logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,677
Total Threads: 8,795
Posts: 95,823

Administrators:
DeeZire, Redemption

There are currently 25 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

Reply
 
LinkBack Thread Tools
Old 12-16-2003, 05:50 PM   #1 (permalink)
Senior Member
 
Join Date: Mar 2003
Location: UK
Posts: 676
Send a message via MSN to DJRowley
Default Strange weapon problem...

For the Imperial Assault mod, I have made a new blaster weapon. it now works how I want it too, except for one thing. For some reason, whenever the weapon fires it shows a blaster shot on the Fire bone at an angle, which disappears very quickly again (see pic below, stormtrooper on far right ). Is this anything to do with the DumbProjectileBehaviour module? I commented out most of it exxept the top line and bottom line in order to make them fire in a straight line, ie.

Code:
  Behavior = DumbProjectileBehavior ModuleTag_04
;    ; To tweak a Bezier path, please see GS
;    FirstHeight = 10  ; Height of Bezier control points above highest intervening terrain
;    SecondHeight = 10
;    FirstPercentIndent = 50% ; Percentage of shot distance control points are placed
;    SecondPercentIndent = 90%
;   FlightPathAdjustDistPerSecond   = 100 ; Can allow a max speed this can attempt to follow a ;target. Units are their velocity we can tag.
  End
DJRowley is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-16-2003, 06:39 PM   #2 (permalink)
Senior Member
 
Join Date: Jan 2003
Location: Canada
Posts: 400
Default

It could be something in the inis like you're thinking already.. however I'm not into inis so I can't help you much there... HOWEVER, from a graphical point of view it seems like the infantry's firepoint bone is attached to its muzzlefx bone... or something similar... That could explain the fact that it flashes on and off quicky as the infantry fires.

Following this hypothesis, the angle the shot is showing could be cause by the firepoint bone being twisted out of alignment (similar to how people tend to break turrets when they first start making generals units.. because the pivt point isn't aligned properly).

Now don't ask me how any of that might have gotten flubbed up.. it might be all normal for the model, but since you're doing something different it might hace started being more obvious. Either way, this is all conjecture and I'm expecting someone to tell you how to fix it in teh inis.. but just incase keep this in mind
Proclone is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-17-2003, 02:58 AM   #3 (permalink)
Senior Member
 
Join Date: Aug 2003
Location: the Netherlands
Posts: 228
Send a message via ICQ to DeathAngel Send a message via MSN to DeathAngel
Default

just a question: why are you even using a dumbfire module ? lasers are supposed to go straight right ? (or plasma, whatever)
just get rid of that module and check it out. Also it would hurt to select the bone in RenX and align its pivot to world.
DeathAngel is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-17-2003, 04:01 AM   #4 (permalink)
Senior Member
 
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
Send a message via ICQ to CodeCat Send a message via MSN to CodeCat
Default

Don't use DumbProjectileBehavior, because that is meant for arcing-type projectiles like shells. What you need is MissileAIUpdate. Make it so that it doesn't follow targets, and set the "fuel" if necessary. You can NOT have a moving object without a module that defines movement, obviously. So simply removing DumbProjectileBehavior without substituting it with MissileAIUpdate will have some unexpected results.
CodeCat is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-17-2003, 11:57 AM   #5 (permalink)
Senior Member
 
Join Date: Apr 2003
Location: Canada
Posts: 968
Send a message via MSN to Eradicator
Default

Its probably trying to come out at an arch because your using DumbPorjectile.
Eradicator is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-17-2003, 01:00 PM   #6 (permalink)
Senior Member
 
Join Date: Mar 2003
Location: UK
Posts: 676
Send a message via MSN to DJRowley
Default

Yes, I treid deleting DumbProjectile earlier and it did go very strange. The shot model was instantly created at the target and didn't die. Moving an infantry model over the shot model lying on the ground resulted in it flying off as if kicked Football mod anyone

EDIT: Tried using MissileAI update and now the shots fire straight for most of their path and then suddenly dip down at the end of their path (like normal missiles do ) How do I stop this?
DJRowley is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-17-2003, 02:59 PM   #7 (permalink)
Senior Member
 
Join Date: Aug 2003
Posts: 337
Default

Hmmm why didn't you just use the same logic as normal gun bullets in Generals that the infantry fire in that system?

I mean just take the normal gunfire and make it red or if you want more effects just change the particle FX.

This would mean NO dumbprojectile behavior but dmg would be instant though.

But it's easyier to code less buggy and less laggy
The_Blind_One is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-17-2003, 03:25 PM   #8 (permalink)
Senior Member
 
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
Send a message via ICQ to CodeCat Send a message via MSN to CodeCat
Default

To clear up a common misconception: Even weapons that don't have projectile objects are STILL not instant-hit. The speed setting for the weapon is still used, and although most weapons have this set to 999999 so it's NEAR-instant, it could still be set lower. Just look at the hum-vee and tunnel network, they have 600, and you can actually notice the delay between firing and hitting in-game.
CodeCat is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-17-2003, 04:25 PM   #9 (permalink)
Senior Member
 
Join Date: Mar 2003
Location: UK
Posts: 676
Send a message via MSN to DJRowley
Default

I didn't use normal tracers because this looks much better The tracers look fairly rubbish really.

@ImmoMan: Was that to help me or just a random helpful comment?
DJRowley is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-19-2003, 10:34 AM   #10 (permalink)
Senior Member
 
Join Date: Mar 2003
Location: UK
Posts: 676
Send a message via MSN to DJRowley
Default

*bump*

So does anyone know how to stop the shots from dropping to the ground at the end of their path? I tried changing the locomotor TurnRate and MaximumThrustAngle to 0 but that just stops the shots from angling down as they fall - they now go down horizontally.....
DJRowley is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Strange startup problem sc4freak Generals & Zero Hour Editing 1 07-17-2004 07:58 AM
Strange model problem CodeCat Generals & Zero Hour Editing 12 06-30-2004 01:44 AM
Strange Problem... sc4freak Generals & Zero Hour Editing 4 05-15-2004 10:16 PM
This is a strange problem... Whiteboy Red Alert 2 & Yuri's Revenge Editing 26 03-09-2004 04:16 PM
Strange Problem with Chopper I made. Kuja Generals & Zero Hour Editing 7 04-19-2003 01:37 AM


All times are GMT -4. The time now is 12:24 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.4
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.