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Creating a Pulse-Rifle weapon, could use some help
General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Originally Posted by: UTD^Force They look normal on my computer. :P Musta been something to do with downloading... |
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Major Joined: 12/18/2011(UTC) Posts: 313 Location: Planet Cutezome
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Try adding a PrimaryDamageRadius to your weapon. |
Death Label: Reduced back to 3 main factions(and a couple of extras). Each faction can choose a(or all of them) tech-tree via General's Powers. Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers Red Skulls: Armor Division, Mecha Armada, Drone Swarm Earth's Saviors: Air Raid, Homeworld Security, Stealth
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1 user thanked precision_bomber for this useful post.
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Originally Posted by: UTD^Force They look normal on my computer. :P look fine on mine too |
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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precision_bomber has now solved both the main problems in the OP. Originally Posted by: Gameanater The dummy tracer object comes out of the Combine Soldier's feet, however. Originally Posted by: precision_bomber Put this under in DefaultConditionState Code:
WeaponLaunchBone = PRIMARY Muzzle
Originally Posted by: Gameanater Not only this, but after adding the projectile and tracer to the weapon, it no longer does any damage. Originally Posted by: precision_bomber Try adding a PrimaryDamageRadius to your weapon. So I'm curious, are you going to use your existing code with the fixes or the new suggestions? Edited by user Tuesday, August 26, 2014 6:12:23 AM(UTC)
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If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.
I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me. |
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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I'll try that! Thank you! -- Bomber (What does OP stand for in this case?) Well, for the Combine Soldier I'm using the new weapon and tweaking it slightly. Mainly 'cause of the new tracer effects. I'd still like to get my existing weapon functional, though. There's a new problem: I'd like to have the regular bullet tracers in ADDITION to the new green-blue-ish Pulse-tracers. I don't know how to do this, though... Do I make a new effect? Also, not totally necessary, but I would like to have the blue laser firing flash coming from the gun's muzzle, but without the laser SOUND... Dunno how to do that. I think there was something else but I forgot. -- AZH Edited by user Tuesday, August 26, 2014 7:44:15 PM(UTC)
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Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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Major Joined: 12/18/2011(UTC) Posts: 313 Location: Planet Cutezome
Thanks: 7 times Was thanked: 75 time(s) in 58 post(s)
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Add to the weapon. Code:
FireFX = WeaponFX_GenericMachineGunFire
Unless you wanna make me go through custom FXLists too. |
Death Label: Reduced back to 3 main factions(and a couple of extras). Each faction can choose a(or all of them) tech-tree via General's Powers. Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers Red Skulls: Armor Division, Mecha Armada, Drone Swarm Earth's Saviors: Air Raid, Homeworld Security, Stealth
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1 user thanked precision_bomber for this useful post.
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Originally Posted by: precision_bomber Add to the weapon. Code:
FireFX = WeaponFX_GenericMachineGunFire
Unless you wanna make me go through custom FXLists too. Well, I added that but that also added back spent casing being ejected from the weapon. BUT, I found WeaponFX_GenericMachineGunFire in FXList.ini, copied it, and made my own firing FX for Pulse-based bullet stuffs. Code:
FXList WeaponFX_GenericPulseWeaponFire
LightPulse
Color = R:100 G:240 B:255
Radius = 10
IncreaseTime = 0
DecreaseTime = 200
End
ParticleSystem
Name = GattlingCannonLenzflare
OrientToObject = Yes
Offset = X:0.0 Y:0.0 Z:0.0
End
;ParticleSystem
; Name = FallingShells
; OrientToObject = Yes
; Offset = X:0.0 Y:0.0 Z:0.0
;End
Tracer
DecayAt = 1
Length = 10
Width = 0.3
Color = R:100 G:240 B:255
Speed = 600
Probability = 0.5
End
End
(I've yet to figure out what LightPulse does, though.) Now I have a very nice blue-ish tracer in addition to the awesome green stuff you made. There's only one problem so far (other then my own new FX not being 100% finished, but I can get that done on my own). Your tracer is a bit too... Floaty. The blue tracer goes perfectly straight at the target while the green tracer floats in a curved path to the target. Is there any way I can change this so it goes as straight as the blue tracer? |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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Colonel Joined: 8/13/2013(UTC) Posts: 817 Location: Middle east Thanks: 430 times Was thanked: 184 time(s) in 168 post(s)
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Originally Posted by: Gameanater Hello? . I didn't read your post, kinda lazy xD, kidding. Wait until precision bomber comes back online, He's the particle systems expert :D But I think that I know that why if you add the laser tracer you already added, it starts far away, maybe, and juat maybe the launch bone is actually far away so it shows the bullet better, so if you can try to modify the place of the launch bone with Gmax, or make it be the bone as FireFXBone... Edited by user Friday, August 29, 2014 7:52:34 PM(UTC)
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Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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I don't have Gmax. :(
I also had a hard time reading that sentence for some reason.. lol
He came on but I don't think he saw this |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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Major Joined: 12/18/2011(UTC) Posts: 313 Location: Planet Cutezome
Thanks: 7 times Was thanked: 75 time(s) in 58 post(s)
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Quote: He's the particle systems expert :D
No. It archs like that because I based it off GenericTankShell. This behavior here: Code:
Behavior = DumbProjectileBehavior ModuleTag_04
; To tweak a Bezier path, please see GS
FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 10
FirstPercentIndent = 50% ; Percentage of shot distance control points are placed
SecondPercentIndent = 90%
FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag.
End
You can replace this MissileAIUpdate. With the cost of it having "SMALL_MISSILE" KindOf. (?) Or. You can base the projectile off Spectre Gunship Shells. Edited by user Sunday, August 31, 2014 12:49:52 AM(UTC)
| Reason: Not specified |
Death Label: Reduced back to 3 main factions(and a couple of extras). Each faction can choose a(or all of them) tech-tree via General's Powers. Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers Red Skulls: Armor Division, Mecha Armada, Drone Swarm Earth's Saviors: Air Raid, Homeworld Security, Stealth
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2 users thanked precision_bomber for this useful post.
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General Joined: 5/13/2013(UTC) Posts: 1,537 Location: Right Behind You Thanks: 574 times Was thanked: 166 time(s) in 144 post(s)
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Well, I replaced the behavior with what you said to and now it's working perfectly! Thank you so much! |
Any old friends still on here can add me on discord @jcdenton2187. I'm far more likely to respond there. |
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Creating a Pulse-Rifle weapon, could use some help
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