Posted by: king - Tuesday, August 27, 2013 3:09:36 AM
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.

Posted by: precision_bomber - Tuesday, August 27, 2013 10:59:32 AM
For the Missile Weapon: [code=cpp] AntiAirborneVehicle=Yes [/code]

Posted by: king - Tuesday, August 27, 2013 11:55:39 AM
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.

Posted by: precision_bomber - Wednesday, August 28, 2013 5:11:12 AM
Set ScatterRadius to 0.