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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 05-26-2004, 03:13 PM   #1 (permalink)
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Default Weird Weapon Problem

I made the American Battleship have a gun (it already did but it didn't do any damage)

The problem is that when the gun fires, an artillery shell appears where I told the weapon to fire and locks on to my Battleship, and then goes into it. This makes it a "suicide unit", if it wasn't for the invunerable armour...


Please could someone tell me what the problem is?
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Old 05-26-2004, 03:25 PM   #2 (permalink)
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ROFL you need to convert into a fun mod! LOL

:lol:


Seriously, post the weapon.ini code and lets have a look at it..
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Old 05-26-2004, 03:44 PM   #3 (permalink)
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Quote:
Weapon BattleshipBogusGun2
; We need to have the weapon do some damage, or attacking will not occur ;because it's
; rejected as not having any kind of weapon that does damage
PrimaryDamage = 220 ; does no damage, because the gun firing is only for show, anyway...
; please DON'T adjust this value. to adjust the damage really done by ;battleships,
; adjust the damage values in BattleshipTargetDamagedWeapon!
PrimaryDamageRadius = 25.0
AttackRange = 1200.0
DamageType = EXPLOSION ;UNRESISTABLE
DeathType = EXPLODED ;NORMAL
WeaponSpeed = 700.0 ; dist/sec (huge value == effectively instant)
ProjectileObject = StrategyCenterArtilleryShell
;FireFX = WeaponFX_GenericTankGunNoTracer
FireFX = WeaponFX_BattleshipBogusGun
ProjectileDetonationFX = FX_StrategyCenterBarrage
FireSound = BattleshipWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 750 ; time between shots, msec
ClipSize = 3 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 1500 ; how long to reload a Clip, msec
End
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Old 05-26-2004, 03:50 PM   #4 (permalink)
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Hmm strange it all looks good. Try reducing the projectile's speed although this is more desperate than logical..
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