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Offline quaze  
#1 Posted : Thursday, May 23, 2024 12:07:39 AM(UTC)
quaze
Private
Joined: 5/17/2024(UTC)
Posts: 3

Hi,

I am trying to make a anti air unit that shoots long range missiles. I am able to get the unit to point the turret straight up and don't turn to the target while firing. But I just can't get the missiles to come out of the tubes properly.

This is my code:

;------------------------------------------------------------------------------
Object Tank_ChinaVehicleGrumble

; *** ART Parameters ***
SelectPortrait = SRGrumble_L
ButtonImage = SRGrumble_L


Draw = W3DTruckDraw ModuleTag_01
OkToChangeModelColor = Yes

ProjectileBoneFeedbackEnabledSlots = PRIMARY SECONDARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset


DefaultConditionState
Model = RVGrumble
Turret = TURRET
TurretPitch = TURRETEL
ShowSubObject = TURRET
Animation = RVGrumble.RVGrumble
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_FIRST

WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY WeaponA
End


ConditionState = REALLYDAMAGED
Model = RVGrumble_D
End
AliasConditionState = RUBBLE



TrackMarks = EXTireTrack.tga

Dust = ScudLauncherDust
DirtSpray = RocketBuggyDirtSpray
PowerslideSpray = RocketBuggyDirtPowerSlide

; These parameters are only used if the model has a separate suspension,
; and the locomotor has HasSuspension = Yes.
LeftFrontTireBone = Tire01
RightFrontTireBone = Tire02
MidLeftFrontTireBone = Tire03
MidRightFrontTireBone = Tire04
MidLeftRearTireBone = Tire05
MidRightRearTireBone = Tire06
LeftRearTireBone = Tire07
RightRearTireBone = Tire08

TireRotationMultiplier = 0.2 ; this * speed = rotation.
;PowerslideRotationAddition = 0.0 ; This speed is added to the rotation speed when powersliding.

End


; ***DESIGN parameters ***

DisplayName = OBJECT:Grumble
Side = China
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)


WeaponSet
Conditions = None
Weapon = PRIMARY S300GrumbleMissileWeapon

AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON
PreferredAgainst = PRIMARY BALLISTIC_MISSILE AIRCRAFT

End



ArmorSet
Conditions = None
Armor = TruckArmor
DamageFX = TankDamageFX
End
BuildCost = 1900
BuildTime = 20.0 ;in seconds
VisionRange = 600
ShroudClearingRange = 700
Prerequisites
Object = Tank_ChinaPropagandaCenter
Object = Tank_ChinaNuclearMissileLauncher
End

ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 100 200 400 ;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 = Tank_ChinaVehicleBattleMasterCommandSet

; *** AUDIO Parameters ***
VoiceSelect = GrumbleVoiceSelect
VoiceMove = GrumbleVoiceMove
VoiceGuard = GrumbleVoiceMove
VoiceAttack = GrumbleVoiceAttack
VoiceAttackAir = GrumbleVoiceAttack
SoundMoveStart = ScudLauncherMoveStart
SoundMoveStartDamaged = ScudLauncherMoveStart

UnitSpecificSounds
VoiceCreate = GrumbleVoiceCreate
Deploy = GrumbleDeploy
Undeploy = GrumbleUnDeploy
VoiceEnter = GrumbleVoiceMove
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY CAN_CAST_REFLECTIONS VEHICLE

Body = ActiveBody ModuleTag_02
MaxHealth = 180.0
InitialHealth = 180.0

; 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 = 360
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End

Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 200
TurretPitchRate = 120
FirePitch = 90
AllowsPitch = Yes
NaturalTurretPitch = 0
;GroundUnitPitch = -20
;MinPhysicalPitch = -20
;AllowsPitch = Yes
ControlledWeaponSlots = PRIMARY
MinIdleScanInterval = 100
MaxIdleScanInterval = 100
MinIdleScanAngle = 0
MaxIdleScanAngle = 360
End

AutoAcquireEnemiesWhenIdle = Yes
End

Behavior = CommandButtonHuntUpdate ModuleTag_04 ; allows use of command button hunt script with this unit.
End

Locomotor = SET_NORMAL ScudLauncherLocomotor
Behavior = PhysicsBehavior ModuleTag_05
Mass = 40.0
End


Behavior = TransitionDamageFX ModuleTag_08
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ScudLauncherDamageTransition
End

; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_09
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 2000
DestructionDelayVariance = 300
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_SCUDLauncherDeathEffect
FX = FINAL FX_ScudLauncherExplosionOneFinal
End

; A crushing defeat
Behavior = FXListDie ModuleTag_10
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End

Behavior = CreateObjectDie ModuleTag_11
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
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

Behavior = DestroyDie ModuleTag_22
DeathTypes = NONE +CRUSHED +SPLATTED
End


Behavior = LockWeaponCreate ModuleTag_24
SlotToLock = PRIMARY ; Prevents indeterminate state plus two unpickable weapons equaling no attack.
End

Geometry = BOX
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 11.5
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length

End

Could someone help? Thanks!
Sorry I didn't know how to put the code in a neater format
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Offline AdrianeMapMaker  
#2 Posted : Thursday, May 23, 2024 11:14:10 AM(UTC)
AdrianeMapMaker
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Joined: 3/8/2016(UTC)
Posts: 1,160
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are you sure the muzzle bone exist and properly added ?
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Offline quaze  
#3 Posted : Thursday, May 23, 2024 11:52:56 AM(UTC)
quaze
Private
Joined: 5/17/2024(UTC)
Posts: 3

Good question.

I can see the muzzle flashes coming from the four tubes when firing, so they should be in the proper location. But the missiles does not appear from the tubes

Should I put weaponA instead of muzzle for weaponlaunchbone?
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