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