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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 06-07-2003, 05:00 PM   #1 (permalink)
Junior Member
 
Join Date: May 2003
Posts: 3
Default help with a new weapon

i guys i'm having trouble with a new weapon i'm making. I copied the inferno cannons weapon and renamed it and got it working. I then tried to modify it to change the incendiary attack with a normal explosive one - i.e. no firestorm after the attack.

The weapons fires ok and looks like its exploding properly but it does no damage. I'm not too sure on how the firestorm is created and think i might have commented out something important but i've tried many combinations and cant work it out.

Can anyone spot a problem with this code?

Thanks for the help.

weapon.ini
Code:
Weapon MLRSBarrage
  PrimaryDamage = 100.0
  PrimaryDamageRadius = 15.0
  SecondaryDamage         = 50.0          
  SecondaryDamageRadius   = 40.0   
  ScatterRadius           =  30
  ScatterRadiusVsInfantry     = 30.0   
  AttackRange = 800
  MinimumAttackRange = 100.0
  MinTargetPitch = -90
  MaxTargetPitch = 79
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 250         ; dist/sec 
  MinWeaponSpeed = 75        
  ScaleWeaponSpeed = Yes ; Used for lob weapons, scales speed proportional to range
  ProjectileObject = MLRSMissile
;  ProjectileExhaust = TowMissileExhaust
  FireFX = WeaponFX_GenericTankGunNoTracer
  VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
  FireSound = RocketBuggyWeapon ;StingerMissileWeapon ;TomahawkWeapon ;PatriotBatteryWeapon 
  ProjectileDetonationFX = FX_ArtilleryBarrage ;WeaponFX_InfernoTankShellDetonation
  RadiusDamageAffects = ENEMIES NEUTRALS ALLIES NOT_SIMILAR
  DelayBetweenShots = 50               ; time between shots, msec
  ClipSize = 16 ;12                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 8000              ; how long to reload a Clip, msec
  AutoReloadsClip         = Yes

;  HistoricBonusTime = 3000
;  HistoricBonusCount = 6
;  HistoricBonusRadius = 20
;  HistoricBonusWeapon = FirestormSmallCreationWeapon
End

factionunit.ini
Object MLRSMissile



  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    ConditionState        = NONE
      Model               = AVRaptor_M
      ParticleSysBone     = Engine01 JetLenzflare
    End
  End

  ; *** AUDIO Parameters ***
  SoundAmbient = InfernoCannonIncomingWhistle

  ; ***DESIGN parameters ***
  DisplayName       = OBJECT:TankShell
  EditorSorting     = SYSTEM
  ArmorSet
    Armor = ProjectileArmor
  End
  VisionRange = 0.0  

  ; *** ENGINEERING Parameters ***
  KindOf = CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE
  Body = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior = DestroyDie ModuleTag_03
    ;nothing
  End
    
  Behavior = DumbProjectileBehavior ModuleTag_09
    DetonateCallsKill = Yes
    ; To tweak a Bezier path, please see GS
    FirstHeight = 50  ; Height of Bezier control points above highest intervening terrain
    SecondHeight = 100 ;75 ;150
    FirstPercentIndent = 20% ; Percentage of shot distance control points are placed
    SecondPercentIndent = 80% ;90%
    FlightPathAdjustDistPerSecond   = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag.
  End

  Behavior = PhysicsBehavior ModuleTag_05
    Mass = 10
  End

  Behavior = HeightDieUpdate ModuleTag_06
    TargetHeight = 1.0
    TargetHeightIncludesStructures = Yes
    OnlyWhenMovingDown = Yes
    InitialDelay                    = 1000 ; Can't explode in the first second so we don't explode on the pad
  End


;  Behavior = FireWeaponWhenDeadBehavior ModuleTag_07
;    DeathWeapon   = SmallFireFieldCreationWeapon
;    StartsActive  = Yes
;  End

  Behavior = InstantDeathBehavior DeathModuleTag_01
    DeathTypes = NONE +DETONATED
    ; we detonated normally.
    ; no FX, just quiet destroy ourselves
  End
  Behavior = InstantDeathBehavior DeathModuleTag_02
    DeathTypes = NONE +LASERED
    ; shot down by laser.
    FX         = FX_GenericMissileDisintegrate
    OCL        = OCL_GenericMissileDisintegrate
  End
  Behavior = InstantDeathBehavior DeathModuleTag_03
    DeathTypes = ALL -LASERED -DETONATED
    ; shot down by nonlaser.
    FX         = FX_GenericMissileDeath
  End

  Geometry = Sphere
  GeometryIsSmall = Yes
  GeometryMajorRadius = 1.0

End
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