Hey, so I am working on something and I need to edit the rocket buggy weapon, when I edit the weapon itself, the changes do not appear at all and it will be exactly the same as the original ini files should make it be.
But, when I create a new weapon and edit the weaponset for the object, the changes will happen.
This was all good until I edited a weapon that uses a projectile:
Code:Weapon BuggyRocketWeaponOPOP
PrimaryDamage = 20.0
PrimaryDamageRadius = 0.0
ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
SecondaryDamage = 5.0
SecondaryDamageRadius = 10.0
AttackRange = 3000.0
MinimumAttackRange = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
DamageType = EXPLOSION ; ignored for projectile weapons
DeathType = EXPLODED
WeaponSpeed = 600 ; ignored for projectile weapons
ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
ProjectileObject = RocketBuggyMissile
ProjectileExhaust = MissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
DelayBetweenShots = 200 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 6000 ; how long to reload a Clip, msec
AutoReloadsClip = Yes
AutoReloadWhenIdle = 6100 ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired)
FireFX = FX_BuggyMissileIgnition
FireSound = RocketBuggyWeapon
WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; AP rocket upgrade
ProjectileCollidesWith = STRUCTURES
MissileCallsOnDie = Yes
End
Object GLAVehicleRocketBuggy
WeaponSet
Conditions = None
Weapon = PRIMARY BuggyRocketWeaponOPOP
End
End
When I did this, the missiles don't appear coming out of the rocket buggy (or anywhere else). It just shows the firing fx and the target being hit by something invisible. Of course this is a nice effect for a mission, but for now I need the missiles to appear and I couldn't do it. I've tried editing the projectile itself but nothing. This also happened when I tried to edit the inferno cannon's weapon (projectile weapon).
I even added a whole new object:
Object RocketBuggyMissileNewOP
AddModule
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = UVRockBug_m
End
ConditionState = JAMMED
ParticleSysBone = None SparksMedium
End
End
End
; ***DESIGN parameters ***
; EditorSorting = SYSTEM
VisionRange = 0.0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE SMALL_MISSILE
AddModule
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
End
AddModule
; ---- begin Projectile death behaviors
Behavior = FireWeaponWhenDeadBehavior ModuleTag_04
DeathWeapon = ToxinShellWeapon
StartsActive = No ; turned on by upgrade
TriggeredBy = RocketBuggyToxinUpgrade
ConflictsWith = Upgrade_GLAAnthraxBeta Chem_Upgrade_GLAAnthraxGamma
End
End
AddModule
Behavior = FireWeaponWhenDeadBehavior ModuleTag_05
DeathWeapon = ToxinShellWeaponUpgraded
StartsActive = No ; turned on by upgrade
TriggeredBy = Upgrade_GLAAnthraxBeta RocketBuggyToxinUpgrade
RequiresAllTriggers = Yes ;TriggeredBy is an AND, not an OR like it normally is
ConflictsWith = Chem_Upgrade_GLAAnthraxGamma
End
End
AddModule
Behavior = FireWeaponWhenDeadBehavior ModuleTag99
DeathWeapon = Chem_ToxinShellWeaponGamma
StartsActive = No
TriggeredBy = Chem_Upgrade_GLAAnthraxGamma RocketBuggyToxinUpgrade
RequiresAllTriggers = Yes;
End;
End
AddModule
Behavior = InstantDeathBehavior DeathModuleTag_01
DeathTypes = NONE +DETONATED
; we detonated normally.
; no FX, just quiet destroy ourselves
End
End
AddModule
Behavior = InstantDeathBehavior DeathModuleTag_02
DeathTypes = NONE +LASERED
; shot down by laser.
FX = FX_GenericMissileDisintegrate
OCL = OCL_GenericMissileDisintegrate
End
End
AddModule
Behavior = InstantDeathBehavior DeathModuleTag_03
DeathTypes = ALL -LASERED -DETONATED
; shot down by nonlaser.
FX = FX_GenericMissileDeath
End
End
; ---- end Projectile death behaviors
AddModule
Behavior = PhysicsBehavior ModuleTag_06
Mass = 1
End
End
AddModule
Behavior = MissileAIUpdate ModuleTag_07
TryToFollowTarget = Yes
FuelLifetime = 1800
InitialVelocity = 150 ; in dist/sec
IgnitionDelay = 0
DistanceToTravelBeforeTurning = 3
IgnitionFX = FX_BuggyMissileIgnition
DistanceScatterWhenJammed = 100
End
End
Locomotor = SET_NORMAL RocketBuggyMissileLocomotor
AddModule
Behavior = WeaponBonusUpgrade ModuleTag_08
TriggeredBy = Upgrade_GLAAPRockets
End
End
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 2.0
End
But it still doesn't work, and if you are wondering, yes you can add new objects to map using map.ini, I still haven't tested it, but I think you can spawn them into the map using an OCL, as world builder won't recognize the map.ini file.