Posted by: Jay78 - Tuesday, November 26, 2013 9:48:35 PM
Hi, I have a problem I hope someone can help me with, I have made a new air unit and it all works fine, except that it will not auto acquire the enemy within its viewing radius it just pointlessly sits there, however if i set it to guard an area it will attack the enemy just fine? I've put alot of time into this mod so I would greatly appreciate if someone could point out what i've missed or done wrong. Thanks in advance. -------------------------------------------------------------------------------------- Factionunit.ini ------------------ Object AmericaVehicleDropship SelectPortrait = SAChinook_L ButtonImage = SAChinook UpgradeCameo1 = Upgrade_AmericaAdvancedTraining UpgradeCameo2 = Upgrade_AmericaCompositeArmor Draw = W3DModelDraw ModuleTag_01 ExtraPublicBone = RopeStart ExtraPublicBone = RopeEnd DefaultConditionState Model = USADropship HideSubObject = burnerfx01 burnerfx02 ShowSubObject = burnerfx03 burnerfx04 burnerfx05 burnerfx06 burnerfx07 WeaponFireFXBone = PRIMARY MuzzleTG WeaponRecoilBone = PRIMARY BarrelTG WeaponMuzzleFlash = PRIMARY turretfxTG WeaponLaunchBone = PRIMARY MuzzleTG WeaponFireFXBone = SECONDARY MuzzleML WeaponMuzzleFlash = SECONDARY turretfxML WeaponLaunchBone = SECONDARY MuzzleML WeaponFireFXBone = TERTIARY MuzzleMG WeaponMuzzleFlash = TERTIARY turretfxMG WeaponLaunchBone = TERTIARY MuzzleMG End ConditionState = MOVING Model = USADropship ShowSubObject = burnerfx01 burnerfx02 burnerfx03 burnerfx04 burnerfx05 burnerfx06 burnerfx07 WeaponFireFXBone = PRIMARY MuzzleTG WeaponRecoilBone = PRIMARY BarrelTG WeaponMuzzleFlash = PRIMARY turretfxTG WeaponLaunchBone = PRIMARY MuzzleTG WeaponFireFXBone = SECONDARY MuzzleML WeaponMuzzleFlash = SECONDARY turretfxML WeaponLaunchBone = SECONDARY MuzzleML WeaponFireFXBone = TERTIARY MuzzleMG WeaponMuzzleFlash = TERTIARY turretfxMG WeaponLaunchBone = TERTIARY MuzzleMG ParticleSysBone = WingTip01 JetContrailThin ParticleSysBone = WingTip02 JetContrailThin End ConditionState = REALLYDAMAGED Model = USADropship_D HideSubObject = burnerfx01 burnerfx02 burnerfx04 ShowSubObject = burnerfx03 burnerfx05 burnerfx06 burnerfx07 WeaponFireFXBone = PRIMARY MuzzleTG WeaponRecoilBone = PRIMARY BarrelTG WeaponMuzzleFlash = PRIMARY turretfxTG WeaponLaunchBone = PRIMARY MuzzleTG WeaponFireFXBone = SECONDARY MuzzleML WeaponMuzzleFlash = SECONDARY turretfxML WeaponLaunchBone = SECONDARY MuzzleML WeaponFireFXBone = TERTIARY MuzzleMG WeaponMuzzleFlash = TERTIARY turretfxMG WeaponLaunchBone = TERTIARY MuzzleMG End ConditionState = REALLYDAMAGED MOVING Model = USADropship_D HideSubObject = burnerfx02 burnerfx04 ShowSubObject = burnerfx01 burnerfx03 burnerfx05 burnerfx06 burnerfx07 WeaponFireFXBone = PRIMARY MuzzleTG WeaponRecoilBone = PRIMARY BarrelTG WeaponMuzzleFlash = PRIMARY turretfxTG WeaponLaunchBone = PRIMARY MuzzleTG WeaponFireFXBone = SECONDARY MuzzleML WeaponMuzzleFlash = SECONDARY turretfxML WeaponLaunchBone = SECONDARY MuzzleML WeaponFireFXBone = TERTIARY MuzzleMG WeaponMuzzleFlash = TERTIARY turretfxMG WeaponLaunchBone = TERTIARY MuzzleMG End ConditionState = RUBBLE Model = USADropship_D End ConditionState = RUBBLE SPECIAL_DAMAGED Model = USADropship_D HideSubObject = BarrelTG02 HideSubObject = BarrelML01 End OkToChangeModelColor = Yes End Draw = W3DModelDraw ModuleTag_02 ConditionState = NONE Model = None TransitionKey = TRANS_Empty WaitForStateToFinishIfPossible = TRANS_Unloading End ConditionState = DYING Model = None End AliasConditionState = RUBBLE AliasConditionState = CARRYING RUBBLE AliasConditionState = DOCKING RUBBLE AliasConditionState = DOCKING CARRYING RUBBLE ConditionState = CARRYING Model = AVChinook_A Animation = AVChinook_A.AVChinook_A AnimationMode = LOOP TransitionKey = TRANS_Full WaitForStateToFinishIfPossible = TRANS_PickingUp End ConditionState = DOCKING Model = AVChinook_A1MSH Animation = AVChinook_A1SK.AVChinook_A1 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST AnimationSpeedFactorRange = .75 .75 TransitionKey = TRANS_PickingUp WaitForStateToFinishIfPossible = TRANS_Unloading End ConditionState = DOCKING CARRYING Model = AVChinook_A1MSH Animation = AVChinook_A1SK.AVChinook_A1 AnimationMode = ONCE AnimationSpeedFactorRange = 2.75 2.75 TransitionKey = TRANS_Unloading WaitForStateToFinishIfPossible = TRANS_PickingUp End End Draw = W3DModelDraw ModuleTag_RotorWashEffects01 OkToChangeModelColor = Yes ConditionState = NONE Model = NVDeva_U2 ParticleSysBone = NONE Helidirtsand End ConditionState = REALLYDAMAGED Model = NVDeva_U2 ParticleSysBone = NONE Helidirtsand End ConditionState = SNOW Model = NVDeva_U2 ParticleSysBone = NONE Helidirtsnow End ConditionState = SNOW REALLYDAMAGED Model = NVDeva_U2 ParticleSysBone = NONE Helidirtsnow End ConditionState = OVER_WATER Model = NVDeva_U2 ParticleSysBone = NONE Helidirtwater End ConditionState = OVER_WATER REALLYDAMAGED Model = NVDeva_U2 ParticleSysBone = NONE Helidirtwater End ConditionState = SNOW OVER_WATER Model = NVDeva_U2 ParticleSysBone = NONE Helidirtwater End ConditionState = SNOW OVER_WATER REALLYDAMAGED Model = NVDeva_U2 ParticleSysBone = NONE Helidirtwater End End DisplayName = OBJECT:Armoured Dropship EditorSorting = VEHICLE Side = America TransportSlotCount = 0 VisionRange = 300 ShroudClearingRange = 350 Prerequisites Object = AmericaAirfield End WeaponSet Conditions = None Weapon = PRIMARY USADropshipCannon PreferredAgainst = PRIMARY VEHICLE STRUCTURE AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI Weapon = SECONDARY USADropshipAntiTankMissile PreferredAgainst = SECONDARY VEHICLE STRUCTURE AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI Weapon = TERTIARY USADropshipChainGun PreferredAgainst = TERTIARY INFANTRY AIRCRAFT AutoChooseSources = TERTIARY FROM_PLAYER FROM_SCRIPT FROM_AI End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End BuildCost = 3000 BuildTime = 20 ExperienceValue = 100 150 300 450 ExperienceRequired = 0 260 520 1040 IsTrainable = Yes CommandSet = AmericaVehicleDropshipCommandSet ArmorSet Conditions = None Armor = AmericaVehicleDropshipArmor DamageFX = None End VoiceSelect = ChinookVoiceSelect VoiceMove = ChinookVoiceMove VoiceGuard = ComancheVoiceMove VoiceAttack = ChinookVoiceAttack SoundAmbient = AuroraBomberAmbientLoop SoundAmbientRubble = NoSound SoundDie = ChinookVoiceFalling SoundEnter = HumveeEnter SoundExit = HumveeExit UnitSpecificSounds VoiceCreate = ChinookVoiceCreate VoiceSupply = ChinookVoiceSupply VoiceUnload = ChinookVoiceUnload VoiceCombatDrop = ChinookVoiceCombatDrop VoiceClearBuilding = RangerVoiceClearBuilding VoiceGarrison = ChinookVoiceMove SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop End RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT VEHICLE TRANSPORT AIRCRAFT HARVESTER SCORE PRODUCED_AT_HELIPAD Behavior = ExperienceScalarUpgrade ModuleTag_03 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1 End Behavior = MaxHealthUpgrade ModuleTag_09 TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 125 ChangeType = ADD_CURRENT_HEALTH_TOO End Body = ActiveBody ModuleTag_03 MaxHealth = 400 InitialHealth = 400 End Behavior = FXListDie ModuleTag_05 DeathFX = FX_HelicopterStartDeath End Behavior = TransitionDamageFX ModuleTag_06 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition End Behavior = ChinookAIUpdate ModuleTag_07 MaxBoxes = 8 SupplyCenterActionDelay = 3000 SupplyWarehouseActionDelay = 1250 SupplyWarehouseScanDistance = 700 SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted NumRopes = 4 PerRopeDelayMin = 900 PerRopeDelayMax = 1500 RopeWidth = 0.5 RopeColor = R:0 G:0 B:0 RopeWobbleLen = 10 RopeWobbleAmplitude = 0.25 RopeWobbleRate = 180 RopeFinalHeight = 10 RappelSpeed = 30 MinDropHeight = 40 End Locomotor = SET_NORMAL DropshipLocomotor Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor Behavior = TransportContain ModuleTag_08 Slots = 7 DamagePercentToUnits = 100% AllowInsideKindOf = INFANTRY VEHICLE ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE ExitDelay = 100 NumberOfExitPaths = 1 End Behavior = PhysicsBehavior ModuleTag_09 Mass = 50 End Behavior = HelicopterSlowDeathBehavior ModuleTag_08 DestructionDelay = 99999999 ; the destruction delay SpiralOrbitTurnRate = 140.0 ; in degrees per second, bigger # = tighter spiral SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) SoundDeathLoop = ComancheDamagedLoop MinSelfSpin = 100 ; in degrees per second MaxSelfSpin = 300 ; in degrees per second SelfSpinUpdateDelay = 100 ; in milliseconds SelfSpinUpdateAmount = 10 ; in degrees FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall MinBladeFlyOffDelay = 1500 ; in milliseconds MaxBladeFlyOffDelay = 1500 ; in milliseconds AttachParticle = SootySmokeTrail AttachParticleBone = Propeller02 BladeObjectName = ComancheBlades BladeBoneName = Propeller01 ; Most things that eject pilots do so immediately upon death, ; via use of EjectPilotDie, but Helicopters are a special case... ; they need to do so after their blades are ejected. OCLEjectPilot = OCL_EjectPilotViaParachute FXBlade = FX_HelicopterBladeExplosion OCLBlade = OCL_HelicopterBladeExplosion FXHitGround = FX_HelicopterHitGround OCLHitGround = OCL_HelicopterHitGround FXFinalBlowUp = FX_GroundedHelicopterBlowUp OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp DelayFromGroundToFinalDeath = 1500 FinalRubbleObject = DropshipRubbleHull End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 AflameDamageAmount = 3 AflameDamageDelay = 500 End Geometry = BOX GeometryMajorRadius = 20 GeometryMinorRadius = 6 GeometryHeight = 12 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 89 End -------------------------------------------------------------------------------------- Weapon.ini ------------------ Weapon USADropshipChainGun PrimaryDamage = 40 PrimaryDamageRadius = 0 AttackRange = 150 DamageType = SMALL_ARMS DeathType = NORMAL ProjectileObject = NONE FireFX = WeaponFX_GenericMachineGunFire VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers FireSound = RangerWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 136 ClipSize = 15 ClipReloadTime = 646 AntiAirborneVehicle = Yes AntiAirborneInfantry = Yes End ;---------------- Weapon USADropshipCannon PrimaryDamage = 100 PrimaryDamageRadius = 10 SecondaryDamage = 15 SecondaryDamageRadius = 14 ScatterRadius = 10 ScatterRadiusVsInfantry = 30 AttackRange = 300 MinimumAttackRange = 10 ;MinTargetPitch = -15 ;MaxTargetPitch = 15 DamageType = ARMOR_PIERCING DeathType = EXPLODED WeaponSpeed = 1000 WeaponRecoil = 2 ProjectileObject = OverlordTankShell FireFX = WeaponFX_StrongGenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicStrongGenericTankGunNoTracer ProjectileDetonationFX = WeaponFX_OverlordTankShellDetonation FireSound = OverlordTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 500 ShotsPerBarrel = 1 ClipSize = 4 ClipReloadTime = 3100 WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ProjectileCollidesWith = STRUCTURES WALLS AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes End ;---------------- Weapon USADropshipAntiTankMissile PrimaryDamage = 100 PrimaryDamageRadius = 5 SecondaryDamage = 15 SecondaryDamageRadius = 15 ScatterRadiusVsInfantry = 20 AttackRange = 300 MinimumAttackRange = 10 DamageType = EXPLOSION DeathType = EXPLODED ProjectileObject = ComancheAntiTankMissile ProjectileExhaust = ComancheMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicComancheMissileExhaust RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 800 ClipSize = 4 AutoReloadsClip = Yes ClipReloadTime = 15000 AutoReloadWhenIdle = 15100 FireFX = FX_ComancheRocketIgnition ProjectileDetonationFX = WeaponFX_ComancheAntiTankMissileDetonation ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No AntiGround = Yes ShowsAmmoPips = Yes End

Posted by: Annihilationzh - Wednesday, November 27, 2013 9:09:59 AM
Add this to the AI update [code] AutoAcquireEnemiesWhenIdle = Yes[/code]

Posted by: Jay78 - Wednesday, November 27, 2013 4:08:52 PM
Thankyou for helping me, I've tested it and it works fine now, I can't believe I put that in the wrong place, to many late nights modding I guess, Im making it for my kids and they will be chuffed that it's now playable. Thanks again.

Posted by: Annihilationzh - Wednesday, November 27, 2013 5:22:55 PM
You probably shouldn't have added an AIUpdateInterface either. That would normally cause a crash, and it may well cause instability.