MajorJoined: 8/29/2014(UTC) Posts: 105  Location: Planet of the Apes  Thanks: 4 times Was thanked: 6 time(s) in 5 post(s)
  
 
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 Object AmericaVehicleCobra
    ; *** ART Parameters ***   SelectPortrait         = SACCommanche_L   ButtonImage            = SACCommanche      UpgradeCameo1 = Upgrade_ComancheRocketPods   UpgradeCameo2 = Upgrade_AmericaAdvancedTraining   ;UpgradeCameo3 = NONE   ;UpgradeCameo4 = NONE   ;UpgradeCameo5 = NONE      Draw = W3DModelDraw ModuleTag_01     ProjectileBoneFeedbackEnabledSlots = SECONDARY     DefaultConditionState       Model                           = AV_COBRA       ;HideSubObject                   = TURRET01       Turret                          = TURRET01       ;AltTurretArtAngle     = 180       TurretPitch = TurretEL 	  AltTurret                       = TURRET02       AltTurretPitch                  = TURRETEL02       AltTurretPitch                 =  TURRETEL02       Animation                       = AV_COBRA.AV_COBRA       AnimationMode       = loop       WeaponMuzzleFlash               = PRIMARY TurretFX       WeaponFireFXBone                = PRIMARY Muzzle       ;WeaponFireFXBone               = SECONDARY Muzzle       ;WeaponLaunchBone  = SECONDARY Muzzle       WeaponFireFXBone = SECONDARY WeaponA       WeaponLaunchBone = SECONDARY WeaponA       WeaponHideShowBone = SECONDARY MISSILE       ;ParticleSysBone   = DozerSmokeLight DozerSmokeLight 	  End
      ConditionState = REALLYDAMAGED       Model                           = COBRA_d       Animation                       = COBRA_d.COBRA_d       AnimationMode                   = LOOP     End
      ;ConditionState = WEAPONSET_PLAYER_UPGRADE       ;ShowSubObject                   = MissileUpgrade       ;Animation                       = AVComanche.AVComanche       ;AnimationMode                   = LOOP       ;WeaponFireFXBone                = TERTIARY WeaponB       ;WeaponLaunchBone  = TERTIARY WeaponB     ;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                           = COBRA_d       Animation                       = COBRA_d.COBRA_d       AnimationMode                   = LOOP     End
      ConditionState = RUBBLE SPECIAL_DAMAGED       Model                           = COBRA_d       HideSubObject                   = BLADE01     End
      OkToChangeModelColor = Yes   End
    ; ***DESIGN parameters ***   DisplayName         = OBJECT:Comanche   EditorSorting       = VEHICLE   Side                = America   TransportSlotCount  = 0                 ;how many "slots" we take in a transport (0 == not transportable)   VisionRange         = 180.0    ShroudClearingRange = 600   Prerequisites     Object            = AmericaAirfield   End
    WeaponSet     Conditions          = None      ; -----     Weapon              = PRIMARY     Comanche20mmCannonWeapon     PreferredAgainst    = PRIMARY     INFANTRY     AutoChooseSources   = PRIMARY     FROM_PLAYER FROM_SCRIPT FROM_AI     ; -----     ;Weapon              = SECONDARY   ComancheAntiTankMissileWeapon     ;PreferredAgainst    = SECONDARY   VEHICLE STRUCTURE     ;AutoChooseSources   = SECONDARY   FROM_PLAYER FROM_SCRIPT FROM_AI     ; -----     Weapon              = SECONDARY    CobraMissileWeapon     AutoChooseSources   = SECONDARY    FROM_PLAYER FROM_SCRIPT FROM_AI     Weapon              = TERTIARY    ComancheRocketPodWeapon     AutoChooseSources   = TERTIARY    FROM_PLAYER FROM_SCRIPT FROM_AI   End      ArmorSet     Conditions      = None     Armor           = ComancheArmor     DamageFX        = None   End   BuildCost           = 1500   BuildTime           = 20              ; 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          = CommandSet GenericCommandSet
    ; *** AUDIO Parameters ***   VoiceSelect           = ComancheVoiceSelect   VoiceMove             = ComancheVoiceMove   VoiceGuard            = ComancheVoiceMove   VoiceAttack           = ComancheVoiceAttack   SoundAmbient          = ComancheAmbientLoop   SoundAmbientRubble    = NoSound   SoundDie              = ComancheVoiceFalling   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_HelicopterStartDeath   End
    Behavior = JetAIUpdate ModuleTag_06     MinHeight                     = 5     NeedsRunway                   = No     KeepsParkingSpaceWhenAirborne = No     AutoAcquireEnemiesWhenIdle    = Yes     ; note that comanches do not return to base when idle          ; this is a bit of a trick... normally, units cannot move-and-fire at     ; the same time. we need the comanche to be able to. so we give it     ; a "turret" (invisible) and put the two main weapons on it, but with     ; no turn rate. voila!     Turret       TurretTurnRate = 360     ; this "turret" does not turn       TurretPitchRate = 30     ; nor does it pitch       FirePitch = -2       RecenterTime = 2000       ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY     End     AltTurret       TurretTurnRate     = 180       TurretPitchRate    = -30       ;FirePitch          = 30          ; Instead of aiming pitchwise at the target, it will aim here       AllowsPitch        = YES       RecenterTime       = 2000     ; how long to wait during idle before recentering       ControlledWeaponSlots = SECONDARY ;TERTIARY     End   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 = 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
 
please help me out of this trouble i want to make the barrel properly aim the target it looks the bullets like liquid drops to the muzzle i dont want to see this happening in my 3d model      Image LinkEdited by user Monday, September 21, 2020 7:30:44 PM(UTC)
 | Reason: Not specified  
            
  
         
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 PrivateJoined: 9/21/2020(UTC) Posts: 2
  Was thanked: 1 time(s) in 1 post(s)
  
 
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                am not skilled when it comes to ini modding but take a look at whats written in the ini settings 
  " this is a bit of a trick... normally, units cannot move-and-fire at ; the same time. we need the comanche to be able to. so we give it ; a "turret" (invisible) and put the two main weapons on it, but with ; no turn rate. voila! "
  i think that that it cant aim at a target and in fixed position 
  try to change ( FirePitch = X ) and experiment a bit so at least the barrel looks like its aimed at a ground target (unless you plan to make that 20mm cannon hit aircraft too)
  hope someone else who is more experienced with this stuff helps you with this 
  gl. 
    
            
  
         
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              1 user thanked Zealot Solari for this useful post.  
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 MajorJoined: 8/29/2014(UTC) Posts: 105  Location: Planet of the Apes  Thanks: 4 times Was thanked: 6 time(s) in 5 post(s)
  
 
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                Im too bored to play the ini code hope there some guy can develop an application to make life an easier for editing ini. 
            
  
         
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