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My tank gun wont fire on units and buildings?????
Major Joined: 8/17/2008(UTC) Posts: 159 Location: DK
Was thanked: 1 time(s) in 1 post(s)
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PLEASE HELP???????? My tank gun will only fire at the ground and not at units and buildings?????????????????????????? Code:;------------------------------------------------------------------------------
Object AirF_AmericaKodiak
; *** ART Parameters ***
SelectPortrait = Kodiak
ButtonImage = Kodiak
UpgradeCameo1 = Upgrade_AmericaScoutDrone
UpgradeCameo2 = Upgrade_AmericaNanoArmor
UpgradeCameo3 = Upgrade_TankERA
Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = RVT80UM
Turret = Turret
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponLaunchBone = PRIMARY Muzzle
WeaponFireFXBone = SECONDARY MuzzleMG
WeaponLaunchBone = SECONDARY MuzzleMG
WeaponFireFXBone = TERTIARY WeaponA
WeaponLaunchBone = TERTIARY WeaponA
End
ConditionState = REALLYDAMAGED
Model = RVT80UM_D
Turret = Turret
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponLaunchBone = PRIMARY Muzzle
WeaponFireFXBone = SECONDARY MuzzleMG
WeaponLaunchBone = SECONDARY MuzzleMG
WeaponFireFXBone = TERTIARY WeaponA
WeaponLaunchBone = TERTIARY WeaponA
End
ConditionState = RUBBLE
Model = RVT80UM_D
Turret = Turret
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponLaunchBone = PRIMARY Muzzle
WeaponFireFXBone = SECONDARY MuzzleMG
WeaponLaunchBone = SECONDARY MuzzleMG
WeaponFireFXBone = TERTIARY WeaponA
WeaponLaunchBone = TERTIARY WeaponA
End
ConditionState = USER_1
Model = RVT80UM
HideSubObject = Turret
End
ConditionState = USER_1 REALLYDAMAGED
Model = RVT80UM_D
HideSubObject = Turret
End
ConditionState = USER_1 RUBBLE
Model = RVT80UM_D
HideSubObject = Turret
End
TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0 ; amount of tread texture to move per second
TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving.
TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting.
End
Draw = W3DModelDraw ModuleTag_ERA01
OkToChangeModelColor = Yes
DefaultConditionState
Model = NVDeva_U2
Turret = Turret
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponLaunchBone = PRIMARY Muzzle
WeaponFireFXBone = SECONDARY MuzzleMG
WeaponLaunchBone = SECONDARY MuzzleMG
WeaponFireFXBone = TERTIARY WeaponA
WeaponLaunchBone = TERTIARY WeaponA
End
AliasConditionState = REALLYDAMAGED
AliasConditionState = RUBBLE
ConditionState = USER_1
Model = RVT80UM_E
End
ConditionState = USER_1 REALLYDAMAGED
Model = RVT80UM_ED
End
ConditionState = USER_1 RUBBLE
Model = RVT80UM_ED
End
End
Draw = W3DModelDraw ModuleTag_ParachutePlate01
DefaultConditionState
Model = NONE
End
AliasConditionState = REALLYDAMAGED
AliasConditionState = RUBBLE
ConditionState = FREEFALL
Model = EXParaPlate
End
AliasConditionState = FREEFALL REALLYDAMAGED
AliasConditionState = FREEFALL RUBBLE
AliasConditionState = PARACHUTING
AliasConditionState = PARACHUTING REALLYDAMAGED
AliasConditionState = PARACHUTING RUBBLE
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Kodiak
Side = AmericaAirforceGeneral
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY KodiakTankGun
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
Weapon = SECONDARY KodiakMachinegun
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
Weapon = TERTIARY RussianSmokeGrenadeWeapon
AutoChooseSources = TERTIARY NONE
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = ERATankArmor
DamageFX = TankDamageFX
End
BuildCost = 1300
BuildTime = 13.0 ;in seconds
VisionRange = 200
ShroudClearingRange = 200
Prerequisites
Object = AirF_AmericaHeavyWarFactory ;AirF_AmericaUndergroundWarFactory
End
Code:Weapon KodiakTankGun
PrimaryDamage = 70.0
PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = 10.0
AttackRange = 160.0
DamageType = ARMOR_PIERCING
DeathType = NORMAL
WeaponSpeed = 400 ; dist/sec
WeaponRecoil = 5 ; angle to deflect the model when firing
ProjectileObject = GenericTankShell
FireFX = WeaponFX_GenericTankGunNoTracerSmallWithNoViewShake
VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmallWithNoViewShake
ProjectileDetonationFX = WeaponFX_MediumExplosion
FireSound = KodiakTankCannonWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
ClipSize = 1
ClipReloadTime = 2000
PreAttackDelay = 1000
PreAttackType = PER_CLIP
ShowsAmmoPips = Yes
ProjectileCollidesWith = STRUCTURES WALLS
End
;------------------------------------------------------------------------------
Weapon KodiakMachinegun
PrimaryDamage = 1.5
PrimaryDamageRadius = 0.0
AttackRange = 160.0
DamageType = COMANCHE_VULCAN
DeathType = NORMAL
WeaponSpeed = 600 ; dist/sec
ProjectileObject = NONE
FireFX = WeaponFX_TankMachineGunFire
VeterancyFireFX = HEROIC WeaponFX_TankMachineGunFireWithRedTracers
FireSound = HelixGunWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 150 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
End
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Administrator Joined: 8/3/2003(UTC) Posts: 3,086 Thanks: 445 times Was thanked: 186 time(s) in 130 post(s)
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Do you have an AI module? |
CommieDog: Because someone has to do your dirty work for you |
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Administrator Joined: 8/3/2003(UTC) Posts: 3,086 Thanks: 445 times Was thanked: 186 time(s) in 130 post(s)
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Then you'll need to add an AI module. |
CommieDog: Because someone has to do your dirty work for you |
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Major Joined: 8/17/2008(UTC) Posts: 159 Location: DK
Was thanked: 1 time(s) in 1 post(s)
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Sorry, I am a noob. Heres the rest of the code.!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
ExperienceValue = 50 50 100 150 ;Experience point value at each level ExperienceRequired = 0 100 150 300 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience 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 = AmericaKodiakCommandSet
; *** AUDIO Parameters *** VoiceSelect = KodiakVoiceSelect VoiceMove = KodiakVoiceMove VoiceGuard = KodiakVoiceMove VoiceAttack = KodiakVoiceAttack SoundMoveStart = KodiakTankMoveStart SoundMoveStartDamaged = KodiakTankMoveStart SoundEnter = HumveeEnter SoundExit = HumveeExit
UnitSpecificSounds VoiceCreate = KodiakVoiceCreate VoiceCrush = KodiakVoiceMove VoiceEnter = KodiakVoiceMove End
; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE
Body = ActiveBody ModuleTag_02 MaxHealth = 550.0 InitialHealth = 550.0
; 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 = 1300.0 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 180 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY End AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 250 End Locomotor = SET_NORMAL KodiakTankLocomotor
Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End
Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = ALL -CRUSHED -SPLATTED DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion OCL = FINAL OCL_KodiakTankDeathEffect End
Behavior = DestroyDie ModuleTag_12 DeathTypes = NONE +CRUSHED +SPLATTED End
Behavior = FXListDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_14 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End
Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData End
Behavior = TransitionDamageFX ModuleTag_17 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End
Behavior = ObjectCreationUpgrade ModuleTag_07 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone End
Behavior = ProductionUpdate ModuleTag_08 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End
Behavior = VeterancyGainCreate ModuleTag_23 StartingLevel = ELITE End
Behavior = AutoHealBehavior ModuleTag_29 HealingAmount = 15 HealingDelay = 1000 ; msec TriggeredBy = Upgrade_AmericaNanoArmor End Behavior = ModelConditionUpgrade ModuleTag_19 ConditionFlag = USER_1 TriggeredBy = Upgrade_TankERA End Behavior = ArmorUpgrade ModuleTag_20 TriggeredBy = Upgrade_TankERA 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 = 16.1 GeometryMinorRadius = 8.5 GeometryHeight = 11.5 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
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Administrator Joined: 8/3/2003(UTC) Posts: 3,086 Thanks: 445 times Was thanked: 186 time(s) in 130 post(s)
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Try switching your new tank's weapons with those of one of the established units and see if that fixes the problem. |
CommieDog: Because someone has to do your dirty work for you |
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Major Joined: 8/17/2008(UTC) Posts: 159 Location: DK
Was thanked: 1 time(s) in 1 post(s)
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I have tried that, no luck. This tank is fromROTR mod. superb mod btw. I have the same data as in their mod. In their mod the tank can fire at buildings and tvehicles and infantry with both the MG and tank cannon???????????????????????????????But not in my private mod.
Thanx
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Captain Joined: 4/8/2009(UTC) Posts: 57 Location: In a house
Thanks: 5 times Was thanked: 5 time(s) in 3 post(s)
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Why do your draw modules both have weapon bones for the same slots? How can the tank shoot the same weapons from different bones in different models at the same time?
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Captain Joined: 2/18/2009(UTC) Posts: 53 Location: denmark
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try to use tibed2 to generals zero hour
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Major Joined: 12/1/2008(UTC) Posts: 161 Location: Virginia
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Quote:Code:
WeaponSet
Conditions = None
Weapon = PRIMARY KodiakTankGun
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
Weapon = SECONDARY KodiakMachinegun
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
Weapon = TERTIARY RussianSmokeGrenadeWeapon
AutoChooseSources = TERTIARY NONE
End
Can you post the Smoke Grenade Weapons code too? Could be somewhere in that code. |
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My tank gun wont fire on units and buildings?????
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