Posted by: Valentine - Friday, June 9, 2017 12:17:03 PM
Hello. I have a unit that looks to the enemy before he fired. What is to do that the vehicle stands without moving if he fired?

Posted by: Gameanater - Friday, June 9, 2017 12:47:37 PM
Are you talking about how some units like the Quad Cannona and Humvee "look" at a unit with their turrets before they're in range? If you want to disable that I think the only thing to do with go the route of the Marauder Tank and have no turret at all, which already nerfs the units a big amount. I think the turret is somewhere in the art code for a unit.

Posted by: Valentine - Friday, June 9, 2017 4:37:38 PM
Unit is ready to fire... [img]http://fs5.directupload.net/images/170604/md59bguv.jpg[/img] ...but he turns before. [img]http://fs5.directupload.net/images/170604/e9i36wxj.jpg[/img]

Posted by: SkyMix_RMT - Friday, June 9, 2017 5:52:32 PM
So you want the vehicle to fire the missile without turning? This could be fixed by adding a super fast invisible turret that controls the weapon targeting.

Posted by: acidbrain - Saturday, June 10, 2017 1:09:44 AM
@Valentine Can you post the KindOf list from the unit?

Posted by: Valentine - Saturday, June 10, 2017 4:28:21 AM
@SkyMix okay, but I don't know to add this sry :( @acidbrain did you mean this? ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY CAN_CAST_REFLECTIONS VEHICLE SALVAGER WEAPON_SALVAGER SCORE

Posted by: acidbrain - Saturday, June 10, 2017 6:18:48 AM
[quote=Valentine;145450] @acidbrain did you mean this? ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY CAN_CAST_REFLECTIONS VEHICLE SALVAGER WEAPON_SALVAGER SCORE[/quote] Yip, was curious if you had ATTACK_NEEDS_LINE_OF_SIGHT in it. Maybe you can add 'FiresWhileTurning = Yes' to the AIUpdate interface, dont know if it works but in theory the unit should fire instantly when it starts turning. Greetz

Posted by: SkyMix_RMT - Saturday, June 10, 2017 6:29:41 AM
@Valentine Send me the unit's code I'll see what I can do.

Posted by: Valentine - Saturday, June 10, 2017 9:00:54 AM
[code];------------------------------------------------------------------------------ Object AmericaVehicleTHAAD ; *** ART Parameters *** SelectPortrait = SAThunderBolt_L ButtonImage = SAThunderBolt UpgradeCameo1 = Upgrade_AmericaCompositeArmor Draw = W3DTruckDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVTHAAD Animation = AVTHAAD.AVTHAAD AnimationMode = ONCE_BACKWARDS Turret = TURRET Flags = START_FRAME_FIRST WeaponLaunchBone = SECONDARY WEAPONA WeaponFireFXBone = SECONDARY WEAPONA End ConditionState = RUBBLE Model = AVTHAAD_D Animation = AVTHAAD_D.AVTHAAD_D AnimationMode = ONCE_BACKWARDS Turret = TURRET Flags = START_FRAME_FIRST WeaponLaunchBone = SECONDARY WEAPONA WeaponFireFXBone = SECONDARY WEAPONA End ;*** PACKED STATE -- ready to move *** ConditionState = MOVING Animation = AVTHAAD.AVTHAAD AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ConditionState = REALLYDAMAGED MOVING Model = AVTHAAD_D Animation = AVTHAAD_D.AVTHAAD_D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_FIRST End ;*** UNPACKING STATE -- preparing to fire *** ConditionState = UNPACKING Animation = AVTHAAD.AVTHAAD AnimationMode = ONCE End ConditionState = REALLYDAMAGED UNPACKING Model = AVTHAAD_D Animation = AVTHAAD_D.AVTHAAD_D AnimationMode = ONCE End ;*** PACKING STATE -- preparing to move *** ConditionState = PACKING Animation = AVTHAAD.AVTHAAD AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End ConditionState = REALLYDAMAGED PACKING Model = AVTHAAD_D Animation = AVTHAAD_D.AVTHAAD_D AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End ;*** DEPLOYED STATE -- ready to fire *** ConditionState = DEPLOYED Model = AVTHAAD Animation = AVTHAAD.AVTHAAD AnimationMode = ONCE Flags = START_FRAME_LAST End ConditionState = DEPLOYED REALLYDAMAGED Model = AVTHAAD_D Animation = AVTHAAD_D.AVTHAAD_D AnimationMode = ONCE Flags = START_FRAME_LAST End TrackMarks = EXTireTrack.tga Dust = ScudLauncherDust DirtSpray = RocketBuggyDirtSpray PowerslideSpray = RocketBuggyDirtPowerSlide ; These parameters are only used if the model has a separate suspension, ; and the locomotor has HasSuspension = Yes. LeftFrontTireBone = Tire01 RightFrontTireBone = Tire03 LeftRearTireBone = Tire06 RightRearTireBone = Tire08 MidLeftFrontTireBone = Tire02 MidRightFrontTireBone = Tire04 MidLeftRearTireBone = Tire05 MidRightRearTireBone = Tire07 TireRotationMultiplier = 0.2 ; this * speed = rotation. ;PowerslideRotationAddition = 0.0 ; This speed is added to the rotation speed when powersliding. End ; ***DESIGN parameters *** DisplayName = OBJECT:THAAD Side = America EditorSorting = VEHICLE TransportSlotCount = 6 WeaponSet Conditions = None Weapon = SECONDARY ThaadMissileWeapon End ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End ;ArmorSet ; Conditions = PLAYER_UPGRADE ; Armor = UpgradedTankArmor ; DamageFX = TankDamageFX ;End BuildCost = 2000 BuildTime = 34.0 ;in seconds VisionRange = 250 ShroudClearingRange = 400 Prerequisites Object = AmericaWarFactory Object = AmericaStrategyCenter End ExperienceValue = 100 100 200 400 ;Experience point value at each level ExperienceRequired = 0 200 800 1600 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = AmericaVehicleTHAADCommandSet ; *** AUDIO Parameters *** VoiceSelect = CrusaderTankVoiceSelect VoiceMove = CrusaderTankVoiceMove VoiceGuard = CrusaderTankVoiceMove VoiceAttack = CrusaderTankVoiceAttack SoundMoveStart = CrusaderTankMoveStart SoundMoveStartDamaged = CrusaderTankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = CrusaderTankVoiceCreate VoiceEnter = CrusaderTankVoiceMove TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = CrusaderTankVoiceCrush End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK DONT_AUTO_CRUSH_INFANTRY CAN_CAST_REFLECTIONS VEHICLE SALVAGER WEAPON_SALVAGER SCORE Body = ActiveBody ModuleTag_02 MaxHealth = 350.0 InitialHealth = 350.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 480 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = DeployStyleAIUpdate ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes PackTime = 3333 UnpackTime = 3333 TurretsFunctionOnlyWhenDeployed = Yes TurretsMustCenterBeforePacking = Yes ManualDeployAnimations = Yes AutoAcquireEnemiesWhenIdle = Yes MoodAttackCheckRate = 1 End Locomotor = SET_NORMAL ScudLauncherLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End Behavior = ProductionUpdate ModuleTag_07 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = ExperienceScalarUpgrade ModuleTag_08 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = MaxHealthUpgrade ModuleTag_09 TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 50.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End ; Turret fly off death Behavior = SlowDeathBehavior ModuleTag_10 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect FX = FINAL FX_GenericTankDeathExplosion OCL = FINAL OCL_CrusaderTank_CrushEffect End ; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 2000 DestructionDelayVariance = 300 FX = INITIAL FX_CrusaderCatchFire OCL = FINAL OCL_CrusaderTank_CrushEffect FX = FINAL FX_GenericTankDeathExplosion End Behavior = TransitionDamageFX ModuleTag_12 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = DestroyDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED End ; A crushing defeat Behavior = FXListDie ModuleTag_14 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_15 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_CrusaderTank_CrushEffect End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = EjectPilotDie ModuleTag_17 GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute ExemptStatus = HIJACKED VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot End 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 GeometryMajorRadius = 24.0 GeometryMinorRadius = 12.0 GeometryHeight = 10.0 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length Scale = 1.06 End[/code]

Posted by: SkyMix_RMT - Saturday, June 10, 2017 10:41:37 AM
@Valentine Change your moduletag_03 to: [code=plain] Behavior = DeployStyleAIUpdate ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes PackTime = 3333 UnpackTime = 3333 Turret TurretTurnRate = 360 FiresWhileTurning = Yes ControlledWeaponSlots = SECONDARY End TurretsFunctionOnlyWhenDeployed = Yes TurretsMustCenterBeforePacking = Yes ManualDeployAnimations = Yes MoodAttackCheckRate = 100 End [/code] Let me know the results. Good luck.

Posted by: Valentine - Saturday, June 10, 2017 11:38:41 AM
[img]http://fs5.directupload.net/images/170610/whwgkeyg.jpg[/img]

Posted by: SkyMix_RMT - Saturday, June 10, 2017 12:12:56 PM
Easy fix. Remove the lines "Turret = TURRET" from all the condition states. Let me know if it works. Good luck.

Posted by: Valentine - Saturday, June 10, 2017 1:25:21 PM
[img]http://fs5.directupload.net/images/170610/fxi3trmj.jpg[/img]

Posted by: SkyMix_RMT - Saturday, June 10, 2017 2:11:35 PM
Anytime man, I'm glad it helped!