Major Joined: 8/29/2014(UTC) Posts: 105 Location: Planet of the Apes Thanks: 4 times Was thanked: 6 time(s) in 5 post(s)
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Object AmericaVehicleCobra
; *** ART Parameters *** SelectPortrait = SACCommanche_L ButtonImage = SACCommanche UpgradeCameo1 = Upgrade_ComancheRocketPods UpgradeCameo2 = Upgrade_AmericaAdvancedTraining ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 ProjectileBoneFeedbackEnabledSlots = SECONDARY DefaultConditionState Model = AV_COBRA ;HideSubObject = TURRET01 Turret = TURRET01 ;AltTurretArtAngle = 180 TurretPitch = TurretEL AltTurret = TURRET02 AltTurretPitch = TURRETEL02 AltTurretPitch = TURRETEL02 Animation = AV_COBRA.AV_COBRA AnimationMode = loop WeaponMuzzleFlash = PRIMARY TurretFX WeaponFireFXBone = PRIMARY Muzzle ;WeaponFireFXBone = SECONDARY Muzzle ;WeaponLaunchBone = SECONDARY Muzzle WeaponFireFXBone = SECONDARY WeaponA WeaponLaunchBone = SECONDARY WeaponA WeaponHideShowBone = SECONDARY MISSILE ;ParticleSysBone = DozerSmokeLight DozerSmokeLight End
ConditionState = REALLYDAMAGED Model = COBRA_d Animation = COBRA_d.COBRA_d AnimationMode = LOOP End
;ConditionState = WEAPONSET_PLAYER_UPGRADE ;ShowSubObject = MissileUpgrade ;Animation = AVComanche.AVComanche ;AnimationMode = LOOP ;WeaponFireFXBone = TERTIARY WeaponB ;WeaponLaunchBone = TERTIARY WeaponB ;End
;ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED ;Model = AVComanche_d ;ShowSubObject = MissileUpgrade ;Animation = AVComanche_d.AVComanche_d ;AnimationMode = LOOP ;WeaponFireFXBone = TERTIARY WeaponB ;WeaponLaunchBone = TERTIARY WeaponB ;End
ConditionState = RUBBLE Model = COBRA_d Animation = COBRA_d.COBRA_d AnimationMode = LOOP End
ConditionState = RUBBLE SPECIAL_DAMAGED Model = COBRA_d HideSubObject = BLADE01 End
OkToChangeModelColor = Yes End
; ***DESIGN parameters *** DisplayName = OBJECT:Comanche EditorSorting = VEHICLE Side = America TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 180.0 ShroudClearingRange = 600 Prerequisites Object = AmericaAirfield End
WeaponSet Conditions = None ; ----- Weapon = PRIMARY Comanche20mmCannonWeapon PreferredAgainst = PRIMARY INFANTRY AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI ; ----- ;Weapon = SECONDARY ComancheAntiTankMissileWeapon ;PreferredAgainst = SECONDARY VEHICLE STRUCTURE ;AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI ; ----- Weapon = SECONDARY CobraMissileWeapon AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI Weapon = TERTIARY ComancheRocketPodWeapon AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT FROM_AI End ArmorSet Conditions = None Armor = ComancheArmor DamageFX = None End BuildCost = 1500 BuildTime = 20 ; in seconds ExperienceValue = 50 50 100 200 ; Experience point value at each level ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level IsTrainable = Yes ; Can gain experience CommandSet = CommandSet GenericCommandSet
; *** AUDIO Parameters *** VoiceSelect = ComancheVoiceSelect VoiceMove = ComancheVoiceMove VoiceGuard = ComancheVoiceMove VoiceAttack = ComancheVoiceAttack SoundAmbient = ComancheAmbientLoop SoundAmbientRubble = NoSound SoundDie = ComancheVoiceFalling UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = ComancheVoiceCreate SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject Afterburner = RaptorAfterburner VoiceGarrison = ComancheVoiceMove TurretMoveStart = NoSound TurretMoveLoop = NoSound VoiceFireRocketPods = ComancheVoiceAttackRocket End
; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT PRODUCED_AT_HELIPAD
Behavior = WeaponSetUpgrade ModuleTag_02 TriggeredBy = Upgrade_ComancheRocketPods End Behavior = ExperienceScalarUpgrade ModuleTag_03 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End
Body = ActiveBody ModuleTag_04 MaxHealth = 220.0 InitialHealth = 220.0 End
Behavior = FXListDie ModuleTag_05 DeathFX = FX_HelicopterStartDeath End
Behavior = JetAIUpdate ModuleTag_06 MinHeight = 5 NeedsRunway = No KeepsParkingSpaceWhenAirborne = No AutoAcquireEnemiesWhenIdle = Yes ; note that comanches do not return to base when idle ; this is a bit of a trick... normally, units cannot move-and-fire at ; the same time. we need the comanche to be able to. so we give it ; a "turret" (invisible) and put the two main weapons on it, but with ; no turn rate. voila! Turret TurretTurnRate = 360 ; this "turret" does not turn TurretPitchRate = 30 ; nor does it pitch FirePitch = -2 RecenterTime = 2000 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End AltTurret TurretTurnRate = 180 TurretPitchRate = -30 ;FirePitch = 30 ; Instead of aiming pitchwise at the target, it will aim here AllowsPitch = YES RecenterTime = 2000 ; how long to wait during idle before recentering ControlledWeaponSlots = SECONDARY ;TERTIARY End End Locomotor = SET_NORMAL ComancheLocomotor Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor
Behavior = PhysicsBehavior ModuleTag_07 Mass = 50.0 End Behavior = HelicopterSlowDeathBehavior ModuleTag_08 DestructionDelay = 99999999 ; the destruction delay SpiralOrbitTurnRate = 140.0 ; in degrees per second, bigger # = tighter spiral SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = ComancheDamagedLoop MinSelfSpin = 100 ; in degrees per second MaxSelfSpin = 300 ; in degrees per second SelfSpinUpdateDelay = 100 ; in milliseconds SelfSpinUpdateAmount = 10 ; in degrees FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall MinBladeFlyOffDelay = 1500 ; in milliseconds MaxBladeFlyOffDelay = 1500 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = ComancheBlades BladeBoneName = Propeller01 ; Most things that eject pilots do so immediately upon death, ; via use of EjectPilotDie, but Helicopters are a special case... ; they need to do so after their blades are ejected. OCLEjectPilot = OCL_EjectPilotViaParachute FXBlade = FX_HelicopterBladeExplosion OCLBlade = OCL_HelicopterBladeExplosion FXHitGround = FX_HelicopterHitGround OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_GroundedHelicopterBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp DelayFromGroundToFinalDeath = 1500 FinalRubbleObject = ComancheRubbleHull End
Behavior = TransitionDamageFX ModuleTag_09 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition End
Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End
Geometry = BOX GeometryMajorRadius = 20.0 GeometryMinorRadius = 3.0 GeometryHeight = 25.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length
End
please help me out of this trouble i want to make the barrel properly aim the target it looks the bullets like liquid drops to the muzzle i dont want to see this happening in my 3d model Image LinkEdited by user Monday, September 21, 2020 7:30:44 PM(UTC)
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Private Joined: 9/21/2020(UTC) Posts: 2
Was thanked: 1 time(s) in 1 post(s)
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am not skilled when it comes to ini modding but take a look at whats written in the ini settings
" this is a bit of a trick... normally, units cannot move-and-fire at ; the same time. we need the comanche to be able to. so we give it ; a "turret" (invisible) and put the two main weapons on it, but with ; no turn rate. voila! "
i think that that it cant aim at a target and in fixed position
try to change ( FirePitch = X ) and experiment a bit so at least the barrel looks like its aimed at a ground target (unless you plan to make that 20mm cannon hit aircraft too)
hope someone else who is more experienced with this stuff helps you with this
gl.
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1 user thanked Zealot Solari for this useful post.
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Major Joined: 8/29/2014(UTC) Posts: 105 Location: Planet of the Apes Thanks: 4 times Was thanked: 6 time(s) in 5 post(s)
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Im too bored to play the ini code hope there some guy can develop an application to make life an easier for editing ini.
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