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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
06-26-2003, 08:33 PM
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#1 (permalink)
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Junior Member
Join Date: Jun 2003
Posts: 15
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Creating Firestorms...
I am trying to make Comanches generate a firestorm with their missiles (ala their actual, real-world Hellfire armaments). Thusfar, the animations are correct, seeing as the impact of their missiles appears much like that of a Mig's Napalm Missile, but I still cannot generate a firestorm. I believe the answer could lie somewhere amongst the Historic Bonus values, but I have been fiddling with it for a while now to no avail. Here are the Weapon.ini strings that I have modified so far:
Quote:
Weapon ComancheAntiTankMissileWeapon
PrimaryDamage = 50
PrimaryDamageRadius = 5.0
SecondaryDamage = 30.0
SecondaryDamageRadius = 25.0
ScatterRadiusVsInfantry = 20.0
AttackRange = 200.0
MinimumAttackRange = 0.0
DamageType = JET_MISSILES
DeathType = BURNED
WeaponSpeed = 99999
ProjectileObject = ComancheAntiTankMissile
ProjectileExhaust = MissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicComancheMissileExhaust
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 500
ClipSize = 4
AutoReloadsClip = Yes
ClipReloadTime = 15000
AutoReloadWhenIdle = 15100
FireSound = ComancheMissileWeapon
FireFX = None
ProjectileDetonationFX = WeaponFX_NaplamMissileDetonation
ProjectileDetonationOCL = OCL_FireFieldSmall
HistoricBonusTime = 3000
HistoricBonusCount = 1
HistoricBonusRadius = 100
HistoricBonusWeapon = FirestormSmallCreationWeapon
ProjectileCollidesWith = STRUCTURES
AntiAirborneVehicle = No
AntiAirborneInfantry = No
ShowsAmmoPips = Yes
End
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If anyone could tell me what I'm doing wrong, that'd be great. Thanks (as always).
- Aelist
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06-26-2003, 10:55 PM
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#2 (permalink)
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Junior Member
Join Date: Jun 2003
Posts: 15
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I took another crack at this issue just now and thought that I may have had a breakthrough. I was wrong. *shrug*
Anyhow, I took another gander at the Weapon.ini file - specifically the sections dealing with the Inferno Cannon Gun and the Napalm Missile (from the Mig) - as these are the templates I am using to alter the Comanche Anti Tank Missile. I noticed that there were actually two seperate entries for the Naplalm Missile (NapalmMissileWeapon and NapalmMissileWeapon2). The only difference between these two, I thought, was that the HistoricBonusCounts were 8 and 1 respectively. Therefore, if I just add another Comanche weapon entry (ComancheAntiTankMissile2) and set the HistoricBonusCount to 1 (as it is with the templated Napalm Missile), it might well fix the problem.
Alas, I was wrong again.
The games still runs properly, but the Comanche's missiles still will not generate a small firestorm. On closer inspection of the two Napalm Missile entiries (in Weapon.ini) I found that the first contains a string pertaining to a range upgrade - meaning that the second entry was not the solution after all...I think.
Looks like I am back to the proverbial drawing board. *sigh* Anyhow, thought I'd give an update. Please chime in if you can offer me any insights or bits of modding wisdom. Thanks.
- Aelist
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06-27-2003, 01:04 AM
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#3 (permalink)
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Senior Member
Join Date: May 2003
Location: USA
Posts: 231
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Here is the Napalm missile code:
Weapon NapalmMissileWeapon
PrimaryDamage = 75.0
PrimaryDamageRadius = 5.0
SecondaryDamage = 40.0
SecondaryDamageRadius = 30.0
DamageType = JET_MISSILES
DeathType = BURNED
AttackRange = 320.0
MinimumAttackRange = 80.0
ProjectileObject = NapalmMissile
ProjectileExhaust = MissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicMissileExhaust
FireFX = WeaponFX_NapalmMissile
FireSound = MigJetNapalmWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
AcceptableAimDelta = 30
DelayBetweenShots = 300
ClipSize = 2
ClipReloadTime = 8000
AutoReloadsClip = RETURN_TO_BASE
WeaponBonus = PLAYER_UPGRADE RANGE 120%
AntiGround = Yes
ProjectileDetonationFX = WeaponFX_NapalmMissileDetonation
ProjectileDetonationOCL = OCL_FireFieldSmall
DamageDealtAtSelfPosition = Yes
HistoricBonusTime = 3000
HistoricBonusCount = 8
HistoricBonusRadius = 100
HistoricBonusWeapon = FirestormSmallCreationWeapon
ProjectileCollidesWith = STRUCTURES
AntiAirborneVehicle = Yes
AntiAirborneInfantry = No
ShowsAmmoPips = Yes
End
The line 'ProjectileDetonationOCL = OCL_FireFieldSmall' is what you are looking for. This tells the weapon to trigger the creation of an object (duh) on detonation. That should do the trick.
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06-27-2003, 02:16 AM
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#4 (permalink)
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Junior Member
Join Date: Jun 2003
Posts: 15
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Thanks SilverMobius, but I've already altered that string as you suggested. In fact, it is shown right there in my initial post. Unfortunately, still no firestorm. I'm grateful for your response though - you're the first one to comment. Cheers.
- Aelist
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06-27-2003, 02:32 AM
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#5 (permalink)
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Senior Member
Join Date: May 2003
Location: USA
Posts: 231
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Ok, I've got it figured out now (I think) Change the HistoricBonusCount to 1 on the regular Comanche Missile weapon (don't bother making one with a 2 on it). That should do it...
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06-27-2003, 11:57 AM
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#6 (permalink)
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Senior Member
Join Date: Feb 2003
Location: USA
Posts: 853
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Right, the historicbonuscount is the number of missiles hitting at or around the same time that it takes to make a firestorm, if you make it one you will always get a fire storm.
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06-27-2003, 01:48 PM
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#7 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Wait a minute here. I think you're getting the FireFIELD and FireSTORM all confused. The firefield is what you get every time a MiG missile or Inferno shell hits. Just a little bit of flames. The firestorm is the big massive fire that you get when multiple missiles or shells hit the same spot.
The HistoricBonus thing is used for the FireSTORM, not the FireFIELD. If you want to make a FireField you can attach it to the projectile object like was done with the shell. Just take a look at the InfernoTankShell entry. In the missile it is attached to the weapon as a ProjectileDetinationOCL, but the effect is the same. If you want to make a FireStorm you can use the OCL_FirestormSmall OCL, and then use historicbonus to create it. If you want, you could also get a firestorm with EVERY shot by giving a weapon ProjectileDetinationOCL = OCL_FirestormSmall, but that might be a bit overpowered 
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06-27-2003, 03:20 PM
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#8 (permalink)
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Junior Member
Join Date: Jun 2003
Posts: 15
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See, that's just the thing, I don't know if I am actually getting FireField and Firestorm confused. You see, I looked at the code for the InfernoCannonGun and the Mig's NapalmMissileWeapon; both are set as follows:
Quote:
ProjectileDetonationFX = WeaponFX_NapalmMissileDetonation
ProjectileDetonationOCL = OCL_FireFieldSmall
DamageDealtAtSelfPosition = Yes
HistoricBonusTime = 3000
HistoricBonusCount = 8
HistoricBonusRadius = 100
HistoricBonusWeapon = FirestormSmallCreationWeapon
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Hence, this is what I entered for the Comanche. The result is that I see the concentric rings of fire (identical to those eminated by a Mig's missle or an Inferno Cannon shell on impact), but there is never a firestorm - even when I change the HistoricBonusCount to 1.
I suppose I could change the line to read "ProjectileDetonationOCL = OCL_FirestormSmall". But, as you pointed out, ImmoMan, this would cause a firestorm to erupt everytime a single Comanche fires - far to overpowered.
Maybe I'm missing something here, but I can't fathom why I can't get a firstorm to erupt after multiple missile hits (as per Migs). I have damn near cloned the strings from existing weapons utilizing the same feature and intent.
*sigh*
Keep the suggestions coming and I'll keep testing 'em. Thanks again, all.
- Aelist
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06-27-2003, 03:40 PM
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#9 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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First of all, remove that DamageDealtAtSelfPosition = yes line. That statement causes the damage to be applied to where the unit that fired it is located rather than at the target location. It's used only for suicide weapons, so normal weapons like missiles should never use it.
Secondly, remove all HistoricBonus lines (comment them out), and see what happens. The concentric ring effect you see is the firefield, though I have the feeling that's the one used for the Inferno Cannon rather than for the Mig.
It would be easier if you posted both the missile's whole weapon entry and the whole entry for the projectile object. Both are important for this.
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06-27-2003, 03:49 PM
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#10 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Canada
Posts: 968
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The FireField is just the small fire explosion emitted from the MIG's missiles and the Inferno Cannons shells. Its not the huge firestorm that is created when 8 (i think) MIG missiles hit at the same point at almost the same time.
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