Object Blank ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = AVTankShel End End ; ***DESIGN parameters *** DisplayName = OBJECT:TankShell EditorSorting = SYSTEM ArmorSet Armor = ProjectileArmor End VisionRange = 0.0 ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 ;nothing End Behavior = DumbProjectileBehavior ModuleTag_04 ; To tweak a Bezier path, please see GS FirstHeight = 10 ; Height of Bezier control points above highest intervening terrain SecondHeight = 10 FirstPercentIndent = 50% ; Percentage of shot distance control points are placed SecondPercentIndent = 90% FlightPathAdjustDistPerSecond = 100 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag. End Behavior = PhysicsBehavior ModuleTag_05 Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny... End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 Scale = 0.1 End
Also, the AA gun takes no damage for unknown reasons.
Are they firing from the correct bone? This usually happens because the projectiles don't have enough height.
Originally Posted by: Annihilationzh
WeaponFireFXBone = PRIMARY MUZZLE WeaponMuzzleFlash = PRIMARY MUZZLEFX
That's because the code automatically alternates between MUZZLE01 and MUZZLE02.But in order to fix the problem, you need to add WeaponLaunchBone = PRIMARY MUZZLE.
Originally Posted by: CommieDog
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