C&C Labs Forums
»
C&C Maps and Modding
»
Generals: Modding
»
Applying ProjectileDetonationOCL to Bullets
Private Joined: 4/15/2020(UTC) Posts: 3
Thanks: 1 times Was thanked: 1 time(s) in 1 post(s)
|
Good day, just wanted to know if it's possible to add ProjectileDetonationOCL Effects to Bullet weapons like machine guns, gattlings, and such. I'm trying to add a PoisonField Gamma on SupW Infantry Ranger's Machinegun. also if i could add, can i ask for Firing Animation Data for Pilot , using Burton or Ranger firing animation looks ridiculous on Pilot . Thank you in advance, this is my first post |
Kono Hobiron-sama Niwa, Yume ga Aru~De'geso~ |
|
|
|
Private Joined: 12/1/2015(UTC) Posts: 29 Location: Auckland Thanks: 3 times Was thanked: 4 time(s) in 3 post(s)
|
Here is the code I used to make the ranger weapon leave a small anthrax field behind when shooting: Code:
;Goes in Weapon.ini file
;------------------------------------------------------------------------------
Weapon SupW_RangerAdvancedCombatRifle
PrimaryDamage = 5.0
PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim"
AttackRange = 100.0
DamageType = SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
;invisible projectile added so that ProjectileDetonationOCL can work
ProjectileObject = InvisibleDummyProjectile
ProjectileDetonationOCL = OCL_PoisonFieldGammaSmall
FireFX = WeaponFX_GenericMachineGunFire
VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
FireSound = RangerWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 100 ; time between shots, msec
ClipSize = 3 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 700 ; how long to reload a Clip, msec
WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200%
WeaponBonus = DRONE_SPOTTING RANGE 200%
WeaponBonus = DRONE_SPOTTING DAMAGE 200%
End
;Goes in WeaponObjects.ini file
;------------------------------------------------------------------------------
Object InvisibleDummyProjectile
; Draw = W3DModelDraw ModuleTag_01
; OkToChangeModelColor = Yes
; DefaultConditionState
; Model = EXStinger01
; End
; End
; ***DESIGN parameters ***
EditorSorting = SYSTEM
VisionRange = 0.0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE UNATTACKABLE ;in case avenger tries and shoots it down
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
; A projectile is not disabled, but instead loses target and scatters
SubdualDamageCap = 200
SubdualDamageHealRate = 100000
SubdualDamageHealAmount = 50
End
; ---- begin Projectile death behaviors
Behavior = InstantDeathBehavior DeathModuleTag_01
DeathTypes = NONE +DETONATED
; we detonated normally.
; no FX, just quiet destroy ourselves
End
Behavior = InstantDeathBehavior DeathModuleTag_02
DeathTypes = NONE +LASERED
; shot down by laser.
FX = FX_GenericMissileDisintegrate
OCL = OCL_GenericMissileDisintegrate
End
Behavior = InstantDeathBehavior DeathModuleTag_03
DeathTypes = ALL -LASERED -DETONATED
; shot down by nonlaser.
FX = FX_GenericMissileDeath
End
; ---- end Projectile death behaviors
Behavior = PhysicsBehavior ModuleTag_06
Mass = 1
End
Behavior = MissileAIUpdate ModuleTag_07
TryToFollowTarget = Yes;;;;;;;;;;;;No
FuelLifetime = 1250
InitialVelocity = 150 ; in dist/sec
IgnitionDelay = 0
DistanceToTravelBeforeTurning = 20
IgnitionFX = None ;FX_BuggyMissileIgnition
End
Locomotor = SET_NORMAL TankHunterMissileLocomotor
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 2.0
Scale = 0.0 ;probably useless but its to be sure the projectile is invisible
End
I copied the tank hunter missile projectile code, commented out the model code from it and the IgnitionFX bit so that it is not seen when the ranger shoots - so basically an invisible projectile object. Then in the Weapons.ini file I changed ProjectileObject from NONE to InvisibleDummyProjectile and then added the ProjectileDetonationOCL bit in and it worked for me. I haven't tried it for the gattling cannon/tank though but it might work. As for the firing animation data stuff, I wouldn't know what to do there sorry. Edited by user Wednesday, April 15, 2020 10:57:04 PM(UTC)
| Reason: Not specified
|
2 users thanked tanksarevictory for this useful post.
|
|
|
Private Joined: 4/15/2020(UTC) Posts: 3
Thanks: 1 times Was thanked: 1 time(s) in 1 post(s)
|
Thank you for the reply sir @tanksarevictory, i didn't think we have such an active modding community and it makes me so happy. Anyway, this method is working and well, i just need to adjust it's locomotor for it's bullet speed and it's PointDefenseLaser System Immunity then its good . and i guess this roundabout way is the only way to achieve the OCL effects for "Bullets-y" Weapons, |
Kono Hobiron-sama Niwa, Yume ga Aru~De'geso~ |
|
|
|
Private Joined: 12/1/2015(UTC) Posts: 29 Location: Auckland Thanks: 3 times Was thanked: 4 time(s) in 3 post(s)
|
No worries, happy to help :-)
Unfortunately I wouldn't say the modding community here is always 'active'. I've just recently got back into modding the game just to pass the time during quarantine where I am. I'll try and be as active as I can for the mean time since I'm waiting for a reply to a question I recently posted a few days ago.
|
|
|
|
Users browsing this topic |
Guest
|
C&C Labs Forums
»
C&C Maps and Modding
»
Generals: Modding
»
Applying ProjectileDetonationOCL to Bullets
Forum Jump
You cannot post new topics in this forum.
You cannot reply to topics in this forum.
You cannot delete your posts in this forum.
You cannot edit your posts in this forum.
You cannot create polls in this forum.
You cannot vote in polls in this forum.