Private Joined: 8/2/2012(UTC) Posts: 38 Location: Los Angeles Thanks: 13 times Was thanked: 4 time(s) in 3 post(s)
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Hi, when editing my weapon, I noticed a problem that occurs when the vehicle is at a downwards angle in front of a hill. The weapon fires and is blocked by the terrain in front of it, so fires the object in the space the vehicle sits on. As you can see, the cannons are firing ahead, but the weaponobject is being detonated at the AA gun. Also, the AA gun takes no damage for unknown reasons. The weapon object: Code:
Object Blank
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = AVTankShel
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:TankShell
EditorSorting = SYSTEM
ArmorSet
Armor = ProjectileArmor
End
VisionRange = 0.0
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = DestroyDie ModuleTag_03
;nothing
End
Behavior = DumbProjectileBehavior ModuleTag_04
; To tweak a Bezier path, please see GS
FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 10
FirstPercentIndent = 50% ; Percentage of shot distance control points are placed
SecondPercentIndent = 90%
FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag.
End
Behavior = PhysicsBehavior ModuleTag_05
Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny...
End
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 1.0
Scale = 0.1
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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Are they firing from the correct bone? This usually happens because the projectiles don't have enough height. Quote:Also, the AA gun takes no damage for unknown reasons. Weapons don't damage the user unless SELF SUICIDE is specified in the radiusdamageeffects. |
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Private Joined: 8/2/2012(UTC) Posts: 38 Location: Los Angeles Thanks: 13 times Was thanked: 4 time(s) in 3 post(s)
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Originally Posted by: Annihilationzh Are they firing from the correct bone? This usually happens because the projectiles don't have enough height. I'm a bit of a noob, but from what I see in the model, there are four things called MUZZLEFX01, MUZZLEFX02, MUZZLE01, and MUZZLE02. In the code it uses Code:WeaponFireFXBone = PRIMARY MUZZLE
WeaponMuzzleFlash = PRIMARY MUZZLEFX
This is confusing to me, as there are no bones in the model called MUZZLE, or MUZZLEFX...
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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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That's because the code automatically alternates between MUZZLE01 and MUZZLE02.
But in order to fix the problem, you need to add WeaponLaunchBone = PRIMARY MUZZLE. |
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Private Joined: 8/2/2012(UTC) Posts: 38 Location: Los Angeles Thanks: 13 times Was thanked: 4 time(s) in 3 post(s)
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Originally Posted by: CommieDog That's because the code automatically alternates between MUZZLE01 and MUZZLE02.
But in order to fix the problem, you need to add WeaponLaunchBone = PRIMARY MUZZLE. Ah, is it because the weapon uses a projectile object? It works perfectly now, thank you!
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