Private Joined: 1/7/2018(UTC) Posts: 26
Thanks: 4 times
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Hi all,
I've modded the Boss General's Mig to use the GLA AnthraxBomb weapon. But something is missing. When the Mig's target is attacked, the anthrax weapon executes (gas spreads) but no bomb falls from the plane beforehand, as it normally would from the GLA cargo plane deploying the weapon. Also, when the Mig is selected, no clip/weapon slot shows.
How do I resolve these issues in Rules.ini?
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Private Joined: 1/7/2018(UTC) Posts: 26
Thanks: 4 times
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Basically, I'm wanting the MiG to show the same attack behaviour as the Aurora, but dropping the AnthraxBomb instead of firing the NapalmBomb missile. Any help would be greatly appreciated.
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Major Joined: 3/27/2015(UTC) Posts: 490
Thanks: 5 times Was thanked: 213 time(s) in 155 post(s)
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Can you show me your code?
I think this may be the result of you just using the detonation weapon. |
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Private Joined: 1/7/2018(UTC) Posts: 26
Thanks: 4 times
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;------------------------------------------------------------------------------ Object Boss_JetMIG
; *** ART Parameters *** SelectPortrait = SNMig_L ButtonImage = SNMig UpgradeCameo1 = Upgrade_ChinaAircraftArmor UpgradeCameo2 = Upgrade_Upgrade_ChinaBlackNapalm ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState Model = NVMIG HideSubObject = BurnerFX01 BurnerFX02 WeaponLaunchBone = PRIMARY WeaponA End
ConditionState = JETEXHAUST ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End
ConditionState = JETEXHAUST JETAFTERBURNER ShowSubObject = BurnerFX01 BurnerFX02 ParticleSysBone = Exhaust01 JetExhaust ParticleSysBone = Exhaust02 JetExhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End
ConditionState = REALLYDAMAGED Model = NVMIG_D ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End
ConditionState = RUBBLE Model = NVMIG_D End
ConditionState = REALLYDAMAGED JETEXHAUST Model = NVMIG_D ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End
ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER Model = NVMIG_D ShowSubObject = BurnerFX01 BurnerFX02 ParticleSysBone = Engine01 JetExhaust ParticleSysBone = Engine02 JetExhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End
ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER ; @todo srj -- model missing ;Model = NVMIG_D1B Model = NVMIG_D ;HideSubObject is needed cause there're inherited from default condition state HideSubObject = None ShowSubObject = None ParticleSysBone = Engine01 JetExhaust ParticleSysBone = Engine02 JetExhaust ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End
End
; ***DESIGN parameters *** DisplayName = OBJECT:MIG EditorSorting = VEHICLE Side = Boss TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 200.0 ShroudClearingRange = 300.0
Prerequisites Object = Boss_Airfield End
WeaponSet Conditions = None Weapon = PRIMARY AnthraxBomb ; AutoChooseSources = PRIMARY NONE End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY AnthraxBomb ; AutoChooseSources = PRIMARY NONE End
ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End
BuildCost = 120 BuildTime = 10 ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ChinaJetMIGCommandSet
; *** AUDIO Parameters *** VoiceSelect = MigVoiceSelect VoiceMove = MigVoiceMove VoiceAttack = MigVoiceAttack VoiceAttackAir = MigVoiceAttackAir VoiceGuard = MigVoiceAirPatrol SoundAmbient = MigAmbientLoop UnitSpecificSounds VoiceCreate = MigVoiceCreate Afterburner = RaptorAfterburner VoiceGarrison = MigVoiceMove End
; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT Body = ActiveBody ModuleTag_02 MaxHealth = 2500.0 InitialHealth = 2500.0 End
Behavior = JetSlowDeathBehavior ModuleTag_03 FXOnGroundDeath = FX_JetOnGroundDeath OCLOnGroundDeath = OCL_MIGDeathFinalBlowUp DestructionDelay = 99999999 ; destruction will happen when we RollRate = 0.2 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0.0 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_MigDeathInitial OCLInitialDeath = OCL_MIGDeathInitial DelaySecondaryFromInitialDeath = 500 ; in milliseconds FXSecondary = FX_JetDeathSecondary OCLSecondary = OCL_MIGDeathSecondary FXHitGround = FX_JetDeathHitGround OCLHitGround = OCL_MIGDeathHitGround DelayFinalBlowUpFromHitGround = 200 ; in milliseconds FXFinalBlowUp = FX_JetDeathFinalBlowUp OCLFinalBlowUp = OCL_MIGDeathFinalBlowUp End
Behavior = WeaponSetUpgrade ModuleTag_04 TriggeredBy = Upgrade_ChinaBlackNapalm End
Behavior = PhysicsBehavior ModuleTag_05 Mass = 500.0 End
Behavior = JetAIUpdate ModuleTag_06 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo ; note that it's expressed as a percent of max health, not an absolute TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off TakeoffPause = 500 MinHeight = 5 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End
Locomotor = SET_NORMAL MIGLocomotor Locomotor = SET_TAXIING BasicJetTaxiLocomotor
Behavior = FlammableUpdate ModuleTag_08 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End
Behavior = TransitionDamageFX ModuleTag_09 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition End
Behavior = MaxHealthUpgrade ModuleTag_10 TriggeredBy = Upgrade_ChinaAircraftArmor AddMaxHealth = 40.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End
Geometry = Box GeometryIsSmall = Yes GeometryMajorRadius = 14.0 GeometryMinorRadius = 7.0 GeometryHeight = 5.0 Shadow = SHADOW_VOLUME Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length
End
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Private Joined: 1/7/2018(UTC) Posts: 26
Thanks: 4 times
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P.S. In the above code, the primary and secondary weapon for the MiG should be AnthraxBombWeapon (not 'AnthraxBomb'), which I've since changed. The solution still eludes me though. I know that I'm probably missing something relatively simple in terms of getting the weapon to deploy like a bomb from the plane, but no luck yet.
Any ideas?
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Private Joined: 1/7/2018(UTC) Posts: 26
Thanks: 4 times
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I figured it out. Sorry to bother y'all. Here's the code I used. Works like a charm :-)
;-------------------------------------------------------------------------------- Weapon AnthraxBombWeapon PrimaryDamage = 300.0 PrimaryDamageRadius = 100.0 AttackRange = 350.0 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999.0 ProjectileObject = AuroraBomb
; FireFX = FX_AuroraBombLaunch ; ProjectileDetonationFX = FX_AuroraBombDetonate RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR FireOCL = OCL_PoisonFieldAnthraxBomb ; So this weapon will do normal damage, and create this object RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 50 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon ShowsAmmoPips = Yes
End
;--------------------------------------------------------------------------------
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