Posted by: AdrianeMapMaker - Thursday, January 26, 2017 11:17:41 PM
How Can I Add [b]More Effects[/b] for my weapon Like i Want the Strategy Center Have a Tracer and Add Sound on it ;Need An Example And I Want to Add A[b] RealBombEffects For My BattleShip[/b] ;Need An Example

Posted by: acidbrain - Friday, January 27, 2017 2:34:24 AM
[code=plain] ; Weapon.ini Weapon StrategyCenterGun PrimaryDamage = 200.0 PrimaryDamageRadius = 25.0 ScatterRadius = 15.0 ScatterRadiusVsInfantry = 15.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 400.0 MinimumAttackRange = 100.0 MinTargetPitch = 45 ; we may not target anything outside of this pitch range MaxTargetPitch = 80 ; ditto DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 150 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = StrategyCenterArtilleryShell FireFX = WeaponFX_GenericTankGunNoTracer ProjectileDetonationFX = FX_ArtilleryBarrage FireSound = StrategyCenter_ArtilleryRound RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 7000 ; time between shots, msec ShotsPerBarrel = 1 ; By default, shoot one shot per barrel ClipSize = 0 ; how many shots in a Clip (0 == infinite) WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; UraniumShells ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ; ---------------------------------------------- ;Original is WeaponFX_GenericTankGunNoTracer(FireFX) FXList WeaponFX_GenericTankGunNoTracer ViewShake Type = NORMAL End LightPulse Color = R:255 G:255 B:128 Radius = 15 IncreaseTime = 0 DecreaseTime = 500 End ParticleSystem Name = TankMuzzleFlashSmoke OrientToObject = Yes End ParticleSystem Name = TankMuzzleFlashFlame OrientToObject = Yes End ParticleSystem Name = TankMuzzleFlare OrientToObject = Yes End ParticleSystem Name = TankMuzzleWave OrientToObject = Yes CreateAtGroundHeight = Yes End End ; ---------------------------------------------- ;And here is a tankgun with a tracer so change the FireFX = WeaponFX_GenericTankGunNoTracer to FireFX = WeaponFX_GenericTankGun FXList WeaponFX_GenericTankGun ViewShake Type = NORMAL End LightPulse Color = R:255 G:255 B:128 Radius = 25 IncreaseTime = 0 DecreaseTime = 500 End Tracer DecayAt = 0.5 Length = 20 Width = 0.5 Color = R:230 G:204 B:179 End ParticleSystem Name = TankMuzzleFlashSmoke OrientToObject = Yes RotateY = 90 End ParticleSystem Name = TankMuzzleFlashFlame OrientToObject = Yes RotateY = 90 End End ; ---------------------------------------------- ; Battleship stuff, parameters are self explanatory ;FXList.ini ; ---------------------------------------------- ; weapon fx for firing the gun (but not the shells landing) FXList WeaponFX_BattleshipBogusGun ; This is where the battleship shake needs to be set ViewShake Type = SEVERE End ParticleSystem Name = BattleshipMuzzleFlashFlame OrientToObject = Yes End ParticleSystem Name = BattleshipMuzzleFlashSmoke OrientToObject = Yes End ParticleSystem Name = BattleshipMuzzleFlashWave Offset = X:0.0 Y:0.0 Z:-20.0 OrientToObject = Yes End End ; ---------------------------------------------- ; weapon fx for a "shell" "landing" on the target ; @todo srj -- placeholder FX FXList WeaponFX_BattleshipTargetExplode ViewShake Type = SUBTLE End TerrainScorch Type = RANDOM Radius = 15 End LightPulse Color = R:255 G:128 B:51 Radius = 30 IncreaseTime = 0 DecreaseTime = 2333 End ParticleSystem Name = MortarDebris End ParticleSystem Name = MortarDust End Sound Name = ExplosionBattleshipTarget End End ; ---------------------------------------------- [/code]

Posted by: AdrianeMapMaker - Friday, January 27, 2017 7:03:54 AM
[b]So Replacing the FxList is Just the Answer Edit:Wait[/b] The America StrategyCenter Uses The Default So i tried to Command it to Use Mine By using The Code [b]WeaponSet[/b] (I Rename The Default One to This = StrategyCenterTracer) [code=cpp]Object AmericaStrategyCenter WeaponSet Conditions = None Weapon = PRIMARY StrategyCenterTracer AutoChooseSources = PRIMARY NONE End[/code] [b] It Crash The Game[/b], I doono why ,need Help here. Need the code Pls

Posted by: klingondragon - Friday, January 27, 2017 7:54:05 AM
You need anotherĀ End tag.

Posted by: AdrianeMapMaker - Friday, January 27, 2017 10:21:40 PM
[code=cpp]Object AmericaStrategyCenter WeaponSet Conditions = None Weapon = PRIMARY StrategyCenterTracer AutoChooseSources = PRIMARY NONE End End[/code] [b]Like This?[/b]

Posted by: klingondragon - Saturday, January 28, 2017 7:09:34 AM
Yes, but there could be further complications.

Posted by: AdrianeMapMaker - Monday, January 30, 2017 6:13:09 AM
using a tracer is a bad idea when it comes to a StrategyCenter .... The Canon Shell is Deleted And Cannon Drop Explosion is deleted too By The New Fx .... Since ive Got New Knowledge .. thanks to all of you guys

Posted by: AdrianeMapMaker - Tuesday, January 31, 2017 5:32:12 AM
[b]Yet Another Problem :[/b] I found New Problem at The Weapon of The BattleShip [b] The Developer's used 2 Weapon And 1 Model to Fire The Weapon ;Which Kinda sucks[/b] ;The BattleBogusGun - Which Fires For The Fx ,The BattleShipTargetWeapon - For Shell Damage Fx ,The BattleshipBogusTarget - Which Used To Be Targeted By The Gun of The Battleship ; Without These The BattleshipBogustargetDamagedWeapon will wont appear (info-This is invisible object) [b]Did Anyone Can Upload a Weapon Mod Which Convert this into one[/b] [b] i actually seen this thing in one of the mods called reborn mod[/b] Comments Use By The Developer's:[joy] [code]Weapon BattleshipBogusGun ; We need to have the weapon do some damage, or attacking will not occur because it's ; rejected as not having any kind of weapon that does damage PrimaryDamage = 0.00001 ; does no damage, because the gun firing is only for show, anyway... ; please DON'T adjust this value. to adjust the damage really done by battleships, ; adjust the damage values in BattleshipTargetDamagedWeapon! [/code] [b]Another One:[/b] [code]; want this object to "explode" (ie, fire BattleshipTargetDamagedWeapon) ; when targeted by the gun? change DamageAmount to zero. (normally the gun ; does a nonzero but tiny damage, due to the InvulnerableArmor we wear, so ; this weapon isn't fired... to trigger it, you must do damage under Script ; control, which ignores our armor.)[/code]