 |
Forum Info
|
 |
Forum Members: 18,643
Total Threads: 8,744
Posts: 95,520
Administrators:
DeeZire, Redemption
There are currently 31 users online.
|
 |
Partner Links
|
 |
 |
Advertisements
|
 |
|
| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
06-08-2004, 03:20 PM
|
#1 (permalink)
|
|
Senior Member
Join Date: Jul 2003
Location: USA
Posts: 442
|
3 problems
OK, I've been having it out with these bugs for a week now, and I don't have time for it. So, I need help! :lol:
Problem #1:
The Avenger's missiles cannot hit moving targets!
Here's the weapon code:
Quote:
;------------------------------------------------------------------------------
Weapon AvengerMissileWeapon
PrimaryDamage = 40.0
PrimaryDamageRadius = 12.0
ScatterRadiusVsInfantry = 6.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 300.0
DamageType = EXPLOSION
DeathType = NORMAL
WeaponSpeed = 600
ProjectileObject = AvengerMissile
ProjectileExhaust = WhiteIraqiMissileStart
VeterancyProjectileExhaust = HEROIC WhiteIraqiMissileStart
ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
FireFX = FX_TomahawkIgnition
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
DelayBetweenShots = 1000 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AutoReloadsClip = Yes
FireSound = MissileDefenderWeapon
AntiAirborneVehicle = Yes
AntiAirborneInfantry = Yes
AntiGround = No
ProjectileCollidesWith = STRUCTURES
End
|
And the missile code:
Quote:
;------------------------------------------------------------------------------
Object AvengerMissile
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = M_Stinger
End
ConditionState = JAMMED
ParticleSysBone = None SparksMedium
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
; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
; A projectile is not disabled, but instead loses target and scatters
SubdualDamageCap = 200
SubdualDamageHealRate = 100000
SubdualDamageHealAmount = 50
End
; ---- begin Projectile death behaviors
Behavior = InstantDeathBehavior DeathModuleTag_01
DeathTypes = NONE +DETONATED
; we detonated normally.
; no FX, just quiet destroy ourselves
End
Behavior = InstantDeathBehavior DeathModuleTag_02
DeathTypes = NONE +LASERED
; shot down by laser.
FX = FX_GenericMissileDisintegrate
OCL = OCL_GenericMissileDisintegrate
End
Behavior = InstantDeathBehavior DeathModuleTag_03
DeathTypes = ALL -LASERED -DETONATED
; shot down by nonlaser.
FX = FX_GenericMissileDeath
End
; ---- end Projectile death behaviors
Behavior = PhysicsBehavior ModuleTag_06
Mass = 1
End
Behavior = MissileAIUpdate ModuleTag_07
TryToFollowTarget = No
FuelLifetime = 1000
InitialVelocity = 150 ; in dist/sec
IgnitionDelay = 0
DistanceToTravelBeforeTurning = 3
IgnitionFX = FX_TomahawkIgnition
End
Locomotor = SET_NORMAL AvengerMissileLocomotor This is just the Rocket Buggy Missile Locomotor with double the speed, I tried using that locomotor too, this isn't the problem
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 2.0
End
|
And, finally, the Avenger's weapon code:
Quote:
WeaponSet
Conditions = NONE
Weapon = PRIMARY AvengerMissileWeapon
Weapon = SECONDARY AvengerMissileWeapon
AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
AutoChooseSources = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT
PreferredAgainst = PRIMARY BALLISTIC_MISSILE AIRCRAFT
PreferredAgainst = SECONDARY BALLISTIC_MISSILE AIRCRAFT
End
|
I'm hoping that one's easy to fix... :/
Problem #2:
Units exiting the new Barracks will still use the old exits, instead of the new EXITSTART and EXITEND bones I have:
I don't know why it does this, I mean, the right bones are there! I'm having a similar problem with the War Factory....
I marked where they should be exiting with the arrow.
Problem #3:
OK, I tried to add the Machine Gun upgrade to the Paladin Artillery, and this is what happened:
 :tard:
OK, now, what should be happening is that you can see the 20 cal, but the guy doesn't appear until you buy the upgrade. Then, it can move and shoot also. Here's some info:
The soldier: SECTURRET
The 20 cal: 20CAL
The secondary weapon spawn bone: SECMUZZLE
The secondary muzzle flash: MuzzleFX01
And here's the code:
Quote:
;------------------------------------------------------------------------------
Object AmericaVehiclePaladinArtillary
; *** ART Parameters ***
SelectPortrait = USPalArtil_L
ButtonImage = USPalArtil
UpgradeCameo1 = Upgrade_AmericaScoutDrone
UpgradeCameo2 = Upgrade_AmericaHellfireDrone
UpgradeCameo3 = Upgrade_AmericaAdvancedTraining
UpgradeCameo4 = Upgrade_AmericaCompositeArmor
Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = AVPalArtil
Turret = Turret01
TurretPitch = TurretEL
AltTurret = SECTURRET
HideSubObject = SECTURRET
WeaponFireFXBone = PRIMARY MuzzleFX
WeaponRecoilBone = PRIMARY Barrel
WeaponLaunchBone = PRIMARY PRIMARYMUZZLE
WeaponFireFXBone = SECONDARY MuzzleFX01
WeaponLaunchBone = SECONDARY SECMUZZLE
WeaponMuzzleFlash = SECONDARY MuzzleFX01
End
ConditionState = RUBBLE REALLYDAMAGED
Model = AVPalArtil_D
Turret = Turret01
TurretPitch = TurretEL
AltTurret = SECTURRET
HideSubObject = SECTURRET
WeaponFireFXBone = PRIMARY MuzzleFX
WeaponRecoilBone = PRIMARY Barrel
WeaponLaunchBone = PRIMARY PRIMARYMUZZLE
WeaponFireFXBone = SECONDARY MuzzleFX01
WeaponLaunchBone = SECONDARY SECMUZZLE
WeaponMuzzleFlash = SECONDARY MuzzleFX01
End
ConditionState = WEAPONSET_PLAYER_UPGRADE
Model = AVPalArtil
Turret = Turret01
TurretPitch = TurretEL
AltTurret = SECTURRET
ShowSubObject = SECTURRET
WeaponFireFXBone = PRIMARY MuzzleFX
WeaponRecoilBone = PRIMARY Barrel
WeaponLaunchBone = PRIMARY PRIMARYMUZZLE
WeaponFireFXBone = SECONDARY MuzzleFX01
WeaponLaunchBone = SECONDARY SECMUZZLE
WeaponMuzzleFlash = SECONDARY MuzzleFX01
End
ConditionState = WEAPONSET_PLAYER_UPGRADE RUBBLE REALLYDAMAGED
Model = AVPalArtil_D
Turret = Turret01
TurretPitch = TurretEL
AltTurret = SECTURRET
ShowSubObject = SECTURRET
WeaponFireFXBone = PRIMARY MuzzleFX
WeaponRecoilBone = PRIMARY Barrel
WeaponLaunchBone = PRIMARY PRIMARYMUZZLE
WeaponFireFXBone = SECONDARY MuzzleFX01
WeaponLaunchBone = SECONDARY SECMUZZLE
WeaponMuzzleFlash = SECONDARY MuzzleFX01
End
TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0 ; amount of tread texture to move per second
End
; ***DESIGN parameters ***
DisplayName = OBJECT:PaladinArtillary
Side = America
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
WeaponSet
Conditions = None
Weapon = PRIMARY PalArtilCannonGun
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY PalArtilCannonGun
Weapon = SECONDARY HumveeGun
End
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
BuildCost = 1500
BuildTime = 15.0 ;in seconds
VisionRange = 200
ShroudClearingRange = 300
Prerequisites
Object = AmericaWarFactory
Object = AmericaStrategyCenter
End
ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = AmericaTankCrusaderCommandSet
; *** AUDIO Parameters ***
VoiceSelect = PaladinTankVoiceSelect
VoiceMove = PaladinTankVoiceMove
VoiceGuard = PaladinTankVoiceMove
VoiceAttack = PaladinTankVoiceAttack
SoundMoveStart = PaladinTankMoveStart
SoundMoveStartDamaged = PaladinTankMoveStart
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = PaladinTankVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = NoSound
VoiceCrush = PaladinTankVoiceCrush
VoiceEnter = PaladinTankVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 120.0
InitialHealth = 120.0
; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
SubdualDamageCap = 240
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = AIUpdateInterface ModuleTag_04
Turret
TurretTurnRate = 100
TurretPitchRate = 100
AllowsPitch = Yes
FirePitch = 50
ControlledWeaponSlots = PRIMARY
End
AltTurret
TurretTurnRate = 200
AllowsPitch = No
ControlledWeaponSlots = SECONDARY
RecenterTime = 10000
End
AutoAcquireEnemiesWhenIdle = Yes NotWhileAttacking
End
Locomotor = SET_NORMAL InfernoLocomotor
Behavior = PhysicsBehavior ModuleTag_05
Mass = 50.0
End
; A crushing defeat
Behavior = FXListDie ModuleTag_06
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_07
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End
Behavior = SlowDeathBehavior ModuleTag_08
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 2000
DestructionDelayVariance = 300
FX = INITIAL FX_CrusaderCatchFire
FX = FINAL FX_GenericTankDeathExplosion
OCL = FINAL OCL_PaladinArtilleryDeathEffect
End
Behavior = TransitionDamageFX ModuleTag_09
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn
ReallyDamagedFXList1 = Loc: X:-7 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
Behavior = CreateCrateDie ModuleTag_10
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
Behavior = ObjectCreationUpgrade ModuleTag_11
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_12
UpgradeObject = OCL_AmericanHellfireDrone
TriggeredBy = Upgrade_AmericaHellfireDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone
End
Behavior = ProductionUpdate ModuleTag_13
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = ExperienceScalarUpgrade ModuleTag_14
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
Behavior = MaxHealthUpgrade ModuleTag_15
TriggeredBy = Upgrade_AmericaCompositeArmor
AddMaxHealth = 100.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End
Behavior = EjectPilotDie ModuleTag_16
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
ExemptStatus = HIJACKED
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
End
Behavior = MaxHealthUpgrade ModuleTag_17
TriggeredBy = Upgrade_AmericaCompositeArmor
AddMaxHealth = 100.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End
Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = DestroyDie ModuleTag_22
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = WeaponSetUpgrade ModuleTag_23
TriggeredBy = Upgrade_AmericaTankMachineGuns
End
Geometry = BOX
GeometryMajorRadius = 25.0
GeometryMinorRadius = 20.0
GeometryHeight = 15.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
|
Whew! :tard: Any help would ge greatly appreciated, and would really help us move along on the 1.0 public release version.  Thanks!
- PCTeen1
Team Leader
|
|
|
06-08-2004, 05:57 PM
|
#2 (permalink)
|
|
Senior Member
Join Date: Apr 2003
Location: Derby, UK / Den Haag, NL
Posts: 590
|
PROBLEM ONE
Ok, on the missile issue, try using the locomotor for the Humvee ToW anti-air missile, not the Rocket Buggy - the Rocket Buggy missiles have no homing ability and cannot hit moving targets.
PROBLEM TWO
I wouldn't know, I don't do model related stuff, I've someone else to do that for me, but I will ask.
PROBLEM THREE
Weird, are you sure that your bones are all present and named correctly?
|
|
|
06-08-2004, 06:28 PM
|
#3 (permalink)
|
|
Member
Join Date: Nov 2003
Posts: 86
|
TryToFollowTarget = No
in trying to make it so things are capable of missing, i found this makes anti air missiles incapible of hitting a moveing object. to get around it, and give a random effect, i created two vertions of the missle, one capable of following, and one not, and then used the system for build variants the technical uses. this way, sometimes they hit, sometimes they dont.
|
|
|
06-08-2004, 06:29 PM
|
#4 (permalink)
|
|
Senior Member
Join Date: Jul 2003
Location: USA
Posts: 442
|
I think you're right on the money with #1! I feel so stupid...  ops:
I'll go test it out as soon as I can.
As for "#3" (it's actually #2 btw  ), I'll post the exact names of the bones when I can.
Notice how there's plenty of "when I cans" and "as soon as"'s in there... :lol: I need 48 hour days :dead:
|
|
|
06-08-2004, 06:32 PM
|
#5 (permalink)
|
|
Senior Member
Join Date: Jul 2003
Location: USA
Posts: 442
|
Quote:
|
Originally Posted by kurairyu
TryToFollowTarget = No
in trying to make it so things are capable of missing, i found this makes anti air missiles incapible of hitting a moveing object. to get around it, and give a random effect, i created two vertions of the missle, one capable of following, and one not, and then used the system for build variants the technical uses. this way, sometimes they hit, sometimes they dont.
|
Thanks for the help!  That was the exact problem (I'm 99.9% sure)! As for having it miss at times, I want it to always hit, as the Avenger is the USA's main AA unit. 
|
|
|
06-08-2004, 06:39 PM
|
#6 (permalink)
|
|
Senior Member
Join Date: Jun 2003
Posts: 462
|
As far as I can tell the EXITSTART and EXITEND bones do absolutely nothing. You have to code it with :
Quote:
Behavior = QueueProductionExitUpdate ModuleTag_Something
UnitCreatePoint = X: #.# Y:#.# Z:#.#
NaturalRallyPoint = X:#.# Y:#.# Z:#.#
End
|
The game also says that NaturallyRallyPoint X should always be greater or equal to GeometryMajorRadius = . I think this is to make sure that the unit doesn't get "stuck" in the building after its created.
|
|
|
06-08-2004, 06:47 PM
|
#7 (permalink)
|
|
Senior Member
Join Date: Jul 2003
Location: USA
Posts: 442
|
The USA Barracks doesn't have the moduletag, should I just add it in?
|
|
|
06-08-2004, 11:32 PM
|
#8 (permalink)
|
|
Senior Member
Join Date: Jun 2003
Posts: 462
|
Quote:
|
Originally Posted by pcteen1
The USA Barracks doesn't have the moduletag, should I just add it in?
|
Well if its broken it couldn't hurt to try it 
|
|
|
06-09-2004, 02:01 AM
|
#9 (permalink)
|
|
Senior Member
Join Date: Feb 2004
Posts: 872
|
#3 could be cause I don't think you can have Alt Turret actually on the Turret. That's what the overlord code is for. This is the one big problem I'm having with my tank/machine gun turret. Ask Eradicator. He talked on this subject before.
|
|
|
06-09-2004, 08:50 AM
|
#10 (permalink)
|
|
Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
|
Concerning number 2, I think that if you DON'T have that module, it just uses the bones. If you have the module, it uses that one instead. Try it out with another building (by removing the module) and see what happens. 
|
|
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
Similar Threads
|
| Thread |
Thread Starter |
Forum |
Replies |
Last Post |
|
Two Problems
|
Jarmonator |
Generals & Zero Hour Editing |
15 |
04-24-2006 04:45 PM |
|
Problems...
|
SamB |
Generals & Zero Hour Editing |
3 |
04-11-2006 10:20 AM |
|
shp problems
|
tate |
Red Alert 2 & Yuri's Revenge Editing |
40 |
05-13-2005 03:20 AM |
|
More AI problems...
|
DCoder |
Red Alert 2 & Yuri's Revenge Editing |
2 |
10-07-2003 12:13 AM |
|
Problems with AI
|
Ola |
Generals & Zero Hour Editing |
0 |
08-08-2003 02:48 PM |
All times are GMT -4. The time now is 06:31 PM.
|