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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 08-16-2003, 09:07 PM   #1 (permalink)
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Default 2 weapons?

Having trouble moding Raptor have A2G and A2A missile

I want to mod so raptor have 2 type of missile:
A2G (Air To Ground) = same as original Raptor missile but cannot attack air units
A2A (Air To Air) = new Raptor missile for attacking air units only and cannot attack ground
A2G reload in the airfield while A2A missile are unlimited (no clis) / delay between shots 1000

The problem is that everytime Raptor uses 2 of it's A2A missile the A2G missile clip dissapear 1...
So all 4 A2G missile will weirdly disappear without being used after raptor used total of 8 A2A missile
Mathematics time:
A2A missile are unlimited and fires every 1 second
A2G missle are limited to 4 missile per raptor

1 A2A being used ---> A2G missile clips remains 4
2 A2A being used ---> A2G missile clips remains 3 (-1 without being fired at)
3 A2A being used ---> A2G missile clips remains 3 (-1 without being fired at)
4 A2A being used ---> A2G missile clips remains 2 (-2 without being fired at)
5 A2A being used ---> A2G missile clips remains 2 (-2 without being fired at)
6 A2A being used ---> A2G missile clips remains 1 (-3 without being fired at)
7 A2A being used ---> A2G missile clips remains 1 (-3 without being fired at)
8 A2A being used ---> all A2G missile weirdly disappear

Another weird things is... how EA was done to Comanche that makes them not lose his missile when firing infantry?
It is same as my A2A missile right? the Vulcan and the A2A missile are both don't have clip, rearms in the air.
But why the Comanche works fine while my A2A missile don't? I use the same coding as Comanche for my A2A missile... but why?!?!

.ini files: (I only write what i changed)
===================
WeaponSet
Conditions = None
Weapon = PRIMARY RaptorJetMissileWeapon
PreferredAgainst = PRIMARY VEHICLE INFANTRY
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
Weapon = SECONDARY RaptorJetMissileA2AWeapon
PreferredAgainst = SECONDARY AIRCRAFT
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
End ;all this are copied from Comanche WeaponSet

Weapon RaptorJetMissileWeapon
ClipSize = 4
ClipReloadTime = 8000
AutoReloadsClip = RETURN_TO_BASE
AntiAirborneVehicle = No
AntiAirborneInfantry = No
AntiGround = Yes
ShowsAmmoPips = Yes
End

Weapon RaptorJetMissileWeaponA2A
ClipSize = 0
ClipReloadTime = 0
AntiAirborneVehicle = Yes
AntiAirborneInfantry = No
AntiGround = No
End

Help... seriously need help...

Anyone know where to find a new model for airforce? any F14,16,18 etc would cool...
Please... I currently have su-37 and f16israel... but none of them works correctly... too many bugs / not a compelete model...
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Old 08-17-2003, 03:17 AM   #2 (permalink)
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helo?
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Old 08-17-2003, 04:19 AM   #3 (permalink)
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Default Re: 2 weapons?

Quote:
Weapon RaptorJetMissileWeaponA2A
ClipSize = 0
ClipReloadTime = 0
AntiAirborneVehicle = Yes
AntiAirborneInfantry = No
AntiGround = No
End
ClipSize = 0 means there is nothing to fire. If you notice, the clipsize is always at least 1 for every weapon. Set the clipsize to 1 then set the reload time to around 1000 or whatever you want. Also, dont have the showammopips enabled for the air to air. You only have a limit of ammo on the A2G weapon, so only show that weapons ammopips. Besides that, the whole thing should work fine. I have done something similar to what you have done here, except my a2a weapon is not unlimited like yours.
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Old 08-17-2003, 05:09 AM   #4 (permalink)
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Default Re: 2 weapons?

Quote:
ClipSize = 0 means there is nothing to fire.
I urge you to read some more ini files before you make statements like this !!!

directly from the ini codes :
Quote:
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
As you can see clipsize=0 means you got unlimited ammo
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Old 08-17-2003, 05:32 AM   #5 (permalink)
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blah... i getting more confused :P
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Old 08-17-2003, 02:07 PM   #6 (permalink)
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Default Re: 2 weapons?

Quote:
Originally Posted by Flyby
Quote:
ClipSize = 0 means there is nothing to fire.
I urge you to read some more ini files before you make statements like this !!!

directly from the ini codes :
Quote:
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
As you can see clipsize=0 means you got unlimited ammo
Shoot now I feel like an idiot. I knew that too. :S I'm sorry about making such an inaccurate statement, and all I can offer is excuses for why I did so. Was late and was away from the comp with my generals files on it and such. But that is still no excuse for making that dumb of a mistake. Anyways, I still suggest you dont have the showammpips enabled for the air to air weapon. Also, when you use the a2a weapon and it makes the a2g ammo pips disappear I dont believe this means the weapon has been used up. The a2g weapon is still there to use it just doesn't show the ammopips for it. So turn off the a2a weapon ammo pips and it will make the a2g ammopips disappear. Atleast that is my current theory.
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Old 08-19-2003, 04:12 AM   #7 (permalink)
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can anyone edit the raptor model so it have 2 or 4 weapon mesh?

it would be cool raptor can launch 2 missle at once from left and right wing...
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Old 08-19-2003, 04:25 AM   #8 (permalink)
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Quote:
Originally Posted by Madfenix
can anyone edit the raptor model so it have 2 or 4 weapon mesh?

it would be cool raptor can launch 2 missle at once from left and right wing...
you mean 4 weapon bones of type a?
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Old 08-19-2003, 04:46 AM   #9 (permalink)
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err what ever bones as long u can animated it fired 2 missle at once
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Old 08-20-2003, 03:54 AM   #10 (permalink)
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2 missiles at once would be difficult... you'd have to use the overlord firing logic... but then that would mean that it would only fire 2 missiles, then have to reload....

damn EA... damn you!!!!
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