Private Joined: 4/17/2020(UTC) Posts: 5
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sorry i know i am late for this but i just want to know how can i mod the unit to fire on long range example the patriot missile and tomahawk missile i want them to fire with the range i edit on vision range i already edited the vision range but they still going near before they fire on enemy, i am noob for this editing and i just do it just for fun and past time im not a really gamer but this zero hour is the only game i played since before sorry for my english
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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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You'll have to edit AttackRange in the Weapons.ini file for the weapon you want to edit as well as editing VisionRange. As an example I changed the tomahawk missile weapon attack range: Code:
Weapon TomahawkMissileWeapon
PrimaryDamage = 150.0
PrimaryDamageRadius = 10.0
SecondaryDamage = 50.0
SecondaryDamageRadius = 25.0
ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 500.0 ;350.0 ;INCREASE THIS NUMBER TO INCREASE RANGE
PreAttackDelay = 250
PreAttackType = PER_SHOT ; Do the delay every single shot
MinimumAttackRange = 100.0
DamageType = EXPLOSION
DeathType = EXPLODED
FireFX = FX_TomahawkIgnition
ProjectileObject = TomahawkMissile
ProjectileExhaust = TomahawkMissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicTomahawkMissileExhaust
; ProjectileDetonationFX = WeaponFX_TomahawkMissileDetonation
ProjectileDetonationFX = WeaponFX_BombTruckDefaultBombDetonation
RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR
FireSound = TomahawkWeapon
DelayBetweenShots = 1
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 7000 ; how long to reload a Clip, msec
; Uses a clip of one to get the Reloading modelcondition
CapableOfFollowingWaypoints = Yes
; note, these only apply to units that aren't the explicit target
; (ie, units that just happen to "get in the way"... projectiles
; always collide with the Designated Target, regardless of these flags
ProjectileCollidesWith = STRUCTURES
End
Edited by user Friday, April 17, 2020 2:39:57 AM(UTC)
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1 user thanked tanksarevictory for this useful post.
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Private Joined: 4/17/2020(UTC) Posts: 5
Thanks: 3 times
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Originally Posted by: tanksarevictory You'll have to edit AttackRange in the Weapons.ini file for the weapon you want to edit as well as editing VisionRange. As an example I changed the tomahawk missile weapon attack range: Code:
Weapon TomahawkMissileWeapon
PrimaryDamage = 150.0
PrimaryDamageRadius = 10.0
SecondaryDamage = 50.0
SecondaryDamageRadius = 25.0
ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 500.0 ;350.0 ;INCREASE THIS NUMBER TO INCREASE RANGE
PreAttackDelay = 250
PreAttackType = PER_SHOT ; Do the delay every single shot
MinimumAttackRange = 100.0
DamageType = EXPLOSION
DeathType = EXPLODED
FireFX = FX_TomahawkIgnition
ProjectileObject = TomahawkMissile
ProjectileExhaust = TomahawkMissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicTomahawkMissileExhaust
; ProjectileDetonationFX = WeaponFX_TomahawkMissileDetonation
ProjectileDetonationFX = WeaponFX_BombTruckDefaultBombDetonation
RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR
FireSound = TomahawkWeapon
DelayBetweenShots = 1
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 7000 ; how long to reload a Clip, msec
; Uses a clip of one to get the Reloading modelcondition
CapableOfFollowingWaypoints = Yes
; note, these only apply to units that aren't the explicit target
; (ie, units that just happen to "get in the way"... projectiles
; always collide with the Designated Target, regardless of these flags
ProjectileCollidesWith = STRUCTURES
End
i already done editing and it works on the attack range but the problem is the missile gone like it dissolve on air on default range i think, so it doesnt reach the target sorry for my english hope you understand me Edited by user Friday, April 17, 2020 4:50:37 AM(UTC)
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Private Joined: 4/15/2020(UTC) Posts: 3
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Check your WeaponObjects.ini and Search for TomahawkMissile, edit the highlighted line and change the value, just remember tho 1000 milliseconds is 1 second, and the Lifetime depends on the distance of the enemy, if it's higher than AttackRange of 400, i suggest making it 6000 - 10000 / 8seconds - 10seconds, Code:;------------------------------------------------------------------------------
Object TomahawkMissile
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AVTomahawk_M
End
ConditionState = JAMMED
ParticleSysBone = None SparksMedium
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:TomahawkMissile
EditorSorting = SYSTEM
VisionRange = 0.0
ArmorSet
Conditions = None
;*Be careful with this type, use in conjunction with KindOf = BALLISTIC_MISSILE to restrict targeting
;*to select weapons, because ballistic missile armor is weak! Weapons capable of targeting must have
;*AntiBallisticMissile = Yes set in the Weapon.ini.
Armor = BallisticMissileArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE BALLISTIC_MISSILE
Body = ActiveBody ModuleTag_02
MaxHealth = 200.0
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 = 400
SubdualDamageHealRate = 100000
SubdualDamageHealAmount = 50
End
; ---- begin Projectile death behaviors
Behavior = InstantDeathBehavior DeathModuleTag_01
DeathTypes = NONE +DETONATED
; we detonated normally.
FX = WeaponFX_TomahawkMissileDetonation
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
[h]FuelLifetime = 4000[/h] ; <<<---------- THIS IS PROBABLY WHAT YOU NEED,
IgnitionDelay = 0 ; HIGHER VALUE = LONGER EXISTENCE
IgnitionFX = FX_TomahawkIgnition
InitialVelocity = 50 ; in dist/sec
DistanceToTravelBeforeTurning = 80
DistanceToTargetBeforeDiving = 100 ; When I hit this close to target, I ignore PreferredHeight.
; Note, if this is too small, the missile will turn too late to hit. And, since we have a 2D
; heart, being over the target counts as "there", so we'll give up and just go straight.
DistanceToTargetForLock = 10 ; Short lock on, as it looks better flying. jba.
End
Locomotor = SET_NORMAL TomahawkMissileLocomotor
Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake
GeometryMajorRadius = 8.0
GeometryHeight = 4.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
End
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Kono Hobiron-sama Niwa, Yume ga Aru~De'geso~ |
1 user thanked hobiron18 for this useful post.
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Private Joined: 4/17/2020(UTC) Posts: 5
Thanks: 3 times
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Originally Posted by: hobiron18 Check your WeaponObjects.ini and Search for TomahawkMissile, edit the highlighted line and change the value, just remember tho 1000 milliseconds is 1 second, and the Lifetime depends on the distance of the enemy, if it's higher than AttackRange of 400, i suggest making it 6000 - 10000 / 8seconds - 10seconds, Code:;------------------------------------------------------------------------------
Object TomahawkMissile
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AVTomahawk_M
End
ConditionState = JAMMED
ParticleSysBone = None SparksMedium
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:TomahawkMissile
EditorSorting = SYSTEM
VisionRange = 0.0
ArmorSet
Conditions = None
;*Be careful with this type, use in conjunction with KindOf = BALLISTIC_MISSILE to restrict targeting
;*to select weapons, because ballistic missile armor is weak! Weapons capable of targeting must have
;*AntiBallisticMissile = Yes set in the Weapon.ini.
Armor = BallisticMissileArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE BALLISTIC_MISSILE
Body = ActiveBody ModuleTag_02
MaxHealth = 200.0
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 = 400
SubdualDamageHealRate = 100000
SubdualDamageHealAmount = 50
End
; ---- begin Projectile death behaviors
Behavior = InstantDeathBehavior DeathModuleTag_01
DeathTypes = NONE +DETONATED
; we detonated normally.
FX = WeaponFX_TomahawkMissileDetonation
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
[h]FuelLifetime = 4000[/h] ; <<<---------- THIS IS PROBABLY WHAT YOU NEED,
IgnitionDelay = 0 ; HIGHER VALUE = LONGER EXISTENCE
IgnitionFX = FX_TomahawkIgnition
InitialVelocity = 50 ; in dist/sec
DistanceToTravelBeforeTurning = 80
DistanceToTargetBeforeDiving = 100 ; When I hit this close to target, I ignore PreferredHeight.
; Note, if this is too small, the missile will turn too late to hit. And, since we have a 2D
; heart, being over the target counts as "there", so we'll give up and just go straight.
DistanceToTargetForLock = 10 ; Short lock on, as it looks better flying. jba.
End
Locomotor = SET_NORMAL TomahawkMissileLocomotor
Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake
GeometryMajorRadius = 8.0
GeometryHeight = 4.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
End
thank you its working now is it applicable also with the AI enemy?i mean can they use the range i set to tomahawk missile against me if i set my enemy to USA and how about the avenger i dont see any fuellifetime options to mod it but the laser can reach the enemy base but i cant see the laser hits the king raptor its just getting hit Edited by user Saturday, April 18, 2020 3:07:39 AM(UTC)
| Reason: Not specified
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Major Joined: 3/27/2015(UTC) Posts: 490
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Lasers are hitscan meaning the damage dealt is instant, no travel time. Same with machineguns. The laser is an object that draws the visual part of the actual weapon. |
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Private Joined: 4/17/2020(UTC) Posts: 5
Thanks: 3 times
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Originally Posted by: Zatsupachi Lasers are hitscan meaning the damage dealt is instant, no travel time. Same with machineguns. The laser is an object that draws the visual part of the actual weapon. so that means it can't mod the beam range?its just automatically hits the target without me seeing the beam reaches the target?
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