menard
  • menard
  • 50.25% (Neutral)
  • Major Topic Starter
5 years ago

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

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Zealot Solari
5 years ago
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.

menard
  • menard
  • 50.25% (Neutral)
  • Major Topic Starter
5 years ago
Im too bored to play the ini code hope there some guy can develop an application to make life an easier for editing ini.