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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 07-16-2003, 09:43 AM   #1 (permalink)
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Default flashbang trajectory

any ideas on how I can lower the trajectory of the Ranger's flashbang? I changed the AttackRange to 100.0 in the weapon.INI, but still it arcs very high in such short range, any help? thanks!
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Old 07-16-2003, 11:56 AM   #2 (permalink)
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hey indigo email me the files at jmb8785@snet.net and i'll fiddle with

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Old 07-16-2003, 12:06 PM   #3 (permalink)
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Behavior = DumbProjectileBehavior ModuleTag_05
; To tweak a Bezier path, please see GS
FirstHeight = 50 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 150
FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
SecondPercentIndent = 70%
GarrisonHitKillRequiredKindOf = INFANTRY
GarrisonHitKillForbiddenKindOf = NONE
GarrisonHitKillCount = 10 ; ensure that a single grenade clears out all garrisoned buildings.
GarrisonHitKillFX = FX_FlashBangGarrisonBuildingHit
FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag.
End

These lines allow you to tweak trajectory of dumb projectiles, just find the flashbang entry in factionunit.ini and this module should be there.
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Old 07-16-2003, 12:52 PM   #4 (permalink)
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wow that was pretty basic, good thing there are people on their toes here.

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Old 07-16-2003, 01:17 PM   #5 (permalink)
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thanks Silver! I'll try that one out
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Old 07-16-2003, 01:21 PM   #6 (permalink)
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i got it. Thanks silver and thanks to indigo for the idea.

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Old 07-17-2003, 12:10 PM   #7 (permalink)
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Ok, I can see a ModuleTag_05, but it's not Behavior = DumbProjectileBehavior, it's AutoFindHealingUpdate, and I'm kinda confused where flashbang entry is, but I see this one:

Behavior = WeaponSetUpgrade ModuleTag_10
TriggeredBy = Upgrade_AmericaRangerFlashBangGrenade
End

I'm not lazy, I know I wouldn't know if I don't experiment, I've experimented it for two days and the result is a crashed PC, basically, I don't really know. The last thing that I want to be lazy in is INI coding. Silver, here is the FactionUnit of the Ranger, I don't want to be a nuisance as much as I am right now, but can you paste what you just told me before because I really have no idea where to paste it, pls?

--------------------------------------------------------------------------------------
Object AmericaInfantryRanger

; *** ART Parameters ***
SelectPortrait = SARanger_L
ButtonImage = SARanger

UpgradeCameo1 = Upgrade_AmericaRangerFlashBangGrenade
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
UpgradeCameo3 = Upgrade_InfantryCaptureBuilding
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE

Draw = W3DModelDraw ModuleTag_01

OkToChangeModelColor = Yes

; this says "we don't use these condition states at all, so completely
; ignore them for purposes of matchmaking"... this is useful to help
; reduce the number of AliasConditionState clauses you must add in
; order to avoid ambiguity in some cases.
IgnoreConditionStates = PREATTACK_A FIRING_A BETWEEN_FIRING_SHOTS_A RELOADING_A

; --- Idle
DefaultConditionState
Model = AIRngr_SKN
IdleAnimation = AIRngr_SKL.AIRngr_STA 0 35
IdleAnimation = AIRngr_SKL.AIRngr_IDA
IdleAnimation = AIRngr_SKL.AIRngr_IDB
AnimationMode = ONCE
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponFireFXBone = SECONDARY Muzzle
WeaponLaunchBone = SECONDARY Muzzle
TransitionKey = TRANS_Stand

End

ConditionState = REALLYDAMAGED
IdleAnimation = AIRngr_SKL.AIRngr_STB 0 35
IdleAnimation = AIRngr_SKL.AIRngr_IDC
IdleAnimation = AIRngr_SKL.AIRngr_IDD
AnimationMode = ONCE
TransitionKey = TRANS_StandInjured
End

TransitionState = TRANS_Stand TRANS_StandInjured
Animation = AIRngr_SKL.AIRngr_SA2SB
AnimationMode = ONCE
End

; --- attacking (Machine Gun)
ConditionState = USING_WEAPON_A
Animation = AIRngr_SKL.AIRngr_ATA
AnimationMode = LOOP
TransitionKey = TRANS_FiringA
End

ConditionState = USING_WEAPON_A REALLYDAMAGED
Animation = AIRngr_SKL.AIRngr_ATA2
AnimationMode = LOOP
TransitionKey = TRANS_FiringAInjured
End

TransitionState = TRANS_FiringA TRANS_FiringAInjured
Animation = AIRngr_SKL.AIRngr_A2WAA
AnimationMode = ONCE
End

TransitionState = TRANS_Stand TRANS_FiringA
Animation = AIRngr_SKL.AIRngr_ATAST
AnimationMode = ONCE
AnimationSpeedFactorRange = 4 4
End

TransitionState = TRANS_FiringA TRANS_Stand
Animation = AIRngr_SKL.AIRngr_ATAED
AnimationMode = ONCE
AnimationSpeedFactorRange = 4 4
End

TransitionState = TRANS_StandInjured TRANS_FiringAInjured
Animation = AIRngr_SKL.AIRngr_S2WAA
AnimationMode = ONCE
AnimationSpeedFactorRange = 4 4
End

TransitionState = TRANS_FiringAInjured TRANS_StandInjured
Animation = AIRngr_SKL.AIRngr_WAA2S
AnimationMode = ONCE
AnimationSpeedFactorRange = 4 4
End

TransitionState = TRANS_Stand TRANS_Move
Animation = AIRngr_SKL.AIRngr_STA2RNA
AnimationMode = ONCE
End

; --- attacking (Grenade Launcher)
ConditionState = PREATTACK_B
Animation = AIRngr_SKL.AIRngr_ATBA
AnimationMode = ONCE
TransitionKey = TRANS_FiringB
End
AliasConditionState = PREATTACK_B MOVING
AliasConditionState = PREATTACK_B FIRING_B
AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B

ConditionState = FIRING_B
Animation = AIRngr_SKL.AIRngr_ATBB
AnimationMode = ONCE
TransitionKey = TRANS_FiringB
End

ConditionState = BETWEEN_FIRING_SHOTS_B
Animation = AIRngr_SKL.AIRngr_ATBB
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = TRANS_FiringB
WaitForStateToFinishIfPossible = TRANS_FiringB
End
AliasConditionState = RELOADING_B

TransitionState = TRANS_Stand TRANS_FiringB
Animation = AIRngr_SKL.AIRngr_ATBST1
AnimationMode = ONCE
End

TransitionState = TRANS_FiringB TRANS_Stand
Animation = AIRngr_SKL.AIRngr_ATBST2
AnimationMode = ONCE
End

ConditionState = PREATTACK_B REALLYDAMAGED
Animation = AIRngr_SKL.AIRngr_ATB2A
AnimationMode = ONCE
TransitionKey = TRANS_FiringBInjured
End
AliasConditionState = PREATTACK_B MOVING REALLYDAMAGED
AliasConditionState = PREATTACK_B FIRING_B REALLYDAMAGED
AliasConditionState = PREATTACK_B BETWEEN_FIRING_SHOTS_B REALLYDAMAGED

ConditionState = FIRING_B REALLYDAMAGED
Animation = AIRngr_SKL.AIRngr_ATB2B
AnimationMode = ONCE
TransitionKey = TRANS_FiringBInjured
End

ConditionState = BETWEEN_FIRING_SHOTS_B REALLYDAMAGED
Animation = AIRngr_SKL.AIRngr_ATB2B
AnimationMode = MANUAL
Flags = START_FRAME_LAST
TransitionKey = TRANS_FiringBInjured
WaitForStateToFinishIfPossible = TRANS_FiringBInjured
End
AliasConditionState = RELOADING_B REALLYDAMAGED

TransitionState = TRANS_StandInjured TRANS_FiringBInjured
Animation = AIRngr_SKL.AIRngr_ATB2ST1
AnimationMode = ONCE
End

TransitionState = TRANS_FiringBInjured TRANS_StandInjured
Animation = AIRngr_SKL.AIRngr_ATB2ST2
AnimationMode = ONCE
End

; -- cross-attack transitions

TransitionState = TRANS_FiringA TRANS_FiringB
Animation = AIRngr_SKL.AIRngr_ATA2AB
AnimationMode = ONCE
AnimationSpeedFactorRange = 4 4
End

TransitionState = TRANS_FiringB TRANS_FiringA
Animation = AIRngr_SKL.AIRngr_ATA2AB
AnimationMode = ONCE_BACKWARDS
AnimationSpeedFactorRange = 4 4
End


; --- moving
ConditionState = MOVING
Animation = AIRngr_SKL.AIRngr_RNA 30
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = TRANS_Move
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = MOVING ATTACKING

ConditionState = MOVING REALLYDAMAGED
Animation = AIRngr_SKL.AIRngr_RNB 30
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = TRANS_Move
End
AliasConditionState = MOVING REALLYDAMAGED ATTACKING

; --- dying anims
ConditionState = DYING
Animation = AIRngr_SKL.AIRngr_DTA
Animation = AIRngr_SKL.AIRngr_DTB
AnimationMode = ONCE
TransitionKey = None
End

TransitionState = TRANS_Dying TRANS_Flailing
Animation = AIRngr_SKL.AIRngr_ADTF1
AnimationMode = ONCE
End

ConditionState = DYING EXPLODED_FLAILING
Animation = AIRngr_SKL.AIRngr_ADTF2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End

ConditionState = DYING EXPLODED_BOUNCING
Animation = AIRngr_SKL.AIRngr_ADTF3
AnimationMode = ONCE
TransitionKey = None
End
AliasConditionState = DYING SPLATTED

; --- cheering
ConditionState = SPECIAL_CHEERING
Animation = AIRngr_SKL.AIRngr_CHA
AnimationMode = LOOP
End

ConditionState = SPECIAL_CHEERING REALLYDAMAGED
Animation = AIRngr_SKL.AIRngr_CHB
AnimationMode = LOOP
End

; ----- PARACHUTING ANIMATIONS
ConditionState = FREEFALL
Animation = AIRngr_SKL.AIRngr_PFL
AnimationMode = LOOP
TransitionKey = TRANS_Falling
End
AliasConditionState = FREEFALL REALLYDAMAGED
AliasConditionState = FREEFALL DYING
ConditionState = PARACHUTING
Animation = AIRngr_SKL.AIRngr_PHG
AnimationMode = LOOP
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
TransitionKey = TRANS_Chute
End
AliasConditionState = PARACHUTING REALLYDAMAGED
AliasConditionState = PARACHUTING DYING
TransitionState = TRANS_Falling TRANS_Chute
Animation = AIRngr_SKL.AIRngr_POP
AnimationMode = ONCE
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
End
TransitionState = TRANS_Chute TRANS_Stand
Animation = AIRngr_SKL.AIRngr_PTD
AnimationMode = ONCE
End
TransitionState = TRANS_Chute TRANS_StandInjured
Animation = AIRngr_SKL.AIRngr_PTD
AnimationMode = ONCE
End

; ----- SURRENDER ANIMATIONS
; surrender is cut. sorry. (srj)
; ConditionState = SURRENDER
; Animation = AIRngr_SKL.AIRngr_SST
; AnimationMode = ONCE
; TransitionKey = TRANS_SurrenderKneeling
; End
; AliasConditionState = SURRENDER REALLYDAMAGED
; ConditionState = SURRENDER MOVING
; Animation = AIRngr_SKL.AIRngr_SWKB
; AnimationMode = ONCE
; TransitionKey = TRANS_SurrenderMoving
; End
; AliasConditionState = SURRENDER MOVING REALLYDAMAGED
; TransitionState = TRANS_Stand TRANS_SurrenderKneeling
; Animation = AIRngr_SKL.AIRngr_SUR
; AnimationMode = ONCE
; End

; ------- Bldg-capture

ConditionState = UNPACKING
Model = AIRngr_F_SKN
Animation = AIRngr_F_SKL.AIRngr_F_FDP1
AnimationMode = ONCE
End
AliasConditionState = UNPACKING REALLYDAMAGED


ConditionState = RAISING_FLAG
Model = AIRngr_F_SKN
Animation = AIRngr_F_SKL.AIRngr_F_FDP2
AnimationMode = ONCE
TransitionKey = TRANS_Raising
End
AliasConditionState = RAISING_FLAG REALLYDAMAGED

ConditionState = PACKING
Model = AIRngr_F_SKN
Animation = AIRngr_F_SKL.AIRngr_F_FDP1
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
TransitionKey = TRANS_Packing
End
AliasConditionState = PACKING REALLYDAMAGED

TransitionState = TRANS_Raising TRANS_Packing
Model = AIRngr_F_SKN
Animation = AIRngr_F_SKL.AIRngr_F_FDP2
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End

; --- RAPPELLING ANIMATIONS
ConditionState = RAPPELLING
Animation = AIRngr_SKL.AIRngr_RPL1 ;30
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = TRANS_Rappelling
End
AliasConditionState = MOVING RAPPELLING

TransitionState = TRANS_Rappelling TRANS_Stand
Animation = AIRngr_SKL.AIRngr_RPL2
AnimationMode = ONCE
End

TransitionState = TRANS_Rappelling TRANS_StandInjured
Animation = AIRngr_SKL.AIRngr_RPL2
AnimationMode = ONCE
End

End

; ***DESIGN parameters ***
DisplayName = OBJECT:Ranger
Side = America
EditorSorting = INFANTRY
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)

WeaponSet
Conditions = None
Weapon = PRIMARY RangerAdvancedCombatRifle
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY RangerAdvancedCombatRifle
Weapon = SECONDARY RangerFlashBangGrenadeWeapon
AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI
AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI
End
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End

VisionRange = 100
ShroudClearingRange = 400
Prerequisites
Object = AmericaBarracks
End
BuildCost = 225
BuildTime = 5.0 ;in seconds

ExperienceValue = 20 20 40 60 ;Experience point value at each level
ExperienceRequired = 0 40 60 120 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = AmericaInfantryRangerCommandSet

; *** AUDIO Parameters ***
VoiceSelect = RangerVoiceSelect
VoiceMove = RangerVoiceMove
VoiceGuard = RangerVoiceMove
VoiceAttack = RangerVoiceAttack
SoundDie = RangerVoiceDie
VoiceFear = RangerVoiceFear
; surrender is cut. sorry. (srj)
; VoiceSurrender = RangerVoiceSurrender
VoiceTaskComplete = RangerVoiceCaptureComplete

UnitSpecificSounds
VoiceEnter = RangerVoiceMove
VoiceEnterHostile = RangerVoiceMove
VoiceGarrison = RangerVoiceGarrison
VoiceCreate = RangerVoiceCreate
VoiceSubdue = RangerVoiceSubdue
VoiceClearBuilding = RangerVoiceClearBuilding
VoiceGetHealed = RangerVoiceMove
VoicePrimaryWeaponMode = RangerVoiceModeGun
VoiceSecondaryWeaponMode = RangerVoiceModeFlashBang
End

UnitSpecificFX
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
CombatDropKillFX = FX_RangerCombatDropKill
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY CAN_RAPPEL SCORE

Behavior = CommandButtonHuntUpdate ModuleTag_02
End

Body = ActiveBody ModuleTag_03
MaxHealth = 180.0
InitialHealth = 180.0
End

Behavior = ExperienceScalarUpgrade ModuleTag_04
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End

Behavior = AutoFindHealingUpdate ModuleTag_05 ; This update will have the unit go to a healing station if injured. jba
ScanRate = 1000 ; once a second.
ScanRange = 300 ;
NeverHeal = 0.85 ; don't heal if we are > 85% healthy.
AlwaysHeal = 0.25 ; if we get below 25%, find healing right away.
End

Behavior = AIUpdateInterface ModuleTag_06
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL BasicHumanLocomotor

Behavior = PhysicsBehavior ModuleTag_07
Mass = 5.0
End

Behavior = ProductionUpdate ModuleTag_08
; nothing
End

Behavior = CommandButtonHuntUpdate ModuleTag_09 ; allows use of command button hunt script with this unit.
End

Behavior = WeaponSetUpgrade ModuleTag_10
TriggeredBy = Upgrade_AmericaRangerFlashBangGrenade
End


; --- begin Death modules ---
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDie
End
Behavior = SlowDeathBehavior ModuleTag_Death02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDieCrushed
End
Behavior = SlowDeathBehavior ModuleTag_Death03
DeathTypes = NONE +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDie
FlingForce = 8
FlingForceVariance = 3
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_GIDie
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_GIDie
OCL = INITIAL OCL_ToxicInfantry
End

Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
DeathTypes = NONE +POISONED_BETA
DestructionDelay = 0
FX = INITIAL FX_GIDie
OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
End
; --- end Death modules ---

Behavior = SquishCollide ModuleTag_12
;nothing
End

Behavior = PoisonedBehavior ModuleTag_17
PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me...
PoisonDuration = 3000 ; ... for this long after last hit by poison damage
End

Behavior = SpecialAbility ModuleTag_18
SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding
UpdateModuleStartsAttack = Yes
StartsPaused = Yes ; Unpaused by upgrade module
InitiateSound = RangerVoiceCapture
End
Behavior = SpecialAbilityUpdate ModuleTag_19
SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding
StartAbilityRange = 5.0
UnpackTime = 3000 ; (changing this will scale anim speed)
PreparationTime = 20000 ; time to complete hack once prepared (changing this will scale anim speed)
PackTime = 2000 ; (changing this will scale anim speed)
DoCaptureFX = Yes
AwardXPForTriggering = 15
;SkillPointsForTriggering = ??? -- Dustin, fill me out if you want different balance values.
End

Behavior = UnpauseSpecialPowerUpgrade ModuleTag_20
SpecialPowerTemplate = SpecialAbilityRangerCaptureBuilding
TriggeredBy = Upgrade_InfantryCaptureBuilding
End


Geometry = CYLINDER
GeometryMajorRadius = 7.0
GeometryMinorRadius = 7.0
GeometryHeight = 13.0

GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT

End
--------------------------------------------------------------------------------------
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Old 07-17-2003, 12:37 PM   #8 (permalink)
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its not in the ranger's section. If you use notepad or any other editor that can search for words, then type in flashbang and stop till you see the flashbangs section.

hope this helps you

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Old 07-17-2003, 12:42 PM   #9 (permalink)
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Look at the weapon.ini entry for the flashbang and see what projectileobject it uses. Then search in factionunit for "object whatevertheprojectileobjectwas" The path should be near the bottom of the entry.
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Old 07-17-2003, 12:48 PM   #10 (permalink)
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Object RangerFlashBangGrenade
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = NVMBuggy_m
End
End
DisplayName = OBJECT:FlashBangGrenade
EditorSorting = SYSTEM
ArmorSet
Armor = ProjectileArmor
End
VisionRange = 0.0
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = DestroyDie ModuleTag_03
End
Behavior = PhysicsBehavior ModuleTag_04
Mass = 1
End
Behavior = DumbProjectileBehavior ModuleTag_05
FirstHeight = 50
SecondHeight = 150
FirstPercentIndent = 30%
SecondPercentIndent = 70%
GarrisonHitKillRequiredKindOf = INFANTRY
GarrisonHitKillForbiddenKindOf = NONE
GarrisonHitKillCount = 10
GarrisonHitKillFX = FX_FlashBangGarrisonBuildingHit
FlightPathAdjustDistPerSecond = 0
End
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 1.0
End

Object ScorpionTankShell
Draw = W3DModelDraw ModuleTag_01
ConditionState = NONE
Model = AVTankShel
End
End
DisplayName = OBJECT:TankShell
EditorSorting = SYSTEM
ArmorSet
Armor = ProjectileArmor
End
VisionRange = 0.0
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = DestroyDie ModuleTag_03
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_04
DeathWeapon = ToxinShellWeapon
StartsActive = No
TriggeredBy = Upgrade_GLAToxinShells
ConflictsWith = Upgrade_GLAAnthraxBeta
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_05
DeathWeapon = ToxinShellWeaponUpgraded
StartsActive = No
TriggeredBy = Upgrade_GLAToxinShells Upgrade_GLAAnthraxBeta
RequiresAllTriggers = Yes
End
Behavior = DumbProjectileBehavior ModuleTag_06
DetonateCallsKill = Yes
FirstHeight = 10
SecondHeight = 10
FirstPercentIndent = 50%
SecondPercentIndent = 90%
FlightPathAdjustDistPerSecond = 100
End
Behavior = PhysicsBehavior ModuleTag_07
Mass = 0.01
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_08
DeathWeapon = ScoprionTankGunFXWeapon
StartsActive = Yes
ConflictsWith = Upgrade_GLAToxinShells
End
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 1.0
End

Thats what it says in the factionunit.ini. hope this helps

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