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why the heck unit does not shoot his intended projectile (map.ini)
GeneralJoined: 3/8/2016(UTC) Posts: 1,165  Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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well i want to use mob nexus as placeholder for my zombie unit that spit ToxinTruckStreamProjectile heres the code any idea why my unit does spit it??? Btw he still release the damage but not the projectile stream note that this is a map.ini Code:;------------------------------------------------------------------------------
Weapon ToxinInfectedGun
PrimaryDamage = 10.0
PrimaryDamageRadius = 10.0
ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 100.0
MinimumAttackRange = 0 ;20.0
DamageType = POISON
DeathType = POISONED
WeaponSpeed = 600 ; dist/sec
WeaponRecoil = 0 ; angle to deflect the model when firing
ProjectileObject = ToxinTruckStreamProjectile
FireFX = WeaponFX_ToxinTruckFlameWeapon
ProjectileDetonationFX = WeaponFX_ToxinTruckMissileDetonation
FireSound = ToxinTractorWeaponLoop
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 = ToxinTruckProjectileStream ; Drawing helper for this weapon. Tracks all projectiles in air
ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY
AllowAttackGarrisonedBldgs = Yes
End
;New Variation for Zombie
Object GLAInfantryAngryMobNexus
UpgradeCameo1 = None
SelectPortrait = None
ButtonImage = None
RemoveModule ModuleTag_01
AddModule ModuleTag_01
Draw = W3DModelDraw ModuleTag_01_Override
DefaultConditionState
Model = CIBURN_SKN
Animation = CIBURN_SKL.CIBURN_RNA
AnimationMode = LOOP
Flags = RANDOMSTART
WeaponFireFXBone = PRIMARY Bone_FX1
; ParticleSysBone = Bone_FX1 FireInfantrySmall
End
; End
ConditionState = DYING
Animation = CIBURN_SKL.CIBURN_FLA
AnimationMode = ONCE
Flags = START_FRAME_FIRST ; anything not listed will get the default above. Random would be bad.
; ParticleSysBone = Bone_FX1 FireInfantrySmallSub1 ; 0 - 55 (frames and therefore %, but need to tweak msec duration)
; ParticleSysBone = Bone_FX2 FireInfantrySmallSub2 ; 56 - 122
; ParticleSysBone = Bone_FX9 FireInfantrySmallSub3 ; 123 - 134
; ParticleSysBone = Bone_FX3 FireInfantrySmallSub4 ; 135 - 179
; ParticleSysBone = Bone_FX5 FireInfantrySmallSub5 ; 180 - 185
; ParticleSysBone = Bone_FX6 FireInfantrySmallSub6 ; 186 - 235
; ParticleSysBone = Bone_FX5 FireInfantrySmallSub7 ; 236 - 243
; ParticleSysBone = Bone_FX8 FireInfantrySmallSub8 ; 244 - 246
; ParticleSysBone = Bone_FX7 FireInfantrySmallSub9 ; 247 - 292
; ParticleSysBone = Bone_FX8 FireInfantrySmallSub10; 293 - 388
AnimationSpeedFactorRange = 0.85 1.15
End
; ConditionState = ATTACKING MOVING
; Animation = CIBURN_SKL.CIBURN_RNA 10
; AnimationMode = LOOP
; Flags = RANDOMSTART
; TransitionKey = None
; End
; AliasConditionState = ATTACKING MOVING REALLYDAMAGED
;
; ConditionState = PREATTACK_A
; Animation = CIBURN_SKL.CIBURN_RNA
; AnimationMode = ONCE
; End
; AliasConditionState = PREATTACK_A MOVING
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Terrorist
; Side = GLA
EditorSorting = INFANTRY
TransportSlotCount = 1
RadarPriority = UNIT
EditorSorting = INFANTRY
WeaponSet
Conditions = None
Weapon = PRIMARY ToxinInfectedGun
End
ArmorSet
Conditions = None
Armor = HazMatHumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 150
ShroudClearingRange = 200
ExperienceValue = 30 30 30 30 ;Experience point value at each level
IsTrainable = Yes
; CommandSet = GLAInfantryAngryMobCommandSet
;**** AUDIO Parameters *****************************
; VoiceSelect = AngryMobVoiceSelect
; VoiceMove = AngryMobVoiceMove
; VoiceGuard = AngryMobVoiceMove
; VoiceAttack = AngryMobVoiceAttack
; SoundMoveStart = NoSound
; SoundAmbient = AngryMobAmbientLoop
;; SoundAmbientRubble = NoSound
; UnitSpecificSounds
; VoiceCreate = AngryMobVoiceCreate
; End
;**** ENGINEERING Parameters ******************************
RadarPriority = UNIT
KindOf = -MOB_NEXUS +CAN_CAST_REFLECTIONS +SALVAGER
RemoveModule ModuleTag_02
AddModule ModuleTag_02
Body = ActiveBody ModuleTag_02_Override
MaxHealth = 400 ;285
InitialHealth = 400 ;285
End
End
; Behavior = AIUpdateInterface ModuleTag_03
; AutoAcquireEnemiesWhenIdle = Yes
; End
AddModule ModuleTag_CBH01
Behavior = CommandButtonHuntUpdate ModuleTag_CBH01 ; allows use of command button hunt script with this unit.
End
End
Locomotor = SET_NORMAL AngryMobNexusLocomotor ;Important! don't make the Nexus any faster!
Locomotor = SET_WANDER AngryMobNexusLocomotor ;Important! don't make the Nexus any faster!
Locomotor = SET_PANIC AngryMobNexusLocomotor ;Important! don't make the Nexus any faster!
; Behavior = PhysicsBehavior ModuleTag_04
; Mass = 50.0
; End
RemoveModule ModuleTag_05
; Behavior = SpawnBehavior ModuleTag_05
; SpawnNumber = 10
; SpawnReplaceDelay = 30000 ; 30 seconds
; SpawnTemplateName = GLAInfantryAngryMobPistol01 ; Aladdin
; SpawnTemplateName = GLAInfantryAngryMobRock02 ; Woman in the Gypsy Costume
; SpawnTemplateName = GLAInfantryAngryMobMolotov02 ; The Lady with the hot sauce
; SpawnTemplateName = GLAInfantryAngryMobPistol03 ; Skinny Guy with the Green Beret
; SpawnTemplateName = GLAInfantryAngryMobRock04 ; Fat guy with the tank top
; SpawnTemplateName = GLAInfantryAngryMobMolotov02 ; The Lady with the hot sauce
; SpawnTemplateName = GLAInfantryAngryMobPistol05 ; The robed dude with the Man-Veil
;
; ExitByBudding = Yes;!
; InitialBurst = 5 ; the first set of 5 will not delay
; OneShot = No
; AggregateHealth = Yes
; SlavesHaveFreeWill = No
; End
RemoveModule ModuleTag_06
; Behavior = QueueProductionExitUpdate ModuleTag_06
; UnitCreatePoint = X: 0.0 Y: 0.0 Z:0.0
; NaturalRallyPoint = X: 0.0 Y: 0.0 Z:0.0
; ExitDelay = 5000 ; 5 sec
; InitialBurst = 5 ; the first set of 5 will not delay
; End
RemoveModule ModuleTag_07
; Behavior = DestroyDie ModuleTag_07
; DeathTypes = ALL
; End
; RemoveModule ModuleTag_Death01
AddModule ModuleTag_Death01
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -SUICIDED -POISONED -POISONED_BETA -POISONED_GAMMA
SinkDelay = 3000
SinkRate = 1.0 ;0.5 ; in Dist/Sec
DestructionDelay = 1500 ;8000
FX = INITIAL FX_TerroristDie
End
End
; RemoveModule ModuleTag_Death02
AddModule ModuleTag_Death02
Behavior = SlowDeathBehavior ModuleTag_Death02
DeathTypes = NONE +SUICIDED
SinkDelay = 3000
SinkRate = 1.0 ;0.5 ; in Dist/Sec
DestructionDelay = 1500 ;8000
FX = INITIAL FX_TerroristExplode
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
End
;RemoveModule ModuleTag_Death03
AddModule ModuleTag_Death03
Behavior = FireWeaponWhenDeadBehavior ModuleTag_Death03
DeathWeapon = SuicideShockwaveDynamitePack
StartsActive = Yes ; turned on by upgrade
DeathTypes = NONE +SUICIDED +CRUSHED +SPLATTED +LASERED +BURNED +EXPLODED
End
End
AddModule ModuleTag_Death04
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_DieByToxinGLA
OCL = INITIAL OCL_ToxicInfantry
End
End
AddModule ModuleTag_Death05
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED_BETA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinGLA
OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
End
End
AddModule ModuleTag_Death07
Behavior = SlowDeathBehavior ModuleTag_Death07
DeathTypes = NONE +POISONED_GAMMA
DestructionDelay = 0
FX = INITIAL FX_DieByToxinGLA
OCL = INITIAL OCL_ToxicInfantryGamma
End
End
Geometry = CYLINDER
GeometryMajorRadius = 1.0
GeometryMinorRadius = 1.0
GeometryHeight = 1.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
End
Edited by user Sunday, April 29, 2018 7:29:52 AM(UTC)
| Reason: Not specified |
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PrivateJoined: 6/20/2017(UTC) Posts: 17  Thanks: 1 times Was thanked: 2 time(s) in 2 post(s)
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Try to change "ToxinInfectedGun" with a weapon already available in the game (like "ToxinTruckGun"). My guess is that the "ToxinInfectedGun" cannot be loaded for some reason.
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 1 user thanked thepredatorbg for this useful post.
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GeneralJoined: 8/2/2008(UTC) Posts: 1,779  Thanks: 26 times Was thanked: 476 time(s) in 331 post(s)
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This is a common glitch with map.inis. ThePredatorBG gave the only solution I know of. |
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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GeneralJoined: 3/8/2016(UTC) Posts: 1,165  Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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Thanks it worked like a charm |
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why the heck unit does not shoot his intended projectile (map.ini)
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