unnem
  • unnem
  • 50.25% (Neutral)
  • Private Topic Starter
12 years ago
I made an unit something like raptor but have no taxing locomotor also don't dying when out of ammo.
Well it has unlimited ammo. Just when its attacking something sometimes that unit doing his job and sometimes just fire only once - fly forward then stop and starting doing circles at edge of map.
Anyone know whats wrong?
code:

Object object
  SelectPortrait         = SSSpySat
  ButtonImage            = SSSpySat

  Draw                   = W3DModelDraw ModuleTag_01
      ExtraPublicBone = WeaponA
      ExtraPublicBone = WeaponB
      DefaultConditionState
      Model               = model
      WeaponLaunchBone    = PRIMARY WeaponA
      WeaponLaunchBone    = SECONDARY WeaponB
      ParticleSysBone     = FXBONE01 Cloud
      ParticleSysBone     = FXBONE02 Cloud
    End
    OkToChangeModelColor = Yes
  End

  ; ***DESIGN parameters ***
  DisplayName             = OBJECT:something
  EditorSorting           = VEHICLE
  Side                    = Zombie
  TransportSlotCount      = 0 ;how many "slots" we take in a transport (0 == not transportable)
  VisionRange             = 200.0 
  ShroudClearingRange     = 400

  WeaponSet
    Conditions            = None 
    Weapon                = PRIMARY Missilesdoom
    Weapon                = SECONDARY Missilesdoom
  End
  ArmorSet
    Conditions            = None
    Armor                 = ArmorSmall
    DamageFX              = DamageFXSmall
  End

  BuildCost               = 1111
  BuildTime               = 20   
  ExperienceValue         = 75 75 125 175   ;Experience point value at each level
  ExperienceRequired      = 0 100 200 400   ;Experience points needed to gain each level
  IsTrainable             = Yes             ;Can gain experience
  CrusherLevel           = 1  
  CrushableLevel         = 2  
  CommandSet              = AmericaJetRaptorCommandSet

  ; *** AUDIO Parameters ***
  SoundAmbient = B52AmbientLoop

  ; *** ENGINEERING Parameters ***
  RadarPriority          = UNIT
  KindOf                 = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
  Body                   = ActiveBody ModuleTag_02
    MaxHealth            = 640.0
    InitialHealth        = 640.0
  End

  Behavior = AIUpdateInterface ModuleTag_03
    AutoAcquireEnemiesWhenIdle = Yes
  End
  
  Behavior                          = JetSlowDeathBehavior ModuleTag_05
    FXOnGroundDeath                 = FX_JetOnGroundDeath
    OCLOnGroundDeath                = OCL_RaptorDeathFinalBlowUp
    DestructionDelay                = 99999999
    RollRate                        = 0.2
    RollRateDelta                   = 100% ;each frame, rollrate = rollrate * rollrateDelta
    PitchRate                       = -35.0
    FallHowFast                     = 110.0%  
    FXInitialDeath                  = FX_RaptorDeathInitial
    OCLInitialDeath                 = OCL_RaptorDeathInitial
    DelaySecondaryFromInitialDeath  = 500  ; in milliseconds
    FXSecondary                     = FX_JetDeathSecondary
    OCLSecondary                    = OCL_RaptorDeathSecondary
    FXHitGround                     = FX_JetDeathHitGround
    OCLHitGround                    = OCL_RaptorDeathHitGround
    DelayFinalBlowUpFromHitGround   = 200 ; in milliseconds
    FXFinalBlowUp                   = FX_JetDeathFinalBlowUp
    OCLFinalBlowUp                  = OCL_RaptorDeathFinalBlowUp
  End

  Behavior               = PhysicsBehavior ModuleTag_07
    Mass                 = 500.0
  End

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

  Behavior = JetAIUpdate ModuleTag_09
    OutOfAmmoDamagePerSecond  = 0% 
    TakeoffDistForMaxLift     = 0% 
    TakeoffPause              = 500
    MinHeight                 = 5
  End
  
  Locomotor = SET_NORMAL Locomotor

  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
  GeometryIsSmall          = Yes
  GeometryMajorRadius      = 14.0
  GeometryMinorRadius      = 7.0
  GeometryHeight           = 5.0
  Shadow                   = SHADOW_VOLUME
  ShadowSizeX = 89  ; minimum elevation angle above horizon. Used to limit shadow length.

End
Locomotor Code:


Locomotor Locomotor
  Surfaces = AIR
  Speed = 200
  SpeedDamaged = 200
  MinSpeed = 160             ; in dist/sec
  TurnRate = 110            ; in degrees/sec
  TurnRateDamaged = 110      ; in degrees/sec
  Acceleration = 110         ; in dist/(sec^2)
  AccelerationDamaged = 110  ; in dist/(sec^2)
  Lift = 80                ; in dist/(sec^2)
  LiftDamaged = 80          ; in dist/(sec^2)
  Braking = 100              ; in dist/(sec^2)
  MinTurnSpeed = 150          ; in dist/sec
  PreferredHeight = 100
  AllowAirborneMotiveForce = Yes
  ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
  CirclingRadius = 50      ; the radius at which we circle when we are trying to maintain position. 
                            ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
  Appearance = WINGS

  PitchInDirectionOfZVelFactor = 1    ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
  PitchStiffness = 1                  ;  stiffness of the "springs" in the suspension forward & back.
  RollStiffness = 1                   ;  stiffness of the "springs" in the suspension side to side.
  PitchDamping = 1                    ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
  RollDamping = 1                     ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
  ForwardVelocityPitchFactor = 0        ;  How much velocity will cause the front to lift/dip
  LateralVelocityRollFactor = 0.5       ;  How much cornering will cause the chassis to roll.
  Apply2DFrictionWhenAirborne = Yes
  AirborneTargetingHeight = 30
  LocomotorWorksWhenDead = Yes          ; JetSlowDeathBehavior needs this to function correctly
End
Weapon Code:

Weapon Missilesdoom
  PrimaryDamage               = 33.3
  PrimaryDamageRadius         = 25.0
  ScatterRadiusVsInfantry     = 15.0 
  AttackRange                 = 450.0
  MinimumAttackRange          = 33.0
  AcceptableAimDelta          = 30
  DamageType                  = EXPLOSION
  DeathType                   = EXPLODED
  WeaponSpeed                 = 1000
  ProjectileObject            = Missiles
  ProjectileExhaust           = MissileExhaust
  FireFX                      = None
  FireSound                   = RaptorJetMissileWeapon
  ProjectileDetonationFX      = FX_AuroraBombDetonate
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  ScatterRadius               = 350 ;yes!
  DelayBetweenShots           = 100
  ClipSize                    = 6   ; !
  ClipReloadTime              = 2000
  AutoReloadsClip             = Yes
  ProjectileCollidesWith      = STRUCTURES
  AntiAirborneVehicle         = Yes
  AntiAirborneInfantry        = No
  ShowsAmmoPips               = No
End
---Id like to make it stay where it is when enemy is killed. But always when it kills enemy its flying to edge of map and stops there doing circles also sometimes flying there even if enemy isnt killed at all.
Sponsor
Rrtaya_tsamsiyu
12 years ago
what unit's code did you make your unit code out of? i would have used the Comanche's code, and just changed the locomoter and weapon. Using Comanche stuff, instead of raptor or something else should keep it from going to the edge of the map.
one soul at a time
qqqqqqqqqp
12 years ago
Could it be the turn rate in the Locomotor.(I dont think so)
Also the Guard distance goes with the vision (I think)So if it is suppose 1000 vision its Guard radius is friggin Huge.
But really I dont see why it shouldn't work
Just noticed something Dont the locomotor must have a MAX turn rate (i only see min turn rate)?S
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes
Want a peek? Visit this page
Advanced warfare 
Rrtaya_tsamsiyu
12 years ago
theres a min turn speed, which is there, but there isend a minimum turn rate or a max, is just turn rate.
one soul at a time
qqqqqqqqqp
12 years ago
I now have looked at a locomotor and well didn't see the max turnspeed so forget what i said and go with what rrtaya gots to say.(And when in doubt SCRAP IT and start over better to start new and get it correct then have something mess up).
9Q_1P at your service. Moddin help and mod maker ranges from paradrop planes, aircraftcarriers and yes snow men with death lazer eyes
Want a peek? Visit this page
Advanced warfare