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.