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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
02-15-2004, 03:48 PM
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#1 (permalink)
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Senior Member
Join Date: Aug 2003
Location: the Netherlands
Posts: 228
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the strafing run thing
I remembered reading 2 post around asking questions on how to do a strafing run weapon.
I just couldnt find the topics anymore so I'll post my suggestion here.
I think this should work:
1 - take the commanche rocketpod weapon
2 - edit the impact coordinated to form a double row (or single, whatever you want)
3 - now give it an invisible (model = NONE) tank shell and set weaponspeed (in the weapon.ini) to 1000 or so
4 - give that tankshell the impack FX of the A10 cannon weapon
5 - edit the DumbProjectileBehavior module(of the shell): cut everyting out except DetonateCallsKill = Yes
6 - set up the weapon with a clipsize 20 or so. with very short delaybetweenshots
7 - dont forget to give the bullet a damage radius big enough to do actual damage.
that should so it. I dont have time to make it and test it and everything ... the BattleTech mod is currently consuming all my time and I dont want to have seperate things going on in my files.
if you have any questions feel free to ask.
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02-15-2004, 04:43 PM
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#2 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Re: the strafing run thing
Quote:
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Originally Posted by DeathAngel
2 - edit the impact coordinated to form a double row (or single, whatever you want)
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Wouldn't it just pick a random spot on that row? So it shoots all over the place rather than follow the coordinates in order?
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02-15-2004, 04:53 PM
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#3 (permalink)
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Senior Member
Join Date: Aug 2003
Location: the Netherlands
Posts: 228
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guess you'll have to try ... I'm no sure 
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02-15-2004, 05:56 PM
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#4 (permalink)
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Senior Member
Join Date: Jan 2003
Location: USA
Posts: 223
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It follows the co-ordinates in the order in which they are entered, ImmoMan. If it runs out of coordinates before it runs out of ammo in the Clip=, then it fires all the remaining ammo directly on target. At least from my experience. However, wouldn't this "double row" always point in the same absolute direction?
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02-15-2004, 06:28 PM
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#5 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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Its random in Generals, I havent used it for Zero Hour.Something in ZH works like that but, because the Battleships artillery fires in a line.
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02-15-2004, 06:34 PM
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#6 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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I don't really know but I thing the coordinates are relative to the unit, so it should always be front-to-back.
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02-15-2004, 06:43 PM
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#7 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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hhmm, i though the co-ords were map-centric.Used to annoy me when I was playing with it!
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02-15-2004, 08:53 PM
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#8 (permalink)
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Senior Member
Join Date: Feb 2004
Location: China
Posts: 356
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I have a easier way. just make a right ProjectileDetonationFX that looks like strafing. And, it is better to change the damage range to a right value.
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02-16-2004, 04:57 AM
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#9 (permalink)
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Guest
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If you can make an object to fire a strafing weapon, can the object like a jet pitch downward during the attack? I have made a new firing bone for the vulcan on my raptor and it all works and I can set values to make it only fire when it looks straight enough, but my efforts to get it to pitch down have not succeeded. I'm going for the realism here. How do you force the A10VulcanCannon to have to fire in a straight line?
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02-16-2004, 05:11 AM
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#10 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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Because the weapon doesnt have a target, it is just firing.The length of the strafe is controlled by the weapons maximum and minimum attack range.
The FireWeapon command is part of the DeliverPayload OCL which also contains the parameters for the planes dive.
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