I created a Tomahawk Patriot Battery for the US Boss General, but the missile does not fire from the battery (it does rotate on its axis, so firing is the only problem). Here is the object code:
(Code from USABoss.INI)
Code:
Object USABoss_AmericaTomahawkBattery
SelectPortrait = SATmhkPatriot
ButtonImage = SATmhkPatriot
UpgradeCameo1 = Upgrade_AmericaTomahawkRemoteControl
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = TomahawkBattery
Turret = TURRET
TurretPitch = TURRETEL
WeaponLaunchBone = PRIMARY WeaponA01
WeaponHideShowBone = PRIMARY MISSILE
WeaponLaunchBone = SECONDARY WeaponA01
WeaponHideShowBone = SECONDARY MISSILE
End
AliasConditionState = NIGHT
ConditionState = DAMAGED
Model = TomahawkBattery_D
End
AliasConditionState = DAMAGED NIGHT
ConditionState = REALLYDAMAGED RUBBLE
Model = TomahawkBattery_D
End
AliasConditionState = REALLYDAMAGED RUBBLE NIGHT
ConditionState = SNOW
Model = TomahawkBattery_D
End
AliasConditionState = SNOW NIGHT
ConditionState = DAMAGED SNOW
Model = TomahawkBattery
End
AliasConditionState = SNOW NIGHT DAMAGED
ConditionState = REALLYDAMAGED RUBBLE SNOW
Model = TomahawkBattery_D
End
AliasConditionState = SNOW NIGHT REALLYDAMAGED RUBBLE
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = TomahawkBattery_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED SNOW
Model = TomahawkBattery
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED
Model = TomahawkBattery_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED SNOW
Model = TomahawkBattery_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED DAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED
Model = TomahawkBattery_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED SNOW
Model = TomahawkBattery_D
Flags = ADJUST_HEIGHT_BY_CONSTRUCTION_PERCENT
End
AliasConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED REALLYDAMAGED NIGHT SNOW
ConditionState = AWAITING_CONSTRUCTION
Model = NONE
End
AliasConditionState = AWAITING_CONSTRUCTION DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT
AliasConditionState = AWAITING_CONSTRUCTION NIGHT DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW
AliasConditionState = AWAITING_CONSTRUCTION SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION SNOW REALLYDAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW DAMAGED
AliasConditionState = AWAITING_CONSTRUCTION NIGHT SNOW REALLYDAMAGED
AliasConditionState = SOLD DAMAGED
AliasConditionState = SOLD REALLYDAMAGED
AliasConditionState = SOLD NIGHT
AliasConditionState = SOLD NIGHT DAMAGED
AliasConditionState = SOLD NIGHT REALLYDAMAGED
AliasConditionState = SOLD SNOW
AliasConditionState = SOLD SNOW DAMAGED
AliasConditionState = SOLD SNOW REALLYDAMAGED
AliasConditionState = SOLD NIGHT SNOW
AliasConditionState = SOLD NIGHT SNOW DAMAGED
AliasConditionState = SOLD NIGHT SNOW REALLYDAMAGED
End
Draw = W3DModelDraw ModuleTag_02
AnimationsRequirePower = No
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABPatriot_A4
Animation = ABPatriot_A4.ABPatriot_A4
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
End
ConditionState = NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABPatriot_A4N
Animation = ABPatriot_A4N.ABPatriot_A4N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
End
ConditionState = SNOW AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABPatriot_A4S
Animation = ABPatriot_A4S.ABPatriot_A4S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
End
ConditionState = SNOW NIGHT AWAITING_CONSTRUCTION PARTIALLY_CONSTRUCTED ACTIVELY_BEING_CONSTRUCTED
Model = ABPatriot_A4SN
Animation = ABPatriot_A4SN.ABPatriot_A4SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABPatriot_A4
Animation = ABPatriot_A4.ABPatriot_A4
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABPatriot_A4N
Animation = ABPatriot_A4N.ABPatriot_A4N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABPatriot_A4S
Animation = ABPatriot_A4S.ABPatriot_A4S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABPatriot_A4SN
Animation = ABPatriot_A4SN.ABPatriot_A4SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABPatriot_A4
Animation = ABPatriot_A4.ABPatriot_A4
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABPatriot_A4N
Animation = ABPatriot_A4N.ABPatriot_A4N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABPatriot_A4S
Animation = ABPatriot_A4S.ABPatriot_A4S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABPatriot_A4SN
Animation = ABPatriot_A4SN.ABPatriot_A4SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
End
Draw = W3DModelDraw ModuleTag_03
AnimationsRequirePower = No
MinLODRequired = MEDIUM
DefaultConditionState
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = SNOW NIGHT
Model = None
TransitionKey = DOWN_DEFAULT
End
ConditionState = PARTIALLY_CONSTRUCTED
Model = ABPatriot_A6
Animation = ABPatriot_A6.ABPatriot_A6
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_DAY
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
End
ConditionState = NIGHT PARTIALLY_CONSTRUCTED
Model = ABPatriot_A6N
Animation = ABPatriot_A6N.ABPatriot_A6N
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_NIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
End
ConditionState = SNOW PARTIALLY_CONSTRUCTED
Model = ABPatriot_A6S
Animation = ABPatriot_A6S.ABPatriot_A6S
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOW
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
End
ConditionState = SNOW NIGHT PARTIALLY_CONSTRUCTED
Model = ABPatriot_A6SN
Animation = ABPatriot_A6SN.ABPatriot_A6SN
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = UP_SNOWNIGHT
ParticleSysBone = Sparks01 BuildUpBlueSpark
ParticleSysBone = Sparks02 BuildUpBlueSpark
End
TransitionState = DOWN_DEFAULT UP_DAY
Model = ABPatriot_A6
Animation = ABPatriot_A6.ABPatriot_A6
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_NIGHT
Model = ABPatriot_A6N
Animation = ABPatriot_A6N.ABPatriot_A6N
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOW
Model = ABPatriot_A6S
Animation = ABPatriot_A6S.ABPatriot_A6S
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = DOWN_DEFAULT UP_SNOWNIGHT
Model = ABPatriot_A6SN
Animation = ABPatriot_A6SN.ABPatriot_A6SN
AnimationMode = ONCE
AnimationSpeedFactorRange = 1.0 1.0
Flags = START_FRAME_FIRST
End
TransitionState = UP_DAY DOWN_DEFAULT
Model = ABPatriot_A6
Animation = ABPatriot_A6.ABPatriot_A6
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
TransitionState = UP_NIGHT DOWN_DEFAULT
Model = ABPatriot_A6N
Animation = ABPatriot_A6N.ABPatriot_A6N
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOW DOWN_DEFAULT
Model = ABPatriot_A6S
Animation = ABPatriot_A6S.ABPatriot_A6S
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
TransitionState = UP_SNOWNIGHT DOWN_DEFAULT
Model = ABPatriot_A6SN
Animation = ABPatriot_A6SN.ABPatriot_A6SN
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 2.0 2.0
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -45
DisplayName = OBJECT:TomahawkBattery
Side = USABoss
EditorSorting = STRUCTURE
Prerequisites
Object = USABoss_AmericaPowerPlant
Object = USABoss_AmericaStrategyCenter
End
BuildCost = 900
BuildTime = 1.0
EnergyProduction = -5
WeaponSet
Conditions = None
Weapon = PRIMARY TomahawkMissileWeapon
AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
PreferredAgainst = PRIMARY VEHICLE INFANTRY
ShareWeaponReloadTime = Yes
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY TomahawkMissileAdvancedWeapon
Weapon = SECONDARY TomahawkMissileAssistWeapon
AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
PreferredAgainst = PRIMARY VEHICLE INFANTRY
ShareWeaponReloadTime = Yes
End
VisionRange = 360.0
ShroudClearingRange = 360
ArmorSet
Conditions = None
Armor = BaseDefenseArmor
DamageFX = StructureDamageFXNoShake
End
CommandSet = AmericaPatriotBatteryCommandSet
ExperienceValue = 200 200 200 200
VoiceSelect = PatriotBatterySelect
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
UnitSpecificSounds
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoopLoud
End
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT IMMOBILE SCORE FS_TECHNOLOGY POWERED FS_BASE_DEFENSE IMMUNE_TO_CAPTURE EMP_HARDENED
Body = StructureBody ModuleTag_04
MaxHealth = 1000.0
InitialHealth = 1000.0
SubdualDamageCap = 1200
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 100
End
Behavior = StealthDetectorUpdate ModuleTag_05
DetectionRate = 500
DetectionRange = 200
CanDetectWhileGarrisoned = No
CanDetectWhileContained = No
End
Behavior = BaseRegenerateUpdate ModuleTag_06
End
Behavior = AIUpdateInterface ModuleTag_07
Turret
TurretTurnRate = 180
TurretPitchRate = 180
AllowsPitch = Yes
NaturalTurretPitch = 45
GroundUnitPitch = 40
MinPhysicalPitch = -20
ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY
MinIdleScanInterval = 250
MaxIdleScanInterval = 250
MinIdleScanAngle = 0
MaxIdleScanAngle = 360
End
AutoAcquireEnemiesWhenIdle = Yes
MoodAttackCheckRate = 250
End
Behavior = DestroyDie ModuleTag_09
End
Behavior = FXListDie ModuleTag_10
DeathFX = FX_StructureTinyDeath
End
Behavior = FlammableUpdate ModuleTag_12
AflameDuration = 5000
AflameDamageAmount = 5
AflameDamageDelay = 500
End
Behavior = FireWeaponUpdate ModuleTag_17
Weapon = SupW_DefenseEmitterWeapon
ExclusiveWeaponDelay = 500
End
Behavior = TransitionDamageFX ModuleTag_20
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionTinySmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionTinyExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionTinyShockwave
End
Behavior = CreateObjectDie ModuleTag_21
CreationList = Boss_OCL_AmericanRangerDebris03
ExemptStatus = UNDER_CONSTRUCTION
End
Geometry = CYLINDER
GeometryMajorRadius = 12.0
GeometryMinorRadius = 1.0
GeometryHeight = 14.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
What is wrong with the programming?