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Offline Mabus2018  
#1 Posted : Saturday, April 21, 2018 7:54:35 PM(UTC)
Mabus2018
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Joined: 1/7/2018(UTC)
Posts: 26

Thanks: 4 times
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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Offline Mabus2018  
#2 Posted : Saturday, April 21, 2018 8:28:11 PM(UTC)
Mabus2018
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Posts: 26

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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.
Offline Zatsupachi  
#3 Posted : Saturday, April 21, 2018 11:26:44 PM(UTC)
Zatsupachi
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Joined: 3/27/2015(UTC)
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Can you show me your code?

I think this may be the result of you just using the detonation weapon.
"It's precision_bomber."

Death Label HAS BEEN RELEASED(go get v0.99):
http://www.moddb.com/mod...oads/death-label-ver-099

Next Episode:
precision_bomber's Zero Hour SCIENCE!
Offline Mabus2018  
#4 Posted : Tuesday, April 24, 2018 11:49:06 PM(UTC)
Mabus2018
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Joined: 1/7/2018(UTC)
Posts: 26

Thanks: 4 times
;------------------------------------------------------------------------------
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


Offline Mabus2018  
#5 Posted : Thursday, April 26, 2018 4:57:16 AM(UTC)
Mabus2018
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Joined: 1/7/2018(UTC)
Posts: 26

Thanks: 4 times
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?
Offline Mabus2018  
#6 Posted : Friday, April 27, 2018 2:56:20 AM(UTC)
Mabus2018
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Joined: 1/7/2018(UTC)
Posts: 26

Thanks: 4 times
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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