Posted by: king - Monday, November 10, 2008 7:21:17 AM
I have a problem. Until now not anyone on other forums could help me. I am looking for some help with some weapons. The problem is that My Clustermissile and my Chemicalnuclearmissile, are both pretty large missiles. But when it fires the fire that should point downwards is pointing a bit sideways. In what file can I find the rear(launch)fire that comes out from the rear of the missiles and pointing downwards(They should but dont)????????????
Please help, I would be glad for any help to correct this, if anyone is a super expert at modding, then give me a helping hand. I could also upload everything in my mod for someone to check. I started mod my original ZH(Airforce), and have all the (Ini)files, images and ART, they are to be inserted in the game dir only with a fresh original ZH installation. HELP.
Thnx a bunch
Posted by: CommieDog - Monday, November 10, 2008 4:08:51 PM
What are you using for the ProjectileExhaust= tag in your new weapon's INI code?
Posted by: king - Monday, November 10, 2008 8:43:13 PM
[code]
CLUSTERMISSILE:
;------------------------ClusterMissileWeapons--------------------------------------
Weapon ScudStormPrimaryDummyWeapon
End
Weapon ClusterMissileSuperWeapon
PrimaryDamage = 0.0
PrimaryDamageRadius = 0.0
ScatterRadius = 0
AttackRange = 9999999.0
DamageType = EXPLOSION
DeathType = EXPLODED
ProjectileObject = SuperWeaponClusterMissile
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
FireSound = ClusterMissileLaunch
FireSoundLoopTime = 100
DelayBetweenShots = 50
ClipSize = 2 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 10000 ; how long to reload a Clip, msec
AutoReloadsClip = Yes
ProjectileCollidesWith = STRUCTURES
PreAttackDelay = 4000
PreAttackType = PER_CLIP
AcceptableAimDelta = 180
End
Weapon ClusterMissileSuperWeaponMissileComingDownWeapon ;when the missile is going back down to the target area
FireOCL = OCL_ClusterMissile
End
Weapon ClusterMissileSuperWeaponDetonationWeapon ;Damage weapon of the main warheads
PrimaryDamage = 250.0
PrimaryDamageRadius = 100.0
SecondaryDamage = 100.0
SecondaryDamageRadius = 160.0
DamageType = EXPLOSION
DeathType = EXPLODED
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
ClipSize = 6
AutoReloadsClip = No
End
Weapon ClusterMissileSuperWeaponDetonationWeapon_Shockwave
PrimaryDamage = 180.0
PrimaryDamageRadius = 110.0
DamageType = SNIPER
DeathType = EXPLODED
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
AutoReloadsClip = No
ShockWaveAmount = 250.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect
ShockWaveRadius = 180.0 ;100 ; should be no more than the primary/secondary damage radius, whichever is larger.
ShockWaveTaperOff = 0.33 ; 0.33 means at the shockwave edge, the shockwave amount is 33%.
End
Weapon ClusterMissileSuperWeaponClusterDetonationWeapon ;Damage weapon of the secondary warheads
PrimaryDamage = 85.0
PrimaryDamageRadius = 50.0
SecondaryDamage = 85.0
SecondaryDamageRadius = 110.0
DamageType = EXPLOSION
DeathType = EXPLODED
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
ClipSize = 6
AutoReloadsClip = No
End
Weapon ClusterMissileSuperWeaponClusterDetonationWeapon_Shockwave
PrimaryDamage = 150.0
PrimaryDamageRadius = 110.0
DamageType = SNIPER
DeathType = EXPLODED
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
AutoReloadsClip = No
ShockWaveAmount = 50 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect
ShockWaveRadius = 110 ; should be no more than the primary/secondary damage radius, whichever is larger.
ShockWaveTaperOff = 0.3 ; 0.3 means at the shockwave edge, the shockwave amount is 30%.
End
Weapon ClusterMissileSuperWeaponMainCluster ;Main Cluster MissileWarhead
AttackRange = 999999
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 100
ProjectileObject = SuperWeaponClusterMissileHitting
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
ClipSize = 1
AutoReloadsClip = No
ScatterRadius = 0
ScatterTargetScalar = 1
ScatterTarget = X: 0.00 Y: 0.00
MissileCallsOnDie = Yes
End
Weapon ClusterMissileSuperWeaponCluster1 ;Cluster 1
AttackRange = 999999
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 100
ProjectileObject = SuperWeaponClusterMissile_Cluster
ProjectileExhaust = SheridanMissileExhaust
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
ClipSize = 1
AutoReloadsClip = No
ScatterRadius = 0
ScatterTargetScalar = 1
ScatterTarget = X: 100.00 Y: 0.00
MissileCallsOnDie = Yes
End
Weapon ClusterMissileSuperWeaponCluster2 ;Cluster 2
AttackRange = 999999
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 100
ProjectileObject = SuperWeaponClusterMissile_Cluster
ProjectileExhaust = SheridanMissileExhaust
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
ClipSize = 1
AutoReloadsClip = No
ScatterRadius= 0
ScatterTargetScalar = 1
ScatterTarget = X: -100.00 Y: 0.00
MissileCallsOnDie = Yes
End
Weapon ClusterMissileSuperWeaponCluster3 ;Cluster 3
AttackRange = 999999
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 100
ProjectileObject = SuperWeaponClusterMissile_Cluster
ProjectileExhaust = SheridanMissileExhaust
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
ClipSize = 1
AutoReloadsClip = No
ScatterRadius= 0
ScatterTargetScalar = 1
ScatterTarget = X: 0.00 Y: 100.00
MissileCallsOnDie = Yes
End
Weapon ClusterMissileSuperWeaponCluster4 ;Cluster 4
AttackRange = 999999
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 100
ProjectileObject = SuperWeaponClusterMissile_Cluster
ProjectileExhaust = SheridanMissileExhaust
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
ClipSize = 1
AutoReloadsClip = No
ScatterRadius= 0
ScatterTargetScalar = 1
ScatterTarget = X: 0.00 Y: -100.000
MissileCallsOnDie = Yes
End
;-------------------------------------------------------------------
Weapon HimarsMissileClusterDetonate
PrimaryDamage = 30.0
PrimaryDamageRadius = 20.0
PrimaryDamage = 20.0
PrimaryDamageRadius = 50.0
AttackRange = 100.0
DamageType = JET_MISSILES
DeathType = EXPLODED
WeaponSpeed = 99999.0
ProjectileObject = NONE
FireFX = WeaponFX_HimarsClusterMissileDetonation
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
DelayBetweenShots = 0 ; time between shots, msec
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AutoReloadsClip = No
End[/code]
[code]
BaikonurMissile:
;----------------------ChemicalNuclearMissile-----------------------------------
Weapon BaikonurMissileWeaponDummy
End
;-------------------------------------------------------------------------------
Weapon BaikonurMissileWeapon
PrimaryDamage = 0 ; not used for this weapon (it's "special")
PrimaryDamageRadius = 0 ; not used for this weapon (it's "special")
AttackRange = 999999 ; not used for this weapon (it's "special")
DamageType = EXPLOSION ; not used for this weapon (it's "special")
DeathType = EXPLODED
WeaponSpeed = 99999 ; not used for this weapon (it's "special")
ProjectileObject = SalvagedBaikonurMissile
FireFX = WeaponFX_ScudStormMissile
FireSound = BaikonurMissileLaunch
FireSoundLoopTime = 100
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS SELF
DelayBetweenShots = 1
ClipSize = 2
ClipReloadTime = 10000 ; give it time to sink into the ground
AutoReloadsClip = Yes
ScatterRadius = 0;changed to zero, unless you want to soften the results of the table below
PreAttackDelay = 5000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up)
PreAttackType = PER_CLIP ; Do the delay the first shot of each clip
AcceptableAimDelta = 180 ; Don't need to turn at all.
End
;-------------------------------------------------------------------------------
Weapon BaikonurDetonationWeapon
PrimaryDamage = 0.0
AttackRange = 100.0
FireOCL = OCL_BaikonurMissileBallOfDeathObject
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 99999.0
ProjectileObject = NONE
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 0 ; time between shots, msec
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AutoReloadsClip = No
End
;-------------------------------------------------------------------------------
Weapon BaikonurBallOfDeathLightEffectWeapon
FireFX = WeaponFX_BaikonurBallLight
FireOCL = OCL_BaikonurMissileDummyObject
DelayBetweenShots = 10 ; not used for this weapon (it's "special")
ClipSize = 1 ; not used for this weapon (it's "special")
ClipReloadTime = 100 ; not used for this weapon (it's "special")
AutoReloadsClip = No ; not used for this weapon (it's "special")
End
;-------------------------------------------------------------------------------
Weapon BaikonurDetonationWeaponUpgraded
PrimaryDamage = 0.0
AttackRange = 100.0
FireOCL = OCL_BaikonurMissileBallOfDeathObjectUpgraded
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 99999.0
ProjectileObject = NONE
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 0 ; time between shots, msec
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AutoReloadsClip = No
End
;-------------------------------------------------------------------------------
Weapon BaikonurBallOfDeathLightEffectWeaponUpgraded
FireFX = WeaponFX_BaikonurBallLight
FireOCL = OCL_BaikonurMissileDummyObjectUpgraded
DelayBetweenShots = 10 ; not used for this weapon (it's "special")
ClipSize = 1 ; not used for this weapon (it's "special")
ClipReloadTime = 100 ; not used for this weapon (it's "special")
AutoReloadsClip = No ; not used for this weapon (it's "special")
End
;--------------------------------------------------------------
Weapon NuclearMissileShockwaveSpawnerWeapon1
PrimaryDamage = 0.0
PrimaryDamageRadius = 0.0
AttackRange = 10.0
DamageType = SNIPER
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 100000 ; time between shots, msec
FireOCL = OCL_NuclearMissileShockwaveDelayObject
End
;-------------------------------------------------------------------
Weapon NuclearMissileShockwaveSpawnerWeapon2
PrimaryDamage = 0.0
PrimaryDamageRadius = 0.0
AttackRange = 10.0
DamageType = SNIPER
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 100000 ; time between shots, msec
FireOCL = OCL_NuclearMissileShockwaveObjectSpawner
End
;----------------------------------------------------
Weapon NuclearMissileShockwaveWeapon
PrimaryDamage = 45.0
PrimaryDamageRadius = 220.0
AttackRange = 10
DamageType = SNIPER
DeathType = EXPLODED
WeaponSpeed = 999999.0
FireFX = FX_ShockWaveExplosionSound
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 300
ShockWaveAmount = 50.0 ; represents the shockwave amount. The larger the amount, the greater and more dramatic the shockwave effect
ShockWaveRadius = 210.0 ; should be no more than the primary/secondary damage radius, whichever is larger.
ShockWaveTaperOff = 0.50 ; 0.33 means at the shockwave edge, the shockwave amount is 33%.
End
[/code]
These are the weapon data. Hope you can help me!
Thnx
Posted by: CommieDog - Tuesday, November 11, 2008 6:24:11 AM
It looks like you don't have a ProjectileExhaust value set. Try looking at the SCUD Storm weapon.