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Offline Adjiesman  
#1 Posted : Friday, February 12, 2021 2:23:53 PM(UTC)
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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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Offline Annihilationzh  
#2 Posted : Friday, February 12, 2021 10:24:18 PM(UTC)
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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)  | Reason: Not specified

If you need help, post in the forum. You'll get help a lot faster than if you send me a PM.

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Offline Adjiesman  
#3 Posted : Saturday, February 13, 2021 6:01:10 AM(UTC)
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Originally Posted by: Annihilationzh Go to Quoted Post
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


Offline Annihilationzh  
#4 Posted : Saturday, February 13, 2021 7:21:39 PM(UTC)
Annihilationzh
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Posts: 1,779
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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]
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.
thanks 1 user thanked Annihilationzh for this useful post.
Adjiesman on 2/14/2021(UTC)
Offline Adjiesman  
#5 Posted : Sunday, February 14, 2021 4:35:25 AM(UTC)
Adjiesman
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Joined: 12/9/2020(UTC)
Posts: 24
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Was thanked: 1 time(s) in 1 post(s)
Originally Posted by: Annihilationzh Go to Quoted Post
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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