Jay78
  • Jay78
  • 50.25% (Neutral)
  • Private Topic Starter
12 years ago
Hi, I have a problem I hope someone can help me with,

I have made a new air unit and it all works fine, except that it will not auto acquire the enemy within its viewing radius it just pointlessly sits there, however if i set it to guard an area it will attack the enemy just fine?

I've put alot of time into this mod so I would greatly appreciate if someone could point out what i've missed or done wrong.

Thanks in advance.



Factionunit.ini


Object AmericaVehicleDropship
SelectPortrait = SAChinook_L
ButtonImage = SAChinook
UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
UpgradeCameo2 = Upgrade_AmericaCompositeArmor
Draw = W3DModelDraw ModuleTag_01
ExtraPublicBone = RopeStart
ExtraPublicBone = RopeEnd

DefaultConditionState
Model = USADropship
HideSubObject = burnerfx01 burnerfx02
ShowSubObject = burnerfx03 burnerfx04 burnerfx05 burnerfx06 burnerfx07
WeaponFireFXBone = PRIMARY MuzzleTG
WeaponRecoilBone = PRIMARY BarrelTG
WeaponMuzzleFlash = PRIMARY turretfxTG
WeaponLaunchBone = PRIMARY MuzzleTG
WeaponFireFXBone = SECONDARY MuzzleML
WeaponMuzzleFlash = SECONDARY turretfxML
WeaponLaunchBone = SECONDARY MuzzleML
WeaponFireFXBone = TERTIARY MuzzleMG
WeaponMuzzleFlash = TERTIARY turretfxMG
WeaponLaunchBone = TERTIARY MuzzleMG
End

ConditionState = MOVING
Model = USADropship
ShowSubObject = burnerfx01 burnerfx02 burnerfx03 burnerfx04 burnerfx05 burnerfx06 burnerfx07
WeaponFireFXBone = PRIMARY MuzzleTG
WeaponRecoilBone = PRIMARY BarrelTG
WeaponMuzzleFlash = PRIMARY turretfxTG
WeaponLaunchBone = PRIMARY MuzzleTG
WeaponFireFXBone = SECONDARY MuzzleML
WeaponMuzzleFlash = SECONDARY turretfxML
WeaponLaunchBone = SECONDARY MuzzleML
WeaponFireFXBone = TERTIARY MuzzleMG
WeaponMuzzleFlash = TERTIARY turretfxMG
WeaponLaunchBone = TERTIARY MuzzleMG
ParticleSysBone = WingTip01 JetContrailThin
ParticleSysBone = WingTip02 JetContrailThin
End

ConditionState = REALLYDAMAGED
Model = USADropship_D
HideSubObject = burnerfx01 burnerfx02 burnerfx04
ShowSubObject = burnerfx03 burnerfx05 burnerfx06 burnerfx07
WeaponFireFXBone = PRIMARY MuzzleTG
WeaponRecoilBone = PRIMARY BarrelTG
WeaponMuzzleFlash = PRIMARY turretfxTG
WeaponLaunchBone = PRIMARY MuzzleTG
WeaponFireFXBone = SECONDARY MuzzleML
WeaponMuzzleFlash = SECONDARY turretfxML
WeaponLaunchBone = SECONDARY MuzzleML
WeaponFireFXBone = TERTIARY MuzzleMG
WeaponMuzzleFlash = TERTIARY turretfxMG
WeaponLaunchBone = TERTIARY MuzzleMG
End

ConditionState = REALLYDAMAGED MOVING
Model = USADropship_D
HideSubObject = burnerfx02 burnerfx04
ShowSubObject = burnerfx01 burnerfx03 burnerfx05 burnerfx06 burnerfx07
WeaponFireFXBone = PRIMARY MuzzleTG
WeaponRecoilBone = PRIMARY BarrelTG
WeaponMuzzleFlash = PRIMARY turretfxTG
WeaponLaunchBone = PRIMARY MuzzleTG
WeaponFireFXBone = SECONDARY MuzzleML
WeaponMuzzleFlash = SECONDARY turretfxML
WeaponLaunchBone = SECONDARY MuzzleML
WeaponFireFXBone = TERTIARY MuzzleMG
WeaponMuzzleFlash = TERTIARY turretfxMG
WeaponLaunchBone = TERTIARY MuzzleMG
End

ConditionState = RUBBLE
Model = USADropship_D
End

ConditionState = RUBBLE SPECIAL_DAMAGED
Model = USADropship_D
HideSubObject = BarrelTG02
HideSubObject = BarrelML01
End

OkToChangeModelColor = Yes
End

Draw = W3DModelDraw ModuleTag_02
ConditionState = NONE
Model = None
TransitionKey = TRANS_Empty
WaitForStateToFinishIfPossible = TRANS_Unloading
End

ConditionState = DYING
Model = None
End
AliasConditionState = RUBBLE
AliasConditionState = CARRYING RUBBLE
AliasConditionState = DOCKING RUBBLE
AliasConditionState = DOCKING CARRYING RUBBLE
ConditionState = CARRYING
Model = AVChinook_A
Animation = AVChinook_A.AVChinook_A
AnimationMode = LOOP
TransitionKey = TRANS_Full
WaitForStateToFinishIfPossible = TRANS_PickingUp
End

ConditionState = DOCKING
Model = AVChinook_A1MSH
Animation = AVChinook_A1SK.AVChinook_A1
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
AnimationSpeedFactorRange = .75 .75
TransitionKey = TRANS_PickingUp
WaitForStateToFinishIfPossible = TRANS_Unloading
End

ConditionState = DOCKING CARRYING
Model = AVChinook_A1MSH
Animation = AVChinook_A1SK.AVChinook_A1
AnimationMode = ONCE
AnimationSpeedFactorRange = 2.75 2.75
TransitionKey = TRANS_Unloading
WaitForStateToFinishIfPossible = TRANS_PickingUp
End
End

Draw = W3DModelDraw ModuleTag_RotorWashEffects01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = NVDeva_U2
ParticleSysBone = NONE Helidirtsand
End
ConditionState = REALLYDAMAGED
Model = NVDeva_U2
ParticleSysBone = NONE Helidirtsand
End
ConditionState = SNOW
Model = NVDeva_U2
ParticleSysBone = NONE Helidirtsnow
End
ConditionState = SNOW REALLYDAMAGED
Model = NVDeva_U2
ParticleSysBone = NONE Helidirtsnow
End
ConditionState = OVER_WATER
Model = NVDeva_U2
ParticleSysBone = NONE Helidirtwater
End
ConditionState = OVER_WATER REALLYDAMAGED
Model = NVDeva_U2
ParticleSysBone = NONE Helidirtwater
End
ConditionState = SNOW OVER_WATER
Model = NVDeva_U2
ParticleSysBone = NONE Helidirtwater
End
ConditionState = SNOW OVER_WATER REALLYDAMAGED
Model = NVDeva_U2
ParticleSysBone = NONE Helidirtwater
End
End
DisplayName = OBJECT:Armoured Dropship
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0
VisionRange = 300
ShroudClearingRange = 350
Prerequisites
Object = AmericaAirfield
End

WeaponSet
Conditions = None
Weapon = PRIMARY USADropshipCannon
PreferredAgainst = PRIMARY VEHICLE STRUCTURE
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
Weapon = SECONDARY USADropshipAntiTankMissile
PreferredAgainst = SECONDARY VEHICLE STRUCTURE
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
Weapon = TERTIARY USADropshipChainGun
PreferredAgainst = TERTIARY INFANTRY AIRCRAFT
AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = Yes
End

BuildCost = 3000
BuildTime = 20
ExperienceValue = 100 150 300 450
ExperienceRequired = 0 260 520 1040
IsTrainable = Yes

CommandSet = AmericaVehicleDropshipCommandSet

ArmorSet
Conditions = None
Armor = AmericaVehicleDropshipArmor
DamageFX = None
End

VoiceSelect = ChinookVoiceSelect
VoiceMove = ChinookVoiceMove
VoiceGuard = ComancheVoiceMove
VoiceAttack = ChinookVoiceAttack
SoundAmbient = AuroraBomberAmbientLoop
SoundAmbientRubble = NoSound
SoundDie = ChinookVoiceFalling
SoundEnter = HumveeEnter
SoundExit = HumveeExit
UnitSpecificSounds
VoiceCreate = ChinookVoiceCreate
VoiceSupply = ChinookVoiceSupply
VoiceUnload = ChinookVoiceUnload
VoiceCombatDrop = ChinookVoiceCombatDrop
VoiceClearBuilding = RangerVoiceClearBuilding
VoiceGarrison = ChinookVoiceMove
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoop
End

RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT VEHICLE TRANSPORT AIRCRAFT HARVESTER SCORE PRODUCED_AT_HELIPAD

Behavior = ExperienceScalarUpgrade ModuleTag_03
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1
End

Behavior = MaxHealthUpgrade ModuleTag_09
TriggeredBy = Upgrade_AmericaCompositeArmor
AddMaxHealth = 125
ChangeType = ADD_CURRENT_HEALTH_TOO
End

Body = ActiveBody ModuleTag_03
MaxHealth = 400
InitialHealth = 400
End

Behavior = FXListDie ModuleTag_05
DeathFX = FX_HelicopterStartDeath
End

Behavior = TransitionDamageFX ModuleTag_06
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition
End
Behavior = ChinookAIUpdate ModuleTag_07
MaxBoxes = 8
SupplyCenterActionDelay = 3000
SupplyWarehouseActionDelay = 1250
SupplyWarehouseScanDistance = 700
SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted
NumRopes = 4
PerRopeDelayMin = 900
PerRopeDelayMax = 1500
RopeWidth = 0.5
RopeColor = R:0 G:0 B:0
RopeWobbleLen = 10
RopeWobbleAmplitude = 0.25
RopeWobbleRate = 180
RopeFinalHeight = 10
RappelSpeed = 30
MinDropHeight = 40
End
Locomotor = SET_NORMAL DropshipLocomotor
Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor
Behavior = TransportContain ModuleTag_08
Slots = 7
DamagePercentToUnits = 100%
AllowInsideKindOf = INFANTRY VEHICLE
ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE
ExitDelay = 100
NumberOfExitPaths = 1
End
Behavior = PhysicsBehavior ModuleTag_09
Mass = 50
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 = DropshipRubbleHull
End
Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000
AflameDamageAmount = 3
AflameDamageDelay = 500
End
Geometry = BOX
GeometryMajorRadius = 20
GeometryMinorRadius = 6
GeometryHeight = 12
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 89
End



Weapon.ini


Weapon USADropshipChainGun
PrimaryDamage = 40
PrimaryDamageRadius = 0
AttackRange = 150
DamageType = SMALL_ARMS
DeathType = NORMAL
ProjectileObject = NONE
FireFX = WeaponFX_GenericMachineGunFire
VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
FireSound = RangerWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 136
ClipSize = 15
ClipReloadTime = 646
AntiAirborneVehicle = Yes
AntiAirborneInfantry = Yes
End

;----------------
Weapon USADropshipCannon
PrimaryDamage = 100
PrimaryDamageRadius = 10
SecondaryDamage = 15
SecondaryDamageRadius = 14
ScatterRadius = 10
ScatterRadiusVsInfantry = 30
AttackRange = 300
MinimumAttackRange = 10
;MinTargetPitch = -15
;MaxTargetPitch = 15
DamageType = ARMOR_PIERCING
DeathType = EXPLODED
WeaponSpeed = 1000
WeaponRecoil = 2
ProjectileObject = OverlordTankShell
FireFX = WeaponFX_StrongGenericTankGunNoTracer
VeterancyFireFX = HEROIC WeaponFX_HeroicStrongGenericTankGunNoTracer
ProjectileDetonationFX = WeaponFX_OverlordTankShellDetonation
FireSound = OverlordTankWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 500
ShotsPerBarrel = 1
ClipSize = 4
ClipReloadTime = 3100
WeaponBonus = PLAYER_UPGRADE DAMAGE 125%
ProjectileCollidesWith = STRUCTURES WALLS
AntiAirborneVehicle = No
AntiAirborneInfantry = No
AntiGround = Yes
End

;----------------
Weapon USADropshipAntiTankMissile
PrimaryDamage = 100
PrimaryDamageRadius = 5
SecondaryDamage = 15
SecondaryDamageRadius = 15
ScatterRadiusVsInfantry = 20
AttackRange = 300
MinimumAttackRange = 10
DamageType = EXPLOSION
DeathType = EXPLODED
ProjectileObject = ComancheAntiTankMissile
ProjectileExhaust = ComancheMissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicComancheMissileExhaust
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 800
ClipSize = 4
AutoReloadsClip = Yes
ClipReloadTime = 15000
AutoReloadWhenIdle = 15100
FireFX = FX_ComancheRocketIgnition
ProjectileDetonationFX = WeaponFX_ComancheAntiTankMissileDetonation
ProjectileCollidesWith = STRUCTURES
AntiAirborneVehicle = No
AntiAirborneInfantry = No
AntiGround = Yes
ShowsAmmoPips = Yes
End
Sponsor
Annihilationzh
12 years ago
Add this to the AI update
     AutoAcquireEnemiesWhenIdle = Yes

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.
Jay78
  • Jay78
  • 50.25% (Neutral)
  • Private Topic Starter
12 years ago
Thankyou for helping me, I've tested it and it works fine now, I can't believe I put that in the wrong place, to many late nights modding I guess, Im making it for my kids and they will be chuffed that it's now playable.

Thanks again.
Annihilationzh
12 years ago
You probably shouldn't have added an AIUpdateInterface either. That would normally cause a crash, and it may well cause instability.
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.