Posted by: king - Saturday, April 4, 2009 12:28:22 PM
PLEASE HELP???????? My tank gun will only fire at the ground and not at units and buildings??????????????????????????
[code];------------------------------------------------------------------------------
Object AirF_AmericaKodiak
; *** ART Parameters ***
SelectPortrait = Kodiak
ButtonImage = Kodiak
UpgradeCameo1 = Upgrade_AmericaScoutDrone
UpgradeCameo2 = Upgrade_AmericaNanoArmor
UpgradeCameo3 = Upgrade_TankERA
Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = RVT80UM
Turret = Turret
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponLaunchBone = PRIMARY Muzzle
WeaponFireFXBone = SECONDARY MuzzleMG
WeaponLaunchBone = SECONDARY MuzzleMG
WeaponFireFXBone = TERTIARY WeaponA
WeaponLaunchBone = TERTIARY WeaponA
End
ConditionState = REALLYDAMAGED
Model = RVT80UM_D
Turret = Turret
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponLaunchBone = PRIMARY Muzzle
WeaponFireFXBone = SECONDARY MuzzleMG
WeaponLaunchBone = SECONDARY MuzzleMG
WeaponFireFXBone = TERTIARY WeaponA
WeaponLaunchBone = TERTIARY WeaponA
End
ConditionState = RUBBLE
Model = RVT80UM_D
Turret = Turret
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponLaunchBone = PRIMARY Muzzle
WeaponFireFXBone = SECONDARY MuzzleMG
WeaponLaunchBone = SECONDARY MuzzleMG
WeaponFireFXBone = TERTIARY WeaponA
WeaponLaunchBone = TERTIARY WeaponA
End
ConditionState = USER_1
Model = RVT80UM
HideSubObject = Turret
End
ConditionState = USER_1 REALLYDAMAGED
Model = RVT80UM_D
HideSubObject = Turret
End
ConditionState = USER_1 RUBBLE
Model = RVT80UM_D
HideSubObject = Turret
End
TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0 ; amount of tread texture to move per second
TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving.
TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting.
End
Draw = W3DModelDraw ModuleTag_ERA01
OkToChangeModelColor = Yes
DefaultConditionState
Model = NVDeva_U2
Turret = Turret
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponLaunchBone = PRIMARY Muzzle
WeaponFireFXBone = SECONDARY MuzzleMG
WeaponLaunchBone = SECONDARY MuzzleMG
WeaponFireFXBone = TERTIARY WeaponA
WeaponLaunchBone = TERTIARY WeaponA
End
AliasConditionState = REALLYDAMAGED
AliasConditionState = RUBBLE
ConditionState = USER_1
Model = RVT80UM_E
End
ConditionState = USER_1 REALLYDAMAGED
Model = RVT80UM_ED
End
ConditionState = USER_1 RUBBLE
Model = RVT80UM_ED
End
End
Draw = W3DModelDraw ModuleTag_ParachutePlate01
DefaultConditionState
Model = NONE
End
AliasConditionState = REALLYDAMAGED
AliasConditionState = RUBBLE
ConditionState = FREEFALL
Model = EXParaPlate
End
AliasConditionState = FREEFALL REALLYDAMAGED
AliasConditionState = FREEFALL RUBBLE
AliasConditionState = PARACHUTING
AliasConditionState = PARACHUTING REALLYDAMAGED
AliasConditionState = PARACHUTING RUBBLE
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Kodiak
Side = AmericaAirforceGeneral
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY KodiakTankGun
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
Weapon = SECONDARY KodiakMachinegun
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
Weapon = TERTIARY RussianSmokeGrenadeWeapon
AutoChooseSources = TERTIARY NONE
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = ERATankArmor
DamageFX = TankDamageFX
End
BuildCost = 1300
BuildTime = 13.0 ;in seconds
VisionRange = 200
ShroudClearingRange = 200
Prerequisites
Object = AirF_AmericaHeavyWarFactory ;AirF_AmericaUndergroundWarFactory
End
[/code]
[code]Weapon KodiakTankGun
PrimaryDamage = 70.0
PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = 10.0
AttackRange = 160.0
DamageType = ARMOR_PIERCING
DeathType = NORMAL
WeaponSpeed = 400 ; dist/sec
WeaponRecoil = 5 ; angle to deflect the model when firing
ProjectileObject = GenericTankShell
FireFX = WeaponFX_GenericTankGunNoTracerSmallWithNoViewShake
VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmallWithNoViewShake
ProjectileDetonationFX = WeaponFX_MediumExplosion
FireSound = KodiakTankCannonWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
ClipSize = 1
ClipReloadTime = 2000
PreAttackDelay = 1000
PreAttackType = PER_CLIP
ShowsAmmoPips = Yes
ProjectileCollidesWith = STRUCTURES WALLS
End
;------------------------------------------------------------------------------
Weapon KodiakMachinegun
PrimaryDamage = 1.5
PrimaryDamageRadius = 0.0
AttackRange = 160.0
DamageType = COMANCHE_VULCAN
DeathType = NORMAL
WeaponSpeed = 600 ; dist/sec
ProjectileObject = NONE
FireFX = WeaponFX_TankMachineGunFire
VeterancyFireFX = HEROIC WeaponFX_TankMachineGunFireWithRedTracers
FireSound = HelixGunWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 150 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
End[/code]
Posted by: CommieDog - Saturday, April 4, 2009 12:36:11 PM
Do you have an AI module?
Posted by: CommieDog - Saturday, April 4, 2009 7:07:29 PM
Then you'll need to add an AI module.
Posted by: king - Sunday, April 5, 2009 1:14:36 AM
Sorry, I am a noob. Heres the rest of the code.!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 100 150 300 ;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 = AmericaKodiakCommandSet
; *** AUDIO Parameters ***
VoiceSelect = KodiakVoiceSelect
VoiceMove = KodiakVoiceMove
VoiceGuard = KodiakVoiceMove
VoiceAttack = KodiakVoiceAttack
SoundMoveStart = KodiakTankMoveStart
SoundMoveStartDamaged = KodiakTankMoveStart
SoundEnter = HumveeEnter
SoundExit = HumveeExit
UnitSpecificSounds
VoiceCreate = KodiakVoiceCreate
VoiceCrush = KodiakVoiceMove
VoiceEnter = KodiakVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 550.0
InitialHealth = 550.0
; 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 = 1300.0
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 180
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
End
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Locomotor = SET_NORMAL KodiakTankLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
Behavior = SlowDeathBehavior ModuleTag_11
DeathTypes = ALL -CRUSHED -SPLATTED
DestructionDelay = 500
DestructionDelayVariance = 100
FX = INITIAL FX_GenericTankDeathEffect
FX = FINAL FX_GenericTankDeathExplosion
OCL = FINAL OCL_KodiakTankDeathEffect
End
Behavior = DestroyDie ModuleTag_12
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = FXListDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_14
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End
Behavior = CreateCrateDie ModuleTag_CratesChange
CrateData = SalvageCrateData
End
Behavior = TransitionDamageFX ModuleTag_17
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
Behavior = ObjectCreationUpgrade ModuleTag_07
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
End
Behavior = ProductionUpdate ModuleTag_08
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = VeterancyGainCreate ModuleTag_23
StartingLevel = ELITE
End
Behavior = AutoHealBehavior ModuleTag_29
HealingAmount = 15
HealingDelay = 1000 ; msec
TriggeredBy = Upgrade_AmericaNanoArmor
End
Behavior = ModelConditionUpgrade ModuleTag_19
ConditionFlag = USER_1
TriggeredBy = Upgrade_TankERA
End
Behavior = ArmorUpgrade ModuleTag_20
TriggeredBy = Upgrade_TankERA
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 = 16.1
GeometryMinorRadius = 8.5
GeometryHeight = 11.5
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
Posted by: CommieDog - Sunday, April 5, 2009 4:29:10 AM
Try switching your new tank's weapons with those of one of the established units and see if that fixes the problem.
Posted by: king - Sunday, April 5, 2009 11:35:03 AM
I have tried that, no luck. This tank is fromROTR mod. superb mod btw. I have the same data as in their mod. In their mod the tank can fire at buildings and tvehicles and infantry with both the MG and tank cannon???????????????????????????????But not in my private mod.
Thanx
Posted by: beng - Wednesday, April 8, 2009 5:30:22 PM
Why do your draw modules both have weapon bones for the same slots? How can the tank shoot the same weapons from different bones in different models at the same time?
Posted by: towns1 - Tuesday, April 21, 2009 3:19:47 AM
try to use tibed2 to generals zero hour
Posted by: bel3ve - Tuesday, April 21, 2009 1:25:36 PM
[quote][code]
WeaponSet
Conditions = None
Weapon = PRIMARY KodiakTankGun
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
Weapon = SECONDARY KodiakMachinegun
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
Weapon = TERTIARY RussianSmokeGrenadeWeapon
AutoChooseSources = TERTIARY NONE
End[/code][/quote]
Can you post the Smoke Grenade Weapons code too? Could be somewhere in that code.