Posted by: Gameanater - Sunday, October 7, 2018 4:13:14 PM
[code=plain]
;------------------------------------------------------------------------------
Weapon EMPDefenderMissileWeapon
PrimaryDamage = 40.0
PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 175.0
DamageType = INFANTRY_MISSILE
DeathType = NORMAL
WeaponSpeed = 600
ProjectileObject = MissileDefenderMissile
ProjectileExhaust = MissileDefenderMissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicMissileDefenderMissileExhaust
ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
FireFX = FX_BuggyMissileIgnition
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
DelayBetweenShots = 1000 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AutoReloadsClip = Yes
FireSound = MissileDefenderWeapon
WeaponBonus = PLAYER_UPGRADE DAMAGE 125%
AntiAirborneVehicle = Yes
AntiAirborneInfantry = Yes
ProjectileCollidesWith = STRUCTURES
HistoricBonusTime = 1500
HistoricBonusCount = 3
HistoricBonusRadius = 20
HistoricBonusWeapon = EMPDefenderEMPSmallCreationWeapon
End
;------------------------------------------------------------------------------
Weapon EMPDefenderLaserGuidedMissileWeapon
PrimaryDamage = 40.0
PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 300.0 ;Extending this range, allows the special ability to work better.
DamageType = ARMOR_PIERCING
DeathType = NORMAL
WeaponSpeed = 600
ProjectileObject = MissileDefenderMissile
ProjectileExhaust = MissileDefenderMissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicMissileDefenderMissileExhaust
ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
DelayBetweenShots = 500 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AutoReloadsClip = Yes
FireSound = MissileDefenderWeapon
WeaponBonus = PLAYER_UPGRADE DAMAGE 125%
AntiAirborneVehicle = Yes
AntiAirborneInfantry = Yes
; 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
HistoricBonusTime = 1500
HistoricBonusCount = 3
HistoricBonusRadius = 20
HistoricBonusWeapon = EMPDefenderEMPSmallCreationWeapon
End
;------------------------------------------------------------------------------
; firing this weapon just creates an EMP Spheroid
Weapon EMPDefenderEMPSmallCreationWeapon
DamageType = FLAME
DeathType = BURNED
FireOCL = SupW_OCL_PatriotEMPEffectSpheroid
End
[/code]
Posted by: SkyMix_RMT - Sunday, October 7, 2018 9:51:48 PM
My guess is that you have to provide a damage value of something like 0.00001
That or the name is too long?
Posted by: Gameanater - Sunday, October 7, 2018 11:01:12 PM
[quote=SkyMix_RMT;148115]My guess is that you have to provide a damage value of something like 0.00001
That or the name is too long?[/quote]
Doesn't seem to be the case for the first one. This is a clone of the FirestormSmallCreationWeapon
[code=plain]
;------------------------------------------------------------------------------
; firing this weapon just creates a Firestorm object.
Weapon FirestormSmallCreationWeapon
DamageType = FLAME
DeathType = BURNED
FireOCL = OCL_FirestormSmall
End
[/code]
There's also several more weapons that have even longer names than mine. Such as Chem_SCUDLauncherGunAnthraxGammaPlusOne and the weapon above EMPDefenderLaserGuidedMissileWeapon which both work fine. (I added a simple ProjectileDetonationOCL as a placeholder and it has no issues.
I'm stumped on this one. I'm also stumped because somewhere along the way I must have broken something because trying to play a Skirmish match with a Hard Superweapon General crashes the game after a few minutes. The crash logs were of no help.
Posted by: UTD^Force - Monday, October 8, 2018 11:02:02 PM
Treat ini code like a script, the script executes each line from top to bottom, and this is how ini code works.
Doing this fixes your problem, to make it simple, you write the code for the thing you want to use before the code of the other thing that uses it.
[code=plain]
;------------------------------------------------------------------------------
; firing this weapon just creates an EMP Spheroid
Weapon EMPDefenderSmallCreationWeapon
DamageType = FLAME
DeathType = BURNED
FireOCL = SupW_OCL_PatriotEMPEffectSpheroid
End
;------------------------------------------------------------------------------
Weapon EMPDefenderMissileWeapon
PrimaryDamage = 40.0
PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 175.0
DamageType = INFANTRY_MISSILE
DeathType = NORMAL
WeaponSpeed = 600
ProjectileObject = MissileDefenderMissile
ProjectileExhaust = MissileDefenderMissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicMissileDefenderMissileExhaust
ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
FireFX = FX_BuggyMissileIgnition
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
DelayBetweenShots = 1000 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AutoReloadsClip = Yes
FireSound = MissileDefenderWeapon
WeaponBonus = PLAYER_UPGRADE DAMAGE 125%
AntiAirborneVehicle = Yes
AntiAirborneInfantry = Yes
ProjectileCollidesWith = STRUCTURES
HistoricBonusTime = 1500
HistoricBonusCount = 3
HistoricBonusRadius = 20
HistoricBonusWeapon = EMPDefenderSmallCreationWeapon
End
;------------------------------------------------------------------------------
Weapon EMPDefenderLaserGuidedMissileWeapon
PrimaryDamage = 40.0
PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 300.0 ;Extending this range, allows the special ability to work better.
DamageType = ARMOR_PIERCING
DeathType = NORMAL
WeaponSpeed = 600
ProjectileObject = MissileDefenderMissile
ProjectileExhaust = MissileDefenderMissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicMissileDefenderMissileExhaust
ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
DelayBetweenShots = 500 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AutoReloadsClip = Yes
FireSound = MissileDefenderWeapon
WeaponBonus = PLAYER_UPGRADE DAMAGE 125%
AntiAirborneVehicle = Yes
AntiAirborneInfantry = Yes
; 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
HistoricBonusTime = 1500
HistoricBonusCount = 3
HistoricBonusRadius = 20
HistoricBonusWeapon = EMPDefenderSmallCreationWeapon
End[/code]
EDIT #2: I changed the name of the weapon just in case it was because of the long name, you don't need to do that, because the weapon already used was longer:
MissileDefenderLaserGuidedMissileWeapon
Posted by: Gameanater - Tuesday, October 9, 2018 12:04:54 AM
[quote=UTD^Force;148126]Treat ini code like a script, the script executes each line from top to bottom, and this is how ini code works.
Doing this fixes your problem, to make it simple, you write the code for the thing you want to use before the code of the other thing that uses it.
[/quote]
That's actually quite brilliant... Thank you so much![grin] [grin]
Posted by: UTD^Force - Tuesday, October 9, 2018 12:13:46 AM
No problem, it's always a good feeling when I get into that notepad editor to check some codes.
EDIT: I like the idea too, really nice![+1]
Posted by: Gameanater - Tuesday, October 9, 2018 12:36:33 AM
[quote=UTD^Force;148134]No problem, it's always a good feeling when I get into that notepad editor to check some codes.
EDIT: I like the idea too, really nice![+1][/quote]
Thank you!
I could some peeps to test out my ideas since I am limited on time myself... perhaps I should post the files here for all to try? Right now it's mostly minor visual effects and Superweapon General changes
Posted by: UTD^Force - Tuesday, October 9, 2018 1:51:35 AM
Yeah, you can give it a shot. Maybe after making some more significant changes first.
Posted by: Zatsupachi - Tuesday, October 9, 2018 3:04:24 PM
Did you try saving each ini file separately? Then refreshing the directory?