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Offline king  
#1 Posted : Saturday, April 4, 2009 11:28:22 AM(UTC)
king
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Joined: 8/17/2008(UTC)
Posts: 159
Location: DK

Was thanked: 1 time(s) in 1 post(s)
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
Sponsor
Offline CommieDog  
#2 Posted : Saturday, April 4, 2009 11:36:11 AM(UTC)
CommieDog
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Do you have an AI module?
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CommieDog: Because someone has to do your dirty work for you
Offline CommieDog  
#3 Posted : Saturday, April 4, 2009 6:07:29 PM(UTC)
CommieDog
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Then you'll need to add an AI module.
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CommieDog: Because someone has to do your dirty work for you
Offline king  
#4 Posted : Sunday, April 5, 2009 12:14:36 AM(UTC)
king
Major
Joined: 8/17/2008(UTC)
Posts: 159
Location: DK

Was thanked: 1 time(s) in 1 post(s)
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
Offline CommieDog  
#5 Posted : Sunday, April 5, 2009 3:29:10 AM(UTC)
CommieDog
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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.
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Offline king  
#6 Posted : Sunday, April 5, 2009 10:35:03 AM(UTC)
king
Major
Joined: 8/17/2008(UTC)
Posts: 159
Location: DK

Was thanked: 1 time(s) in 1 post(s)
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
Offline beng  
#7 Posted : Wednesday, April 8, 2009 4:30:22 PM(UTC)
beng
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Joined: 4/8/2009(UTC)
Posts: 57
Location: In a house

Thanks: 5 times
Was thanked: 5 time(s) in 3 post(s)
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?
Offline towns1  
#8 Posted : Tuesday, April 21, 2009 2:19:47 AM(UTC)
towns1
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Joined: 2/18/2009(UTC)
Posts: 53
Location: denmark

try to use tibed2 to generals zero hour

Offline bel3ve  
#9 Posted : Tuesday, April 21, 2009 12:25:36 PM(UTC)
bel3ve
Major
Joined: 12/1/2008(UTC)
Posts: 161
Location: Virginia

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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