Posted by: unnem - Saturday, April 20, 2013 1:43:56 PM
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: [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[/code] Locomotor Code: [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 [/code] Weapon Code: [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 [/code] ---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.

Posted by: Rrtaya_tsamsiyu - Saturday, April 20, 2013 5:45:56 PM
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.

Posted by: qqqqqqqqqp - Saturday, April 20, 2013 6:34:24 PM
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

Posted by: Rrtaya_tsamsiyu - Saturday, April 20, 2013 7:26:13 PM
theres a min turn speed, which is there, but there isend a minimum turn rate or a max, is just turn rate.

Posted by: qqqqqqqqqp - Saturday, April 20, 2013 7:39:16 PM
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).