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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 08-18-2003, 07:45 AM   #1 (permalink)
JW
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Join Date: Mar 2003
Location: Netherlands, Hoorn
Posts: 17
Default making the bullet projectile

I am trying to make a bullet projectile for all machinegun units
only thing that doesn`t work is the projectile speed,
if it is to fast, the projectile won`t show and the weapon does no damage too
if you slow it down, the projectile only shows up if the unit fires on it`s maximum range, and much too late for a real bullet impact effect

code:
weapon.ini

Quote:
Weapon RangerAdvancedCombatRifle
PrimaryDamage = 5.0
PrimaryDamageRadius = 0.5 ; 0 primary radius means "hits only intended victim"
AttackRange = 100.0
DamageType = SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
ProjectileObject = Bullet
FireFX = WeaponFX_GenericMachineGunFire
VeterancyFireFX = HEROIC WeaponFX_GenericMachineGunFireWithRedTracers
ProjectileDetonationFX = WeaponFX_BulletImpact
FireSound = RangerWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 100 ; time between shots, msec
ClipSize = 3 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 700 ; how long to reload a Clip, msec
WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200%
WeaponBonus = DRONE_SPOTTING RANGE 200%
WeaponBonus = DRONE_SPOTTING DAMAGE 200%
End

factionunit.ini

Quote:
Object Bullet

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = None
End
End

; ***DESIGN parameters ***

EditorSorting = SYSTEM
VisionRange = 0.0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End

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

; ---- begin Projectile death behaviors
Behavior = InstantDeathBehavior DeathModuleTag_01
DeathTypes = NONE +DETONATED
;FX = FX_BulletImpactDeath
; we detonated normally.
; no FX, just quiet destroy ourselves
End
; ---- end Projectile death behaviors

Behavior = PhysicsBehavior ModuleTag_06
Mass = 0.1
End
Behavior = MissileAIUpdate ModuleTag_07
TryToFollowTarget = No
FuelLifetime = 10000
InitialVelocity = 3900.0 ; in dist/sec
IgnitionDelay = 0
DistanceToTravelBeforeTurning = 0
IgnitionFX = None
End
Locomotor = SET_NORMAL BulletLocomotor

Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 2.0

End

locomotor.ini


Quote:
Locomotor BulletLocomotor
Surfaces = AIR
Speed = 999999.0 ; in dist/sec
MinSpeed = 999999.0 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 0.0 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
TurnRate = 0 ; in degrees/sec
MaxThrustAngle = 0 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
End
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Old 08-18-2003, 08:02 AM   #2 (permalink)
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Default

can you see a bullet fly from the barrel when its fired from? i guess you can see it at The Matrix..lol..as you know speed renders any object nearly invisible and hot of course..that's why the meteor when it "flies" or travels, it burns while traveling, creating a trail so we can see a Comet and its trail...well, for some objects when it has a some sort of cloak generator..
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Old 08-18-2003, 08:10 AM   #3 (permalink)
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should check out my insineary gattling post
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Old 08-18-2003, 08:35 AM   #4 (permalink)
JW
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Location: Netherlands, Hoorn
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Default

I`m sorry, i haven`t been clear
i don`t have to see the projectile, i just want a projectiledetonation effect
i mean there is even no effect when the speed is too high

but i found some intersting posts wich also discuss my problem
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Old 08-18-2003, 08:42 AM   #5 (permalink)
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np try this
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Old 08-18-2003, 11:24 AM   #6 (permalink)
JW
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Location: Netherlands, Hoorn
Posts: 17
Default

Thanks, could you explain to me what these all mean

Behavior = FireWeaponWhenDeadBehavior ModuleTag_04
DeathWeapon = InsinearybulletWeapon
StartsActive = Yes ; turned on by upgrade
End
Behavior = DumbProjectileBehavior ModuleTag_06
DetonateCallsKill = Yes
; To tweak a Bezier path, please see GS
FirstHeight = 10 ; Height of Bezier control points above highest
SecondHeight = 10
FirstPercentIndent = 50% ; Percentage of shot distance control points
SecondPercentIndent = 90%
FlightPathAdjustDistPerSecond = 100 ; Can allow a we can tag.
End
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Old 08-18-2003, 04:14 PM   #7 (permalink)
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Default

Probably should have checked out my post on the scatterradius . You already have a projectilefx defined, so the problem is most likely that the projectile isn't actually hitting the object, thus the no damage. This is a strange bug I also encountered that is fixed by lowering the speed of the projectile. Since you want the projectile to be invisible, give it no model. Try this and tell us how it works.
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Old 08-18-2003, 04:17 PM   #8 (permalink)
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check out my post on sensored
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Old 08-18-2003, 04:19 PM   #9 (permalink)
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Just curious: What is this insinerary gattling anyway? As far as I know, insinerary is not a word.
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Old 08-19-2003, 04:17 AM   #10 (permalink)
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insineary is english you just have a poor vocabulary , and i cant spell completely wright but still good , so back the fuck up you aren't smartter than me so dont even try to comment on my use of words
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