king
  • king
  • 100% (Exalted)
  • Major Topic Starter
12 years ago
I am making a huge mod for this epic game.
I have a helicopter I want to attack other helicopters.
I have already in Weapon.ini stated: AntiGround, AntiAirVehicles & AntiAirborneInfantry.

But missiles can only attack ground? The unit also have an Autocannon attached but that dont even attack air unit like I stated above it is set in weapon.ini to attack ground, air etc.

Please help.

Thx in advance.
Sponsor
precision_bomber
12 years ago
For the Missile Weapon:

AntiAirborneVehicle=Yes

Death Label:
Reduced back to 3 main factions(and a couple of extras).
Each faction can choose a(or all of them) tech-tree via General's Powers.
Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers
Red Skulls: Armor Division, Mecha Armada, Drone Swarm
Earth's Saviors: Air Raid, Homeworld Security, Stealth
king
  • king
  • 100% (Exalted)
  • Major Topic Starter
12 years ago
Here's my weapon code:

Weapon VultureRocketPod
PrimaryDamage = 200
PrimaryDamageRadius = 10.0
ScatterRadius = 25 ;0;changed to zero, unless you want to soften the results of the table below

; @todo srj -- need better targets; these are copied from Scud Storm
; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots
; These specific points are an even distribution simulating a 150 ScatterRadius.
; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots
; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip.

;ScatterTargetScalar = 25; replaces the ScatterRadius, above, for scaling this table, below
;ScatterTarget = X: 0.000 Y: 0.133
;ScatterTarget = X: 0.133 Y:-0.200
;ScatterTarget = X:-0.067 Y: 0.667
;ScatterTarget = X: 0.300 Y: 0.300
;ScatterTarget = X: 0.767 Y: 0.000
;ScatterTarget = X: 0.500 Y:-0.567
;ScatterTarget = X:-0.333 Y:-0.800
;ScatterTarget = X:-0.600 Y:-0.1333
;ScatterTarget = X:-0.567 Y: 0.433
;ScatterTarget = X: 0.000 Y: 0.133
;ScatterTarget = X: 0.133 Y:-0.200
;ScatterTarget = X:-0.067 Y: 0.667
;ScatterTarget = X: 0.300 Y: 0.300
;ScatterTarget = X: 0.767 Y: 0.000
;ScatterTarget = X: 0.500 Y:-0.567
;ScatterTarget = X:-0.333 Y:-0.800
;ScatterTarget = X:-0.600 Y:-0.1333
;ScatterTarget = X:-0.567 Y: 0.433
;ScatterTarget = X: 0.000 Y: 0.133
;ScatterTarget = X: 0.133 Y:-0.200

ScatterRadiusVsInfantry = 0.0
AttackRange = 400.0
MinimumAttackRange = 0.0 ;100.0
DamageType = ARMOR_PIERCING
DeathType = EXPLODED
WeaponSpeed = 700
ProjectileObject = MissileDefenderMissile
ProjectileExhaust = ScudMissileExhaust ;JetBlackTrailThin
ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
ProjectileCollidesWith = STRUCTURES
FireFX = FX_BuggyMissileIgnition
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 200
ShotsPerBarrel = 1
ClipSize = 20
AutoReloadsClip = Yes
ClipReloadTime = 15000
FireSound = ComancheRocketPodWeaponSound
;ContinuousFireOne = 4 ; How many shots at the same target constitute "Continuous Fire"
;ContinuousFireCoast = 2000 ; msec we can coast without firing before we lose Continuous Fire
;WeaponBonus = CONTINUOUS_FIRE_MEAN RATE_OF_FIRE 100% ; When the object achieves this state, this weapon gets double the rate of fire
AntiGround = Yes
AntiAirborneVehicle = Yes
AntiAirborneInfantry = Yes
ShowsAmmoPips = Yes
End

;------------------------------------------------------------------------------
Weapon VultureTwinLinkedAutocannons
PrimaryDamage = 110.0
PrimaryDamageRadius = 10.0
ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 450.0
MinimumAttackRange = 30.0
DamageType = SMALL_ARMS
DeathType = NORMAL
ScatterRadius = 10
WeaponSpeed = 800 ; dist/sec
WeaponRecoil = 2
ProjectileObject = NONE
FireFX = WeaponFX_VultureAutocannon
FireSound = PredatorWeapon
ProjectileDetonationFX = NONE
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 350 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
;ProjectileCollidesWith = STRUCTURES WALLS
AntiGround = Yes
AntiAirborneVehicle = Yes
AntiAirborneInfantry = Yes
End

;------------------------------------------------------------------------------
Weapon VultureHeavyBolter
PrimaryDamage = 95
PrimaryDamageRadius = 5.0
AttackRange = 450.0
DamageType = SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 999.0
ProjectileObject = NONE
FireFX = WeaponFX_VultureHB
FireSound = MarineHeavyBolterWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 250
ClipSize = 0
ClipReloadTime = 0
;ProjectileCollidesWith = STRUCTURES WALLS
AntiGround = Yes
AntiAirborneVehicle = Yes
AntiAirborneInfantry = Yes
End




It still only attacks ground, if I forcefire on air units the missiles shoot on the ground. And the machineguns doesn't fire at all on air units only ground.

Thx.
precision_bomber
12 years ago
Set ScatterRadius to 0.
Death Label:
Reduced back to 3 main factions(and a couple of extras).
Each faction can choose a(or all of them) tech-tree via General's Powers.
Angel Wings: Jets and Anti-Air, Helicopters and Missiles, Hovercraft and Lasers
Red Skulls: Armor Division, Mecha Armada, Drone Swarm
Earth's Saviors: Air Raid, Homeworld Security, Stealth