEFINITION
//
CreateObjectType("Scorpion Tank", "Unit")
{
GameObj()
{
ThinkInterval(1);
IdleTask("Tasks::UnitIdle");
Properties()
{
Add("Filter::Mechanical");
Add("Filter::Unit");
Add("Filter::Sprawler");
}
}
MapObj()
{
GodFile("SPR_TANKKILLER.god");
PhysicsModel("Vehicle");
ArmourClass("armor_vehicle");
TractionType("Vehicle");
ReticleType("Vehicle");
HitPoints(400);
TypeDisplay()
{
Image("spr_units_3.tga", 0, 64, 64, 64);
}
GenericFX()
{
Add("MapObj::Health::Low", "common.class.vehicle-health-low");
Add("MapObj::Death", "common.class.vehicle-death-big");
Add("UnitObj::Engine", "common.class.largetrack");
Add("Restore::Target::Process", "common.class.RestoreTargetProcesslarge");
Add("Weapon::Fire", "sprawler.fx.tankkiller.fire");
Add("UnitObj::Blind", "common.class.BerzerkProcesslarge");
}
}
UnitObj()
{
TopSpeed(40);
TurnSpeed(360);
SeeingRange(81);
NightModifier(89%);
Constructor("army.building.hq1");
ConstructionTime(36);
CommandCost(1);
ResourceCost()
{
Add("Plastic", 100);
Add("Electricity", 150);
}
Prereqs()
{
Add("sprawler.building.hq1");
}
Weapon("sprawler.weapon.tankkiller");
}
}
//
// WEAPON DEFINITION
//
CreateWeaponType("sprawler.weapon.tankkiller")
{
Style("Projectile");
NodeStyle("Y_X");
Nodes("CP-WEAPON", "cp-weapon2");
MaxRange(64);
MinRange(4);
HorizAngle(90);
HorizSeparation(90);
VertAngle(80);
VertDefault(80);
VertSeparation(45);
TurnRate(360);
LeadAngle(1);
Damage()
{
Amount(10);
Effective("infantry", 60%);
Effective("vehicle", 100%);
Effective("structure", 100%);
Effective("flyer", 0%);
Effective("mine", 100%);
}
FirePoints()
{
Add("HP-Fire");
Add("HP-Fire2");
}
Potshot(1);
Delay(0.6);
Projectile("sprawler.proj.tankkiller");
// Speed(150);
}
//
// PROJECTILE DEFINITION
//
CreateObjectType("sprawler.proj.tankkiller", "Projectile")
{
MapObj()
{
Mesh();
GenericFX()
{
Add("ProjectileObj::Trail", "sprawler.fx.tankkiller.proj");
}
}
ProjectileObj()
{
ProjectileModel("GuidedTrajectory");
HomingRate(90);
TopSpeed(250);
Explosion("sprawler.exp.tankkiller");
}
}
//
// EXPLOSION DEFINITION
//
CreateObjectType("sprawler.exp.tankkiller", "Explosion")
{
GameObj();
MapObj()
{
Mesh();
GenericFX()
{
Add("ExplosionObj::Explode", "sprawler.fx.tankkiller.exp");
}
}
ExplosionObj()
{
Damage()
{
Amount(10);
Effective("infantry", 60%);
Effective("vehicle", 100%);
Effective("structure", 100%);
Effective("flyer", 0%);
Effective("mine", 100%);
}
AreaInner(4);
AreaOuter(4);
Persist(0);
}
}
//
// WEAPON LAUNCH EFFECT
//
CreateEffectType("sprawler.fx.tankkiller.fire")
{
Sound()
{
File("Sprawl_weap_Scorpiontank.WAV");
Priority(2);
MinDistance(5);
MaxDistance(150);
}
Particles()
{
Add(1)
{
Particle("sprawler.fx.tankkiller.fire-flare");
Point("HP-FIRE");
}
Add(2)
{
Particle("sprawler.fx.tankkiller.fire-smoke");
VelocityPosition(1.0, 1.0, 1.0);
Random(1.0, 1.0, 1.0);
Point("HP-FIRE");
}
Add(1)
{
Particle("sprawler.fx.tankkiller.fire-flare");
Point("HP-FIRE2");
}
Add(2)
{
Particle("sprawler.fx.tankkiller.fire-smoke");
VelocityPosition(1.0, 1.0, 1.0);
Random(1.0, 1.0, 1.0);
Point("HP-FIRE2");
}
}
}
//
// PROJECTILE TRAIL EFFECT
//
CreateEffectType("sprawler.fx.tankkiller.proj")
{
Sound();
Particles()
{
Add(1)
{
Particle("sprawler.fx.tankkiller.proj-flare");
SingleParticle(1);
Destroy(1);
}
Add(1)
{
Particle("sprawler.fx.tankkiller.proj-fire");
SingleParticle(1);
Destroy(1);
}
Add(1)
{
Particle("sprawler.fx.tankkiller.proj-smoke");
SingleParticle(1);
Destroy(1);
}
}
}
//
// PROJECTILE EXPLOSION EFFECT
//
CreateEffectType("sprawler.fx.tankkiller.exp")
{
Sound()
{
File("SM_ExploA.WAV");
Priority(2);
MinDistance(5);
MaxDistance(150);
}
Particles()
{
Add(1)
{
Particle("sprawler.fx.tankkiller.exp-core");
}
Add(1)
{
Particle("sprawler.fx.tankkiller.exp-glow");
}
// Add(5)
// {
// Particle("sprawler.fx.tankkiller.exp-spark");
// VelocityPosition(20.0, 20.0, 20.0);
// Random(1.0, 1.0, 1.0);
// }
Add(3)
{
Particle("sprawler.fx.tankkiller.exp-smoke");
VelocityPosition(2.0, 2.0, 2.0);
Random(1.0, 1.0, 1.0);
}
}
}
//
// WEAPON FLARE PARTICLE
//
CreateParticleType("sprawler.fx.tankkiller.fire-flare", "Particle")
{
lifeTime(0.3);
RenderBase("sprawler.fx.tankkiller.fire-flare");
}
CreateParticleRenderType("sprawler.fx.tankkiller.fire-flare", "Sprite")
{
TextureName("muzzle.tga");
TextureBlend("srcalpha one modulatealpha");
StartColor(255, 127, 0, 255);
FinishColor(255, 0, 0, 0);
StartRadius(3.0);
FinishRadius(1.5);
Sorting( "Light");
}
//
// WEAPON SMOKE PARTICLE
//
CreateParticleType("sprawler.fx.tankkiller.fire-smoke", "Smoke")
{
lifeTime(1.0);
Priority(1.4); // disappear before low detail
RenderBase("sprawler.fx.tankkiller.fire-smoke");
}
CreateParticleRenderType("sprawler.fx.tankkiller.fire-smoke", "Sprite")
{
TextureName("puff.tga");
TextureBlend("srcalpha invsrcalpha modulatealpha");
StartColor(191, 191, 191, 63);
FinishColor(127, 127, 127, 0);
StartRadius(2.0);
FinishRadius(5.0);
}
//
// PROJECTILE FLARE PARTICLE
//
CreateParticleType("sprawler.fx.tankkiller.proj-flare", "Particle")
{
MakeUnderFog(1);
lifeTime(0);
RenderBase("sprawler.fx.tankkiller.proj-flare");
}
CreateParticleRenderType("sprawler.fx.tankkiller.proj-flare", "Sprite")
{
TextureName("lightflare.tga");
TextureBlend("srcalpha one modulatealpha");
StartColor(250, 200, 150, 255);
FinishColor(250, 200, 150, 255);
StartRadius(1.5);
FinishRadius(1.5);
Sorting( "Light");
}
//
// PROJECTILE FIRE PARTICLE
//
CreateParticleType("sprawler.fx.tankkiller.proj-fire", "Particle")
{
MakeUnderFog(1);
lifeTime(0);
RenderBase("sprawler.fx.tankkiller.proj-fire");
}
CreateParticleRenderType("sprawler.fx.tankkiller.proj-fire", "Trail")
{
TextureName("bolt.tga");
TextureBlend("srcalpha one modulatealpha");
StartColor(255, 100, 0, 255);
FinishColor(255, 0, 0, 0);
StartRadius(.5);
FinishRadius(0);
AnimRate(3);
Decay(.2);
Sorting( "Flame", 0);
}
//
// PROJECTILE SMOKE PARTICLE
//
CreateParticleType("sprawler.fx.tankkiller.proj-smoke", "Particle")
{
MakeUnderFog(1);
lifeTime(0);
Priority(1.4); // disappear before low detail
RenderBase("sprawler.fx.tankkiller.proj-smoke");
}
CreateParticleRenderType("sprawler.fx.tankkiller.proj-smoke", "Trail")
{
TextureName("trail2.tga");
TextureBlend("modulate");
StartColor(191, 191, 191, 255);
FinishColor(191, 191, 191, 0);
StartRadius(0.3);
FinishRadius(1.3);
Decay(.1);
Sorting( "Smoke");
}
//
// EXPLOSION CORE PARTICLE
//
CreateParticleType("sprawler.fx.tankkiller.exp-core", "Particle")
{
lifeTime(0.3);
Priority(.74); // lowest priority that doesn't go away
RenderBase("sprawler.fx.tankkiller.exp-core");
}
CreateParticleRenderType("sprawler.fx.tankkiller.exp-core", "Sprite")
{
TextureName("exploder.tga");
TextureBlend("modulate");
StartColor(255, 255, 0, 222);
FinishColor(255, 0, 0, 0);
StartRadius(1.0);
FinishRadius(4.0);
Sorting( "Flame", 1);
}
//
// EXPLOSION GLOW PARTICLE
//
CreateParticleType("sprawler.fx.tankkiller.exp-glow", "Particle")
{
lifeTime(0.5);
Priority(.74); // lowest priority that doesn't go away
RenderBase("sprawler.fx.tankkiller.exp-glow");
}
CreateParticleRenderType("sprawler.fx.tankkiller.exp-glow", "Sprite")
{
TextureName("lightflare.tga");
TextureBlend("srcalpha one modulatealpha");
StartColor(255, 255, 255, 255);
FinishColor(255, 63, 0, 0);
StartRadius(8.0);
FinishRadius(0.0);
Sorting( "Light", 1);
}
//
// EXPLOSION SPARK PARTICLE
//
CreateParticleType("sprawler.fx.tankkiller.exp-spark", "Particle")
{
lifeTime(0);
Priority(1.5); // disappear at medium detail
RenderBase("sprawler.fx.tankkiller.exp-spark");
}
CreateParticleRenderType("sprawler.fx.tankkiller.exp-spark", "Trail")
{
TextureName("bolt.tga");
TextureBlend("srcalpha one modulatealpha");
StartColor(255, 255, 0, 255);
FinishColor(255, 0, 0, 0);
StartRadius(0.1);
FinishRadius(0.0);
Decay(0.5);
Sorting( "Flame", 2);
}
//
// EXPLOSION SMOKE PARTICLE
//
CreateParticleType("sprawler.fx.tankkiller.exp-smoke", "Particle")
{
lifeTime(1.0);
RenderBase("sprawler.fx.tankkiller.exp-smoke");
}
CreateParticleRenderType("sprawler.fx.tankkiller.exp-smoke", "Sprite")
{
TextureName("puff.tga");
TextureBlend("srcalpha invsrcalpha modulatealpha");
StartColor(15, 15, 15, 63);
FinishColor(0, 0, 0, 0);
StartRadius(1.0);
FinishRadius(3.0);
Sorting( "Smoke");
Why does my scorpion tank soldiers do not shoot?
__________________Code________________________
//
//
// UNIT DEFINITION
//
CreateObjectType("Scorpion Tank", "Unit")
{
GameObj()
{
ThinkInterval(1);
IdleTask("Tasks::UnitIdle");
Properties()
{
Add("Filter::Mechanical");
Add("Filter::Unit");
Add("Filter::Sprawler");
}
}
MapObj()
{
GodFile("SPR_TANKKILLER.god");
PhysicsModel("Vehicle");
ArmourClass("armor_vehicle");
TractionType("Vehicle");
ReticleType("Vehicle");
HitPoints(400);
TypeDisplay()
{
Image("spr_units_3.tga", 0, 64, 64, 64);
}
GenericFX()
{
Add("MapObj::Health::Low", "common.class.vehicle-health-low");
Add("MapObj::Death", "common.class.vehicle-death-big");
Add("UnitObj::Engine", "common.class.largetrack");
Add("Restore::Target::Process", "common.class.RestoreTargetProcesslarge");
Add("Weapon::Fire", "sprawler.fx.tankkiller.fire");
Add("UnitObj::Blind", "common.class.BerzerkProcesslarge");
}
}
UnitObj()
{
TopSpeed(40);
TurnSpeed(360);
SeeingRange(81);
NightModifier(89%);
Constructor("army.building.hq1");
ConstructionTime(36);
CommandCost(1);
ResourceCost()
{
Add("Plastic", 100);
Add("Electricity", 150);
}
Prereqs()
{
Add("sprawler.building.hq1");
}
Weapon("sprawler.weapon.tankkiller");
}
}
//
// WEAPON DEFINITION
//
CreateWeaponType("sprawler.weapon.tankkiller")
{
Style("Projectile");
NodeStyle("Y_X");
Nodes("CP-WEAPON", "cp-weapon2");
MaxRange(64);
MinRange(4);
HorizAngle(90);
HorizSeparation(90);
VertAngle(80);
VertDefault(80);
VertSeparation(45);
TurnRate(360);
LeadAngle(1);
Damage()
{
Amount(10);
Effective("infantry", 60%);
Effective("vehicle", 100%);
Effective("structure", 100%);
Effective("flyer", 0%);
Effective("mine", 100%);
}
FirePoints()
{
Add("HP-Fire");
Add("HP-Fire2");
}
Potshot(1);
Delay(0.6);
Projectile("sprawler.proj.tankkiller");
// Speed(150);
}
//
// PROJECTILE DEFINITION
//
CreateObjectType("sprawler.proj.tankkiller", "Projectile")
{
MapObj()
{
Mesh();
GenericFX()
{
Add("ProjectileObj::Trail", "sprawler.fx.tankkiller.proj");
}
}
ProjectileObj()
{
ProjectileModel("GuidedTrajectory");
HomingRate(90);
TopSpeed(250);
Explosion("sprawler.exp.tankkiller");
}
}
//
// EXPLOSION DEFINITION
//
CreateObjectType("sprawler.exp.tankkiller", "Explosion")
{
GameObj();
MapObj()
{
Mesh();
GenericFX()
{
Add("ExplosionObj::Explode", "sprawler.fx.tankkiller.exp");
}
}
ExplosionObj()
{
Damage()
{
Amount(10);
Effective("infantry", 60%);
Effective("vehicle", 100%);
Effective("structure", 100%);
Effective("flyer", 0%);
Effective("mine", 100%);
}
AreaInner(4);
AreaOuter(4);
Persist(0);
}
}
//
// WEAPON LAUNCH EFFECT
//
CreateEffectType("sprawler.fx.tankkiller.fire")
{
Sound()
{
File("Sprawl_weap_Scorpiontank.WAV");
Priority(2);
MinDistance(5);
MaxDistance(150);
}
Particles()
{
Add(1)
{
Particle("sprawler.fx.tankkiller.fire-flare");
Point("HP-FIRE");
}
Add(2)
{
Particle("sprawler.fx.tankkiller.fire-smoke");
VelocityPosition(1.0, 1.0, 1.0);
Random(1.0, 1.0, 1.0);
Point("HP-FIRE");
}
Add(1)
{
Particle("sprawler.fx.tankkiller.fire-flare");
Point("HP-FIRE2");
}
Add(2)
{
Particle("sprawler.fx.tankkiller.fire-smoke");
VelocityPosition(1.0, 1.0, 1.0);
Random(1.0, 1.0, 1.0);
Point("HP-FIRE2");
}
}
}
//
// PROJECTILE TRAIL EFFECT
//
CreateEffectType("sprawler.fx.tankkiller.proj")
{
Sound();
Particles()
{
Add(1)
{
Particle("sprawler.fx.tankkiller.proj-flare");
SingleParticle(1);
Destroy(1);
}
Add(1)
{
Particle("sprawler.fx.tankkiller.proj-fire");
SingleParticle(1);
Destroy(1);
}
Add(1)
{
Particle("sprawler.fx.tankkiller.proj-smoke");
SingleParticle(1);
Destroy(1);
}
}
}
//
// PROJECTILE EXPLOSION EFFECT
//
CreateEffectType("sprawler.fx.tankkiller.exp")
{
Sound()
{
File("SM_ExploA.WAV");
Priority(2);
MinDistance(5);
MaxDistance(150);
}
Particles()
{
Add(1)
{
Particle("sprawler.fx.tankkiller.exp-core");
}
Add(1)
{
Particle("sprawler.fx.tankkiller.exp-glow");
}
// Add(5)
// {
// Particle("sprawler.fx.tankkiller.exp-spark");
// VelocityPosition(20.0, 20.0, 20.0);
// Random(1.0, 1.0, 1.0);
// }
Add(3)
{
Particle("sprawler.fx.tankkiller.exp-smoke");
VelocityPosition(2.0, 2.0, 2.0);
Random(1.0, 1.0, 1.0);
}
}
}
//
// WEAPON FLARE PARTICLE
//
CreateParticleType("sprawler.fx.tankkiller.fire-flare", "Particle")
{
lifeTime(0.3);
RenderBase("sprawler.fx.tankkiller.fire-flare");
}
CreateParticleRenderType("sprawler.fx.tankkiller.fire-flare", "Sprite")
{
TextureName("muzzle.tga");
TextureBlend("srcalpha one modulatealpha");
StartColor(255, 127, 0, 255);
FinishColor(255, 0, 0, 0);
StartRadius(3.0);
FinishRadius(1.5);
Sorting( "Light");
}
//
// WEAPON SMOKE PARTICLE
//
CreateParticleType("sprawler.fx.tankkiller.fire-smoke", "Smoke")
{
lifeTime(1.0);
Priority(1.4); // disappear before low detail
RenderBase("sprawler.fx.tankkiller.fire-smoke");
}
CreateParticleRenderType("sprawler.fx.tankkiller.fire-smoke", "Sprite")
{
TextureName("puff.tga");
TextureBlend("srcalpha invsrcalpha modulatealpha");
StartColor(191, 191, 191, 63);
FinishColor(127, 127, 127, 0);
StartRadius(2.0);
FinishRadius(5.0);
}
//
// PROJECTILE FLARE PARTICLE
//
CreateParticleType("sprawler.fx.tankkiller.proj-flare", "Particle")
{
MakeUnderFog(1);
lifeTime(0);
RenderBase("sprawler.fx.tankkiller.proj-flare");
}
CreateParticleRenderType("sprawler.fx.tankkiller.proj-flare", "Sprite")
{
TextureName("lightflare.tga");
TextureBlend("srcalpha one modulatealpha");
StartColor(250, 200, 150, 255);
FinishColor(250, 200, 150, 255);
StartRadius(1.5);
FinishRadius(1.5);
Sorting( "Light");
}
//
// PROJECTILE FIRE PARTICLE
//
CreateParticleType("sprawler.fx.tankkiller.proj-fire", "Particle")
{
MakeUnderFog(1);
lifeTime(0);
RenderBase("sprawler.fx.tankkiller.proj-fire");
}
CreateParticleRenderType("sprawler.fx.tankkiller.proj-fire", "Trail")
{
TextureName("bolt.tga");
TextureBlend("srcalpha one modulatealpha");
StartColor(255, 100, 0, 255);
FinishColor(255, 0, 0, 0);
StartRadius(.5);
FinishRadius(0);
AnimRate(3);
Decay(.2);
Sorting( "Flame", 0);
}
//
// PROJECTILE SMOKE PARTICLE
//
CreateParticleType("sprawler.fx.tankkiller.proj-smoke", "Particle")
{
MakeUnderFog(1);
lifeTime(0);
Priority(1.4); // disappear before low detail
RenderBase("sprawler.fx.tankkiller.proj-smoke");
}
CreateParticleRenderType("sprawler.fx.tankkiller.proj-smoke", "Trail")
{
TextureName("trail2.tga");
TextureBlend("modulate");
StartColor(191, 191, 191, 255);
FinishColor(191, 191, 191, 0);
StartRadius(0.3);
FinishRadius(1.3);
Decay(.1);
Sorting( "Smoke");
}
//
// EXPLOSION CORE PARTICLE
//
CreateParticleType("sprawler.fx.tankkiller.exp-core", "Particle")
{
lifeTime(0.3);
Priority(.74); // lowest priority that doesn't go away
RenderBase("sprawler.fx.tankkiller.exp-core");
}
CreateParticleRenderType("sprawler.fx.tankkiller.exp-core", "Sprite")
{
TextureName("exploder.tga");
TextureBlend("modulate");
StartColor(255, 255, 0, 222);
FinishColor(255, 0, 0, 0);
StartRadius(1.0);
FinishRadius(4.0);
Sorting( "Flame", 1);
}
//
// EXPLOSION GLOW PARTICLE
//
CreateParticleType("sprawler.fx.tankkiller.exp-glow", "Particle")
{
lifeTime(0.5);
Priority(.74); // lowest priority that doesn't go away
RenderBase("sprawler.fx.tankkiller.exp-glow");
}
CreateParticleRenderType("sprawler.fx.tankkiller.exp-glow", "Sprite")
{
TextureName("lightflare.tga");
TextureBlend("srcalpha one modulatealpha");
StartColor(255, 255, 255, 255);
FinishColor(255, 63, 0, 0);
StartRadius(8.0);
FinishRadius(0.0);
Sorting( "Light", 1);
}
//
// EXPLOSION SPARK PARTICLE
//
CreateParticleType("sprawler.fx.tankkiller.exp-spark", "Particle")
{
lifeTime(0);
Priority(1.5); // disappear at medium detail
RenderBase("sprawler.fx.tankkiller.exp-spark");
}
CreateParticleRenderType("sprawler.fx.tankkiller.exp-spark", "Trail")
{
TextureName("bolt.tga");
TextureBlend("srcalpha one modulatealpha");
StartColor(255, 255, 0, 255);
FinishColor(255, 0, 0, 0);
StartRadius(0.1);
FinishRadius(0.0);
Decay(0.5);
Sorting( "Flame", 2);
}
//
// EXPLOSION SMOKE PARTICLE
//
CreateParticleType("sprawler.fx.tankkiller.exp-smoke", "Particle")
{
lifeTime(1.0);
RenderBase("sprawler.fx.tankkiller.exp-smoke");
}
CreateParticleRenderType("sprawler.fx.tankkiller.exp-smoke", "Sprite")
{
TextureName("puff.tga");
TextureBlend("srcalpha invsrcalpha modulatealpha");
StartColor(15, 15, 15, 63);
FinishColor(0, 0, 0, 0);
StartRadius(1.0);
FinishRadius(3.0);
Sorting( "Smoke");
I'm not saying I have good maps and that I'm a great player. I'm giving into that the most of my time.
WebSite https://petasv.wixsite.com/petasvideos
Youtube : https://www.youtube.com/PetasVideosTV
GameRanger ID 5603072
DISCORD ID : PetasVideosTV#9499
WebSite https://petasv.wixsite.com/petasvideos
Youtube : https://www.youtube.com/PetasVideosTV
GameRanger ID 5603072
DISCORD ID : PetasVideosTV#9499
Re: spr scorpion tank
Change this:
ArmourClass("armor_vehicle");
To one of the following:
ArmourClass("infantry");
ArmourClass("vehicle");
ArmourClass("structure");
ArmourClass("flyer");
ArmourClass("mine");
Units that cannot hit infantry:
AA Gun
Mortar Man
Shrap
Thumbtacks
Units that cannot hit vehicles:
AA Gun
Bullseye
Mortar Man
Shrap
Sniper
Units that cannot hit buildings:
AA Gun
Bullseye
Sniper
Thumbtacks
Units that cannot hit aircraft:
Bombing Run
Bullseye
Cockroach
Crates
Drums
Dumdum
Glue Bomb
Grenadier
Jerry Cans
Magnifying Glass
Mine
Mortar Man
Pillbox
Scorch
Shrap
Sniper
Soldier (Ant)
Tank
Thumbtacks
Worker (Ant)
Units that cannot hit mines:
AA Gun
Grunt
Mine
Thumbtacks
Also, these lines in your code are useless and can be removed.
Add("UnitObj::Blind", "common.class.BerzerkProcesslarge");
NightModifier(89%);
ArmourClass("armor_vehicle");
To one of the following:
ArmourClass("infantry");
ArmourClass("vehicle");
ArmourClass("structure");
ArmourClass("flyer");
ArmourClass("mine");
Units that cannot hit infantry:
AA Gun
Mortar Man
Shrap
Thumbtacks
Units that cannot hit vehicles:
AA Gun
Bullseye
Mortar Man
Shrap
Sniper
Units that cannot hit buildings:
AA Gun
Bullseye
Sniper
Thumbtacks
Units that cannot hit aircraft:
Bombing Run
Bullseye
Cockroach
Crates
Drums
Dumdum
Glue Bomb
Grenadier
Jerry Cans
Magnifying Glass
Mine
Mortar Man
Pillbox
Scorch
Shrap
Sniper
Soldier (Ant)
Tank
Thumbtacks
Worker (Ant)
Units that cannot hit mines:
AA Gun
Grunt
Mine
Thumbtacks
Also, these lines in your code are useless and can be removed.
Add("UnitObj::Blind", "common.class.BerzerkProcesslarge");
NightModifier(89%);
I may not make the best maps, or be the best player, but I put a lot of time, effort, and care into my stuff. That counts for something, right? No.
"Can we order a pizza?"
GameRanger ID: 913974
"Can we order a pizza?"
GameRanger ID: 913974
Re: spr scorpion tank
yeah thanks Tommy CD1TommyCD1 wrote:Change this:
ArmourClass("armor_vehicle");
To one of the following:
ArmourClass("infantry");
ArmourClass("vehicle");
ArmourClass("structure");
ArmourClass("flyer");
ArmourClass("mine");
Units that cannot hit infantry:
AA Gun
Mortar Man
Shrap
Thumbtacks
Units that cannot hit vehicles:
AA Gun
Bullseye
Mortar Man
Shrap
Sniper
Units that cannot hit buildings:
AA Gun
Bullseye
Sniper
Thumbtacks
Units that cannot hit aircraft:
Bombing Run
Bullseye
Cockroach
Crates
Drums
Dumdum
Glue Bomb
Grenadier
Jerry Cans
Magnifying Glass
Mine
Mortar Man
Pillbox
Scorch
Shrap
Sniper
Soldier (Ant)
Tank
Thumbtacks
Worker (Ant)
Units that cannot hit mines:
AA Gun
Grunt
Mine
Thumbtacks
Also, these lines in your code are useless and can be removed.
Add("UnitObj::Blind", "common.class.BerzerkProcesslarge");
NightModifier(89%);
Hey, I can not find the file instead of the square is what in Figure.
You do not know how the file name?
Or what code should I add?
screenshot where the square
I'm not saying I have good maps and that I'm a great player. I'm giving into that the most of my time.
WebSite https://petasv.wixsite.com/petasvideos
Youtube : https://www.youtube.com/PetasVideosTV
GameRanger ID 5603072
DISCORD ID : PetasVideosTV#9499
WebSite https://petasv.wixsite.com/petasvideos
Youtube : https://www.youtube.com/PetasVideosTV
GameRanger ID 5603072
DISCORD ID : PetasVideosTV#9499
Re: spr scorpion tank
The square is what happens when the game cannot find or read a texture.
The texture you're most likely missing is muzzle.tga.
The reason it probably does not work is because you may have copied it from Dark Reign 2. But in dr2, it's a .pic file. Army Men RTS cannot read .pic files so you'll need to convert it. I use XnView.
The texture you're most likely missing is muzzle.tga.
The reason it probably does not work is because you may have copied it from Dark Reign 2. But in dr2, it's a .pic file. Army Men RTS cannot read .pic files so you'll need to convert it. I use XnView.
I may not make the best maps, or be the best player, but I put a lot of time, effort, and care into my stuff. That counts for something, right? No.
"Can we order a pizza?"
GameRanger ID: 913974
"Can we order a pizza?"
GameRanger ID: 913974
Re: spr scorpion tank
THANKS I also use xnwiesTommyCD1 wrote:The square is what happens when the game cannot find or read a texture.
The texture you're most likely missing is muzzle.tga.
The reason it probably does not work is because you may have copied it from Dark Reign 2. But in dr2, it's a .pic file. Army Men RTS cannot read .pic files so you'll need to convert it. I use XnView.
Now I do not know if I have a map error or if there's something I forgot to do.
I wish that after its destruction was plastic blob like for soldiers and tanks.
How do I do that it worked?
I'm not saying I have good maps and that I'm a great player. I'm giving into that the most of my time.
WebSite https://petasv.wixsite.com/petasvideos
Youtube : https://www.youtube.com/PetasVideosTV
GameRanger ID 5603072
DISCORD ID : PetasVideosTV#9499
WebSite https://petasv.wixsite.com/petasvideos
Youtube : https://www.youtube.com/PetasVideosTV
GameRanger ID 5603072
DISCORD ID : PetasVideosTV#9499
Re: spr scorpion tank
UnitObj()
{
TopSpeed(40);
TurnSpeed(360);
SeeingRange(81);
NightModifier(89%);
Constructor("army.building.hq1");
ConstructionTime(36);
CreateSource("XXX");
CommandCost(1);
ResourceCost()
{
Add("Plastic", 100);
Add("Electricity", 150);
}
Prereqs()
{
Add("sprawler.building.hq1");
}
Weapon("sprawler.weapon.tankkiller");
}
}
This can be one of 4 blobs.
CreateSource("resource.blob.infantry1"); // Small blob. 100 Maximum Plastic.
CreateSource("resource.blob.infantry2"); // Small blob. 200 Maximum Plastic.
CreateSource("resource.blob.vehicle1"); // Medium blob. 300 Maximum Plastic.
CreateSource("resource.blob.building1"); // Large blob. 600 Maximum Plastic.
You can decide which blob to use based on how big the unit is. Half of the plastic used to build the unit will be dumped into the blob.
{
TopSpeed(40);
TurnSpeed(360);
SeeingRange(81);
NightModifier(89%);
Constructor("army.building.hq1");
ConstructionTime(36);
CreateSource("XXX");
CommandCost(1);
ResourceCost()
{
Add("Plastic", 100);
Add("Electricity", 150);
}
Prereqs()
{
Add("sprawler.building.hq1");
}
Weapon("sprawler.weapon.tankkiller");
}
}
This can be one of 4 blobs.
CreateSource("resource.blob.infantry1"); // Small blob. 100 Maximum Plastic.
CreateSource("resource.blob.infantry2"); // Small blob. 200 Maximum Plastic.
CreateSource("resource.blob.vehicle1"); // Medium blob. 300 Maximum Plastic.
CreateSource("resource.blob.building1"); // Large blob. 600 Maximum Plastic.
You can decide which blob to use based on how big the unit is. Half of the plastic used to build the unit will be dumped into the blob.
I may not make the best maps, or be the best player, but I put a lot of time, effort, and care into my stuff. That counts for something, right? No.
"Can we order a pizza?"
GameRanger ID: 913974
"Can we order a pizza?"
GameRanger ID: 913974
Re: spr scorpion tank
Thank you very muchTommyCD1 wrote:UnitObj()
{
TopSpeed(40);
TurnSpeed(360);
SeeingRange(81);
NightModifier(89%);
Constructor("army.building.hq1");
ConstructionTime(36);
CreateSource("XXX");
CommandCost(1);
ResourceCost()
{
Add("Plastic", 100);
Add("Electricity", 150);
}
Prereqs()
{
Add("sprawler.building.hq1");
}
Weapon("sprawler.weapon.tankkiller");
}
}
This can be one of 4 blobs.
CreateSource("resource.blob.infantry1"); // Small blob. 100 Maximum Plastic.
CreateSource("resource.blob.infantry2"); // Small blob. 200 Maximum Plastic.
CreateSource("resource.blob.vehicle1"); // Medium blob. 300 Maximum Plastic.
CreateSource("resource.blob.building1"); // Large blob. 600 Maximum Plastic.
You can decide which blob to use based on how big the unit is. Half of the plastic used to build the unit will be dumped into the blob.
Hey, you know how that map user Bullseye 8 snowy Train?
Something similar is also trying to create.
map will not download.
We still do not know how to put into game.cfg snowfall
I opened a couple of maps and I did what I should not be Copied damage (rain)
rain type.
and for me it's really stupid that I Copied
I need to beat
I'm not saying I have good maps and that I'm a great player. I'm giving into that the most of my time.
WebSite https://petasv.wixsite.com/petasvideos
Youtube : https://www.youtube.com/PetasVideosTV
GameRanger ID 5603072
DISCORD ID : PetasVideosTV#9499
WebSite https://petasv.wixsite.com/petasvideos
Youtube : https://www.youtube.com/PetasVideosTV
GameRanger ID 5603072
DISCORD ID : PetasVideosTV#9499
Re: spr scorpion tank
Unfortunately I have not learned rain myself 100% yet, so I'll have to get back to you on this one.
I may not make the best maps, or be the best player, but I put a lot of time, effort, and care into my stuff. That counts for something, right? No.
"Can we order a pizza?"
GameRanger ID: 913974
"Can we order a pizza?"
GameRanger ID: 913974
Re: spr scorpion tank
OK, thanks for the advice =D>TommyCD1 wrote:Unfortunately I have not learned rain myself 100% yet, so I'll have to get back to you on this one.
I'm not saying I have good maps and that I'm a great player. I'm giving into that the most of my time.
WebSite https://petasv.wixsite.com/petasvideos
Youtube : https://www.youtube.com/PetasVideosTV
GameRanger ID 5603072
DISCORD ID : PetasVideosTV#9499
WebSite https://petasv.wixsite.com/petasvideos
Youtube : https://www.youtube.com/PetasVideosTV
GameRanger ID 5603072
DISCORD ID : PetasVideosTV#9499
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