Private Joined: 12/9/2020(UTC) Posts: 24 Thanks: 3 times Was thanked: 1 time(s) in 1 post(s)
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I have completed my Flame Comanche model which has a flamethrower, the problem is this flamethrower can't hit the targets below it. How do you get the flamethrower to hit the target below?
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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This is a tough one because flamethrowers are finnicky. What's actually happening? Is it just refusing to fire or is missing the target? Does it aim ok otherwise? Edited by user Friday, February 12, 2021 11:50:01 PM(UTC)
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Private Joined: 12/9/2020(UTC) Posts: 24 Thanks: 3 times Was thanked: 1 time(s) in 1 post(s)
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Originally Posted by: Annihilationzh This is a tough one because flamethrowers are finnicky.
What's actually happening? Is it just refusing to fire or is missing the target? Does it aim ok otherwise? No, it can shoot it, but it can't aim it down, I've set the pitch code but it still can't. I don't know where it went wrong. This is my flame comanche code: Code:;----------------------------- Weapon Only ------------------------------------
;------------------------------------------------------------------------------
Weapon ComancheFlameWeapon
PrimaryDamage = 10.0
PrimaryDamageRadius = 5.0
SecondaryDamage = 1.0
SecondaryDamageRadius = 10.0
ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 200.0
DamageType = FLAME
DeathType = BURNED
WeaponSpeed = 600 ; dist/sec
WeaponRecoil = 0 ; angle to deflect the model when firing
ProjectileObject = ComancheFlameProjectile
FireFX = WeaponFX_DragonTankFlameWeapon
ProjectileDetonationFX = WeaponFX_DragonTankMissileDetonation2
FireSound = DragonTankWeaponLoop
FireSoundLoopTime = 80 ; loop the firing sound until there's this much delay between shots
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 40 ; time between shots, msec
ClipSize = 30 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 40 ; how long to reload a Clip, msec
ProjectileStreamName = FlamethrowerProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air
ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY
AllowAttackGarrisonedBldgs = Yes
End
;----------------------------- Weapon Object Only -----------------------------
;------------------------------------------------------------------------------
Object ComancheFlameProjectile
; Explanation - Particles can't do damage, so this is a fast shooting low
; damage invisible missile launcher with a flame trail for exhaust
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = NULL
End
End
; Must have a draw module to be allowed to draw detonation FX
; ***DESIGN parameters ***
EditorSorting = SYSTEM
VisionRange = 0.0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = DestroyDie ModuleTag_03
;nothing
End
Behavior = PhysicsBehavior ModuleTag_04
Mass = 1
AllowCollideForce = No ; flames collide, but never apply forces when they do so
End
Behavior = MissileAIUpdate ModuleTag_05
TryToFollowTarget = No
FuelLifetime = 1000
DetonateOnNoFuel = Yes
InitialVelocity = 120 ; in dist/sec
IgnitionDelay = 0
DistanceToTravelBeforeTurning = 2
GarrisonHitKillRequiredKindOf = INFANTRY
GarrisonHitKillForbiddenKindOf = NONE
GarrisonHitKillCount = 2
GarrisonHitKillFX = FX_DragonFlameGarrisonBuildingHit
DistanceToTargetForLock = 0 ; If it gets within 100 of the target, it kills the target.
End
Locomotor = SET_NORMAL DragonTankFlameLocomotor
Behavior = BoneFXUpdate ModuleTag_06
PristineParticleSystem1 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail01 ; Covers gap at beginning of line
PristineParticleSystem2 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail02
PristineParticleSystem3 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail03
PristineParticleSystem4 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail04
PristineParticleSystem5 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerTrail06
PristineParticleSystem6 = bone:NULL OnlyOnce:Yes 0 0 PSys:FlameThrowerSmoke01
End
Behavior = BoneFXDamage ModuleTag_07
;nothing
End
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 2.0
End
;------------------------------------------------------------------------------
Object Flme_EquestriaVehicleComanche
; *** ART Parameters ***
SelectPortrait = SACCommanche_L
ButtonImage = SACCommanche
;UpgradeCameo1 = Upgrade_ComancheRocketPods
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
UpgradeCameo3 = Upgrade_AmericaCountermeasures
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = FireCmche
Turret = Turret
TurretPitch = Turretel01
Animation = FireCmche.FireCmche
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY WeaponA
WeaponLaunchBone = PRIMARY WeaponA
WeaponFireFXBone = SECONDARY WeaponB
WeaponLaunchBone = SECONDARY WeaponB
End
;ConditionState = REALLYDAMAGED
; Model = AVComanche_d
; Animation = AVComanche_d.AVComanche_d
; AnimationMode = LOOP
;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 = AVComanche_d
; Animation = AVComanche_d.AVComanche_d
; AnimationMode = LOOP
;End
;
;ConditionState = RUBBLE SPECIAL_DAMAGED
; Model = AVComanche_d
; HideSubObject = AVComanche_Prop
;End
OkToChangeModelColor = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Comanche
EditorSorting = VEHICLE
Side = EquestriaFlameGeneral
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 200.0
ShroudClearingRange = 600
Prerequisites
Object = Flme_EquestriaAirfield
End
WeaponSet
Conditions = None
Weapon = PRIMARY ComancheFlameWeapon
Weapon = SECONDARY UEAComancheAntiTankMissileWeapon
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = ComancheArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresComancheArmor
DamageFX = None
End
BuildCost = 1500
BuildTime = 1 ; 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 = Flme_EquestriaVehicleComancheCommandSet
; *** AUDIO Parameters ***
VoiceSelect = ComancheVoiceSelect
VoiceMove = ComancheVoiceMove
VoiceGuard = ComancheVoiceMove
VoiceAttack = ComancheVoiceAttack
SoundAmbient = ComancheAmbientLoop
SoundAmbientRubble = NoSound
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_ComancheStartDeath
End
Behavior = JetAIUpdate ModuleTag_06
MinHeight = 5
NeedsRunway = No
KeepsParkingSpaceWhenAirborne = No
Turret
TurretTurnRate = 120
TurretPitchRate = 120
FirePitch = -60
AllowsPitch = Yes
ControlledWeaponSlots = PRIMARY
End
AutoAcquireEnemiesWhenIdle = Yes
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 = ArmorUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_AmericaCountermeasures
End
Behavior = CountermeasuresBehavior ModuleTag_10
TriggeredBy = Upgrade_AmericaCountermeasures
FlareTemplateName = CountermeasureFlare
FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
VolleySize = 2 ; Number of flares launched per volley (requires bones)
VolleyArcAngle = 60.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back).
VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value.
DelayBetweenVolleys = 1000 ; Time between flare volleys
NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading
ReloadTime = 4000 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only.
EvasionRate = 30% ; With active flares, the specified percentage will be diverted.
ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures.
MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures.
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
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General Joined: 8/2/2008(UTC) Posts: 1,779 Thanks: 26 times Was thanked: 475 time(s) in 331 post(s)
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You may just have to set a minimum range. Aside from that, you can mess around with the pitch settings and hope something works. You have a decent number of settings to play around with: Code: TurretTurnRate = [integer]
TurretPitchRate = [integer]
NaturalTurretAngle = [integer, default 0 = horizontal]
NaturalTurretPitch = [integer, default 0 = horizontal]
FirePitch = [integer, default 0 = horizontal]
MinPhysicalPitch = [integer, default 0 = horizontal]
GroundUnitPitch = [integer, default 0 = horizontal]
TurretFireAngleSweep = [weaponslot][integer]
TurretSweepSpeedModifier = [weaponslot real number]
ControlledWeaponSlots = [weaponslots]
AllowsPitch = [Yes/No]
MinIdleScanAngle = [real number]
MaxIdleScanAngle = [real number]
MinIdleScanInterval = [integer, milliseconds]
MaxIdleScanInterval = [integer, milliseconds]
RecenterTime = [integer,milliseconds]
FiresWhileTurning = [Yes/No]
InitiallyDisabled = [Yes/No]
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If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.
I reject all buddy requests. I don't think 'buddy' needs to be made official. It's not like you're marrying me. |
1 user thanked Annihilationzh for this useful post.
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Private Joined: 12/9/2020(UTC) Posts: 24 Thanks: 3 times Was thanked: 1 time(s) in 1 post(s)
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Originally Posted by: Annihilationzh You may just have to set a minimum range. Aside from that, you can mess around with the pitch settings and hope something works. You have a decent number of settings to play around with: Code: TurretTurnRate = [integer]
TurretPitchRate = [integer]
NaturalTurretAngle = [integer, default 0 = horizontal]
NaturalTurretPitch = [integer, default 0 = horizontal]
FirePitch = [integer, default 0 = horizontal]
MinPhysicalPitch = [integer, default 0 = horizontal]
GroundUnitPitch = [integer, default 0 = horizontal]
TurretFireAngleSweep = [weaponslot][integer]
TurretSweepSpeedModifier = [weaponslot real number]
ControlledWeaponSlots = [weaponslots]
AllowsPitch = [Yes/No]
MinIdleScanAngle = [real number]
MaxIdleScanAngle = [real number]
MinIdleScanInterval = [integer, milliseconds]
MaxIdleScanInterval = [integer, milliseconds]
RecenterTime = [integer,milliseconds]
FiresWhileTurning = [Yes/No]
InitiallyDisabled = [Yes/No]
Ok, thanks for helps. I'll try
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