Captain Joined: 9/18/2018(UTC) Posts: 55 Thanks: 20 times Was thanked: 4 time(s) in 3 post(s)
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Hi there. So I decided to edit the battle bus for Demolitions General. I wanted to add a new weapon to it, which is "deploy demo traps"(Same idea from other mods for ZH). I successfully made the weapon work and the problem is that when I click on the Suicide icon, the bus just shows explosion effects and doesn't die. It only does after taking a single shot from any other units. I even copied the codes from the mod that I used the weapon idea from but no luck! Can anyone help me out? Here is my battle bus weapons codes:
WeaponSet Conditions = None Weapon = PRIMARY BattleBusPassengerDummyWeapon Weapon = SECONDARY DemoBattleBusTrapPlacementWeapon Weapon = TERTIARY TerroristSuicideNotARealWeapon AutoChooseSources = SECONDARY None AutoChooseSources = TERTIARY None End
Here are the codes from commandbutton.ini:
CommandButton Demo_Command_DepolyDemotrap Command = FIRE_WEAPON WeaponSlot = SECONDARY MaxShotsToFire = 1 Options = OK_FOR_MULTI_SELECT TextLabel = CONTROLBAR:DeployTrap ButtonImage = SSConstructDemo ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:TooltipDeployDemotrap UnitSpecificSound = BattleBusVoiceDropDemoTrap End
If you need any other necessary codes or info, let me know!!! Thanks,
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Private Joined: 6/29/2019(UTC) Posts: 1
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HAve you set a "deathweapon" module proper? Im thinking the deathweapon may not be set to your weapon.ini as u copied it, perhaps still set to mod's deathweapon. Also when I was making an upgrade for my demotruck for a bigger weapon:
Weapon Boss_BombTruckHighExplosionBombDamage PrimaryDamage = 2500.0 PrimaryDamageRadius = 150.0 SecondaryDamage = 500.0 SecondaryDamageRadius = 250.0 DamageType = EXPLOSION DeathType = EXPLODED ProjectileObject = NONE ProjectileDetonationOCL = OCL_EMPPulseEffectSpheroids1 RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec AutoReloadsClip = No
AntiGround = Yes DamageDealtAtSelfPosition = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ;**** DON'T USE ANY EFFECTS!!! **** End
This part of the weapon.ini code seems to be the code for "suicide". DamageDealtAtSelfPosition = Yes Edited by user Saturday, June 29, 2019 3:02:40 PM(UTC)
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Captain Joined: 9/18/2018(UTC) Posts: 55 Thanks: 20 times Was thanked: 4 time(s) in 3 post(s)
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I have double checked the codes but still can't figure it out. Let me tell u about the problem again. The unit is supposed to have a button that makes it die via suicide (like all of demo units) but this unit only does after taking a tiny amount of damage! What's the cause of this?
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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 the entire object code? |
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Captain Joined: 9/18/2018(UTC) Posts: 55 Thanks: 20 times Was thanked: 4 time(s) in 3 post(s)
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Here you go. Demo Battle Bus codes:
;------------------------------------------------------------------------------ Object Demo_GLAVehicleBattleBus
; *** ART Parameters *** SelectPortrait = SUDemoBus_L ButtonImage = SUDemoBus UpgradeCameo1 = Upgrade_GLAJunkRepair UpgradeCameo2 = Demo_Upgrade_SuicideBomb Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes TrackMarks = EXTireTrack.tga ExtraPublicBone = BUSUP01 ExtraPublicBone = BUSUP02 ProjectileBoneFeedbackEnabledSlots = SECONDARY
DefaultConditionState Model = UVDemoBus HideSubObject = BUSUP01 BUSUP02 Animation = UVDemoBus.UVDemoBus AnimationMode = MANUAL WeaponLaunchBone = SECONDARY WeaponA End ConditionState = MOVING Model = UVDemoBus Animation = UVDemoBus.UVDemoBus AnimationMode = LOOP End
ConditionState = REALLYDAMAGED Model = UVDemoBus_D Animation = UVDemoBus_D.UVDemoBus_D AnimationMode = MANUAL End ConditionState = REALLYDAMAGED MOVING Model = UVDemoBus_D Animation = UVDemoBus_D.UVDemoBus_D AnimationMode = LOOP End ConditionState = RUBBLE Model = UVDemoBus_D End
;--------- One crates ConditionState = ARMORSET_CRATEUPGRADE_ONE Model = UVDemoBus ShowSubObject = BUSUP01 HideSubObject = BUSUP02 Animation = UVDemoBus.UVDemoBus AnimationMode = MANUAL End ConditionState = MOVING ARMORSET_CRATEUPGRADE_ONE Model = UVDemoBus ShowSubObject = BUSUP01 HideSubObject = BUSUP02 Animation = UVDemoBus.UVDemoBus AnimationMode = LOOP End
ConditionState = REALLYDAMAGED ARMORSET_CRATEUPGRADE_ONE Model = UVDemoBus_D ShowSubObject = BUSUP01 HideSubObject = BUSUP02 Animation = UVDemoBus_D.UVDemoBus_D AnimationMode = MANUAL End ConditionState = REALLYDAMAGED MOVING ARMORSET_CRATEUPGRADE_ONE Model = UVDemoBus_D ShowSubObject = BUSUP01 HideSubObject = BUSUP02 Animation = UVDemoBus_D.UVDemoBus_D AnimationMode = LOOP End ConditionState = RUBBLE ARMORSET_CRATEUPGRADE_ONE Model = UVDemoBus_D ShowSubObject = BUSUP01 HideSubObject = BUSUP02 End
;--------- Two crates ConditionState = ARMORSET_CRATEUPGRADE_TWO Model = UVDemoBus ShowSubObject = BUSUP01 BUSUP02 Animation = UVDemoBus.UVDemoBus AnimationMode = MANUAL End ConditionState = MOVING ARMORSET_CRATEUPGRADE_TWO Model = UVDemoBus ShowSubObject = BUSUP01 BUSUP02 Animation = UVDemoBus.UVDemoBus AnimationMode = LOOP End
ConditionState = REALLYDAMAGED ARMORSET_CRATEUPGRADE_TWO Model = UVDemoBus_D ShowSubObject = BUSUP01 BUSUP02 Animation = UVDemoBus_D.UVDemoBus_D AnimationMode = MANUAL End ConditionState = REALLYDAMAGED MOVING ARMORSET_CRATEUPGRADE_TWO Model = UVDemoBus_D ShowSubObject = BUSUP01 BUSUP02 Animation = UVDemoBus_D.UVDemoBus_D AnimationMode = LOOP End ConditionState = RUBBLE ARMORSET_CRATEUPGRADE_TWO Model = UVDemoBus_D ShowSubObject = BUSUP01 BUSUP02 End
LeftFrontTireBone = Tire01 RightFrontTireBone = Tire04 LeftRearTireBone = Tire02 RightRearTireBone = Tire03 MidLeftRearTireBone = Tire05 MidRightRearTireBone = Tire06
TireRotationMultiplier = 0.2 ; this * speed = rotation.
Dust = RocketBuggyDust DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide
End PlacementViewAngle = 180
; ***DESIGN parameters *** DisplayName = OBJECT:BattleBus Side = GLADemolitionGeneral EditorSorting = VEHICLE TransportSlotCount = 6 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet Conditions = None Weapon = PRIMARY BattleBusPassengerDummyWeapon Weapon = SECONDARY DemoBattleBusTrapPlacementWeapon Weapon = TERTIARY TerroristSuicideNotARealWeapon AutoChooseSources = TERTIARY AutoChooseSources = SECONDARY End
ArmorSet Conditions = None Armor = BattleBusTruckArmor DamageFX = TruckDamageFX End
ArmorSet Conditions = CRATE_UPGRADE_ONE Armor = BattleBusTruckArmorPlusOne DamageFX = TruckDamageFX End
ArmorSet Conditions = CRATE_UPGRADE_TWO Armor = BattleBusTruckArmorPlusTwo DamageFX = TruckDamageFX End
BuildCost = 1000 BuildTime = 15.0 ;in seconds VisionRange = 150 ; Used in attack move targeting ShroudClearingRange = 200 Prerequisites Object = Demo_GLAArmsDealer Object = Demo_GLAPalace End CrusherLevel = 2 ;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 = Demo_GLAVehicleBattleBusCommandSet
; *** AUDIO Parameters *** VoiceSelect = DemoBattleBusVoiceSelect VoiceMove = BattleBusVoiceMove VoiceGuard = BattleBusVoiceMove VoiceAttack = BattleBusVoiceAttack SoundMoveStart = BattleBusMoveStart SoundMoveStartDamaged = BattleBusMoveStart SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = DemoBattleBusVoiceCreate TurretMoveStart = NoSound TurretMoveLoop = NoSound TruckLandingSound = RocketBuggyLand TruckPowerslideSound = RocketBuggyPowerslide VoiceUnload = BattleBusVoiceUnload End
; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SALVAGER ARMOR_SALVAGER TRANSPORT SCORE
Body = UndeadBody ModuleTag_37 ; Body module that treats the first death as a state change MaxHealth = 400.0 InitialHealth = 400.0
; 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. SubdualDamageCap = 800 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End
IsTrainable = No ExperienceValue = 50 50 50 50 ; Experience point value at each level
Behavior = TransportAIUpdate ModuleTag_04 AutoAcquireEnemiesWhenIdle = No ATTACK_BUILDINGS End
Behavior = PhysicsBehavior ModuleTag_05 Mass = 40.0 End
Behavior = AutoHealBehavior ModuleTag_06 HealingAmount = 2 HealingDelay = 1000 ; msec TriggeredBy = Upgrade_GLAJunkRepair End
Locomotor = SET_NORMAL BattleBusLocomotor
Behavior = BattleBusSlowDeathBehavior ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED -EXTRA_4 -SUICIDED ;Crushed and splatted are cover by a DestroyDie. Extra4(loneliness) and Suicide(DemoBomb) are covered in a normal slowdeath ProbabilityModifier = 5 ModifierBonusPerOverkillPercent = 20% ; negative means less likely to pick this in the face of much damage, positive means more likely
; Part the first, uses when killed the first time from non-system (unresistable) damage FXStartUndeath = FX_BattleBusStartUndeath OCLStartUndeath = OCL_BattleBusStartUndeath
FXHitGround = FX_BattleBu*censored*Ground
OCLHitGround = OCL_BattleBu*censored*Ground ThrowForce = 100.0 PercentDamageToPassengers = 50% EmptyHulkDestructionDelay = 1000 ; If non-zero, msec of emptiness before we kill ourselves with Penalty damage, EXTRA_4 death
; Part the second, normal fields of a SlowDeathBehavior DestructionDelay = 0 DestructionDelayVariance = 200 FX = FINAL FX_BuggyNewDeathExplosion OCL = FINAL OCL_DemoBattleBusDeathEffect
End
Behavior = TransportContain ModuleTag_10 PassengersAllowedToFire = Yes Slots = 6 DamagePercentToUnits = 0% AllowInsideKindOf = INFANTRY ForbidInsideKindOf = BOAT ExitDelay = 250 NumberOfExitPaths = 5 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting WeaponBonusPassedToPassengers = Yes DelayExitInAir = Yes ArmedRidersUpgradeMyWeaponSet = No End ; A crushing defeat Behavior = FXListDie ModuleTag_23 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_24 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = CreateCrateDie ModuleTag_25 CrateData = SalvageCrateData End Behavior = FlammableUpdate ModuleTag_28 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End
Behavior = DestroyDie ModuleTag_29 DeathTypes = NONE +CRUSHED +SPLATTED End
Behavior = CommandSetUpgrade ModuleTag_33 CommandSet = Demo_GLAVehicleBattleBusCommandSetUpgrade TriggeredBy = Demo_Upgrade_SuicideBomb End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_39 DeathWeapon = Demo_SuicideDynamitePackPlusFire StartsActive = No TriggeredBy = Demo_Upgrade_SuicideBomb DeathTypes = NONE +SUICIDED End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_40 DeathWeapon = Demo_DestroyedWeapon StartsActive = No TriggeredBy = Demo_Upgrade_SuicideBomb DeathTypes = ALL -SUICIDED End
Behavior = TransitionDamageFX ModuleTag_36 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End
Geometry = BOX GeometryMajorRadius = 19.0 GeometryMinorRadius = 8.0 GeometryHeight = 11.5 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End
;DemoDrop Demo Trap object. Replaced with special DemoTrap when landed ;------------------------------------------------------------- Object GLADemoTrap_DemoDropBomb
; *** ART Parameters *** SelectPortrait = SSHideBomb_L ButtonImage = SSHideBomb
Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes IgnoreConditionStates = SNOW DAMAGED REALLYDAMAGED RUBBLE
DefaultConditionState Model = EXHideBomb Animation = EXHideBomb.EXHideBomb AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = NIGHT Model = EXHideBomb Animation = EXHideBomb.EXHideBomb AnimationMode = LOOP AnimationSpeedFactorRange = 0.2 0.2 End
End
PlacementViewAngle = -45
; ***DESIGN parameters *** DisplayName = OBJECT:DemoTrap Side = GLA EditorSorting = SYSTEM
TransportSlotCount = 1
VisionRange = 180
ArmorSet Conditions = None Armor = StructureArmor DamageFX = DefaultDamageFX ; Too small for normal building FX, but if we do make dedicated one it should be silent End
ExperienceValue = 10 10 10 10 ; Experience point value at each level
; *** ENGINEERING Parameters *** KindOf = PROJECTILE PARACHUTABLE ;UNATTACKABLE
Body = ActiveBody ModuleTag_02 MaxHealth = 2000.0 InitialHealth = 2000.0 End
Behavior = AIUpdateInterface ModuleTag_03 ; nothing End
Behavior = HeightDieUpdate ModuleTag_04 TargetHeight = 1.0 TargetHeightIncludesStructures = No ;this End
Locomotor = SET_NORMAL None
Behavior = PhysicsBehavior ModuleTag_05 Mass = 75.0 AerodynamicFriction = 1 ; this is now friction-per-sec ForwardFriction = 33 ; this is now friction-per-sec CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End
; KillWhenRestingOnGround = Yes ; End
Behavior = DestroyDie ModuleTag_06 ;nothing End Behavior = CreateObjectDie ModuleTag_07 CreationList = OCL_DemoTrapOnGround TransferPreviousHealth = Yes End Behavior = FXListDie ModuleTag_08 DeathFX = FX_DemoTrapOnGround End
Geometry = BOX GeometryMajorRadius = 4.0 GeometryMinorRadius = 4.0 GeometryHeight = 9.0 GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length
End
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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suiciding battle buss ? try removing the BattleBusSlowDeathBehavior module |
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