Private Joined: 12/1/2015(UTC) Posts: 29 Location: Auckland Thanks: 3 times Was thanked: 4 time(s) in 3 post(s)
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Why not do some random ZH modding during the quarantine? I thought I'd try make the avenger laser turret shoot/target ground units as well as aircraft: Quote: ;------------------------------------------------------------------------------ Weapon AvengerAirLaserOne PrimaryDamage = 25.0 PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim" AttackRange = 300.0 DamageType = SMALL_ARMS DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) ;WeaponSpeed = 10.0 ; dist/sec (huge value == effectively instant) LaserName = AvengerLaserBeam LaserBoneName = TurretFX01 ; FireFX = WeaponFX_PaladinPointDefenseLaser ; VeterancyFireFX = HEROIC WeaponFX_PaladinPointDefenseLaser FireSound = AvengerAirLaserWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes AntiGround = Yes ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets End
I've changed AntiGround and AntiAirborneInfantry to yes for AvengerAirLaserOne and AvengerAirLaserTwo and it now shoots at ground units but I dont know why it only shoots one laser. Also when I change the values back to no, it doesn't target ground units but still shoots one laser? I hope it doesn't have to do with the model/animation or anything cuz I'm not keen on doing that kind of stuff yet.
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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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I'm not sure if this is what you need. But the avenger tank uses a separate object as its turret. This is the weaponset code for it, the overlord contain behaviour in the avenger's code and the weapons that the separate turret uses. As you may notice, the avenger uses one weapon for each turret on the separate turret. Code:
; weaponset for separate turret in americavehicle.ini file
Object AmericaTankAvengerLaserTurret ; Seperate turret object so it can attack independantly
;...
;...
;...
WeaponSet
Conditions = None
Weapon = PRIMARY AvengerAirLaserOne
Weapon = SECONDARY AvengerAirLaserTwo
End
;...
;...
;...
;========================
; overlord contain behaviour in avenger's code in americavehicle.ini file
Object AmericaTankAvenger
;...
;...
;...
Behavior = OverlordContain ModuleTag_OverlordContain
Slots = 1
DamagePercentToUnits = 100%
AllowInsideKindOf = PORTABLE_STRUCTURE
PassengersAllowedToFire = Yes
PayloadTemplateName = AmericaTankAvengerLaserTurret
ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills
End
;...
;...
;...
End
;=====================
; separate turret's weapons in weapon.ini
;------------------------------------------------------------------------------
Weapon AvengerAirLaserOne
PrimaryDamage = 10.0
PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim"
AttackRange = 300.0
DamageType = SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
;WeaponSpeed = 10.0 ; dist/sec (huge value == effectively instant)
LaserName = AvengerLaserBeam
LaserBoneName = TurretFX01
; FireFX = WeaponFX_PaladinPointDefenseLaser
; VeterancyFireFX = HEROIC WeaponFX_PaladinPointDefenseLaser
FireSound = AvengerAirLaserWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 200 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AntiAirborneVehicle = Yes
AntiAirborneInfantry = No
AntiGround = No
ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY
WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets
End
;------------------------------------------------------------------------------
Weapon AvengerAirLaserTwo
PrimaryDamage = 10.0
PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim"
AttackRange = 300.0
DamageType = SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
;WeaponSpeed = 10.0 ; dist/sec (huge value == effectively instant)
LaserName = AvengerLaserBeam
LaserBoneName = TurretFX02
; FireFX = WeaponFX_PaladinPointDefenseLaser
; VeterancyFireFX = HEROIC WeaponFX_PaladinPointDefenseLaser
FireSound = AvengerAirLaserWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 200 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AntiAirborneVehicle = Yes
AntiAirborneInfantry = No
AntiGround = No
ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY
WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets
End
;======================
End
Edited by user Monday, March 30, 2020 3:38:15 PM(UTC)
| Reason: Not specified |
Proud Muslim
UTD^Force
Moderator and former map reviewer CnC Labs |
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Private Joined: 12/1/2015(UTC) Posts: 29 Location: Auckland Thanks: 3 times Was thanked: 4 time(s) in 3 post(s)
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Quote: This is the weaponset code for it, the overlord contain behaviour in the avenger's code and the weapons that the separate turret uses. As you may notice, the avenger uses one weapon for each turret on the separate turret.
Thanks for that but I did end up fixing it at the end somehow by changing the avengers dummy weapon: Code:
Weapon AvengerAirLaserDummy
PrimaryDamage = 0.0001
PrimaryDamageRadius = 0.0
AttackRange = 300.0
DamageType = SMALL_ARMS
DeathType = EXPLODED
WeaponSpeed = 999999.0
ProjectileObject = NONE
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 125
ClipSize = 0
ClipReloadTime = 0
AntiAirborneVehicle = Yes <--- had to change these to yes for it to use both lasers
AntiAirborneInfantry = Yes <---
AntiGround = Yes <---
ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY
End
Btw I might be posting more questions on here since I'm trying to come up with random things to mod
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