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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 02-14-2004, 01:12 PM   #1 (permalink)
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Default Primary/Secondary Weapons question

Hod do you force a unit to only use its PRIMARY weapon on some things and its SECONDARY on others? I'm trying to give my Raptors JDAMs as well as missiles, but the plane always attacks with both.

WeaponSet
Conditions = None
Weapon = PRIMARY RaptorJetMissileWeapon
PreferredAgainst = PRIMARY INFANTRY VEHICLE
Weapon = SECONDARY RaptorJDAMWeapon
PreferredAgainst = SECONDARY STRUCTURE
End

Am I missing something here? What do I do?
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Old 02-14-2004, 01:28 PM   #2 (permalink)
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i believe this has somethign to do with ai, i think, im not totally sure, i always made it so you could choose which weapon u want to use.
I suppose you could do it that way
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Old 02-14-2004, 01:28 PM   #3 (permalink)
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For some strange reason you can only have ONE clause after PRIMARY, SECONDARY or TERTIARY. If you remove VEHICLE from the list it will work, but then it will shoot vehicles with both...

So you can move the SECONDARY weapon to the TERTIARY slot and copy the PRIMARY weapon to SECONDARY, then you can have the first shoot infantry and the second shoot vehicles. But because they are the same, it won't matter which it is.
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Old 02-14-2004, 06:16 PM   #4 (permalink)
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Default

Quote:
Originally Posted by ImmoMan
For some strange reason you can only have ONE clause after PRIMARY, SECONDARY or TERTIARY. If you remove VEHICLE from the list it will work, but then it will shoot vehicles with both...

So you can move the SECONDARY weapon to the TERTIARY slot and copy the PRIMARY weapon to SECONDARY, then you can have the first shoot infantry and the second shoot vehicles. But because they are the same, it won't matter which it is.
Thanks. I didn't realize that.

EDIT: No, that doesn't work, either. I think I'll just have the user switch weapons.
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Old 02-14-2004, 08:05 PM   #5 (permalink)
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Only thing I can think of is to check the the Avenger anti-air unit but I think those are OCL weapons.
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Old 02-14-2004, 09:33 PM   #6 (permalink)
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Default

Quote:
Originally Posted by key0p
Only thing I can think of is to check the the Avenger anti-air unit but I think those are OCL weapons.
I'm pretty sure that they are. Okay, so I implemented the weapon-switch system, and its working reasonably well, but with a couple bugs.

1) When the weapon is set to AMRAMM, the plane fires both missiles and bombs at any valid bomb target

2) When the weapon is set to JDAM, the plane fires both bombs without missiles, as it should. However, it does not return to the airstrip to reload. It just circles in place.
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Old 02-15-2004, 01:26 AM   #7 (permalink)
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I get kinda the same thing, but it works the way I want it too. This is the code from the Maus in Blitz2. It first both the cannon(not all the time though) and the flamethrower against infantry and buildings...but only uses the cannon on other types of things.

Code:
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY 128mmgunG
    Weapon = SECONDARY 75mmAPgunG 
    PreferredAgainst = SECONDARY     INFANTRY STRUCTURE VEHICLE
;    AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI ;NONE ;     FROM_SCRIPT FROM_AI
;    AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI ;NONE
  End
  WeaponSet
    Conditions = PLAYER_UPGRADE 
    Weapon = PRIMARY 128mmgunG
    Weapon = SECONDARY AlliedVehicleStuartFlamethrower
    PreferredAgainst = SECONDARY     INFANTRY STRUCTURE 
  End
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Old 02-15-2004, 01:50 AM   #8 (permalink)
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Default Re: Primary/Secondary Weapons question

Quote:
Originally Posted by needleman
but the plane always attacks with both.
you may use this to prevent the 2 weapons from firing at same time.
ShareWeaponReloadTime = Yes

and it may work well that just ONE PreferredAgainst is in each weaponset.
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