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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 06-28-2004, 10:54 AM   #1 (permalink)
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Default Tracer with ProjectileDetonationFX?

I know that you need to have a projectile to have projectiledetonationFX, but I'm using a tracer.

Can I still have projectile detonation FX somehow? Should I make an invisible projectile?

If I were to make an invisible projectile, that just went in a straight line at a constant speed, what would the WeaponObject code be?

Thanks.
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Old 06-28-2004, 11:08 AM   #2 (permalink)
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You could use a projectile and keep the tracer. If you make the projectile speed the same as the tracer speed, and make the projectile invisible, then you should be able to make it look like the tracer explodes.
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Old 06-28-2004, 11:50 AM   #3 (permalink)
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I tried the following and had no luck:

Weapon.ini
Code:
Weapon T3BWeapon
  PrimaryDamage = 50.0
  PrimaryDamageRadius = 0.5
  ScatterRadiusVsInfantry = 20.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 200.0
  DamageType = ARMOR_PIERCING 
  DeathType = NORMAL
  WeaponSpeed = 600.0                         ; dist/sec                            
  FireFX = WeaponFX_LaserRed
  VeterancyFireFX         = HEROIC WeaponFX_LaserRed
  FireSound = TieFire
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  ProjectileObject = Invis
  ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
  DelayBetweenShots = 700       ; time between shots, msec
  ClipSize = 2                    ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 800             ; how long to reload a Clip, msec
  AntiAirborneVehicle   = No
  AntiAirborneInfantry  = No
  AntiSmallMissile      = No
  AntiBallisticMissile  = No
  AntiGround            = Yes
End
WeaponObjects.ini
Code:
;------------------------------------------------------------------------------
Object Invis

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
    DefaultConditionState
      Model = NONE
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Missile
  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



  Geometry = Sphere
  GeometryIsSmall = Yes
  GeometryMajorRadius = 1.0
  

End
Now it doesn't even deal damage to its target.
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Old 06-28-2004, 12:06 PM   #4 (permalink)
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That's because you didn't give it a means of actually getting to its target. A projectile has to be able to move if it wants to do damage, right?

Try this:

Code:
Object Invis

  ; ***DESIGN parameters ***
  DisplayName       = OBJECT:Missile
  EditorSorting     = SYSTEM
  ArmorSet
    Armor = ProjectileArmor
  End

  ; *** ENGINEERING Parameters ***
  KindOf = PROJECTILE
  Body = ActiveBody ModuleTag_01
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior = DestroyDie ModuleTag_02
    ;nothing
  End
  
  Behavior = PhysicsBehavior ModuleTag_03
    Mass = 0.01
  End
  Behavior = MissileAIUpdate ModuleTag_04
    TryToFollowTarget               = Yes
    FuelLifetime                    = 1000
    InitialVelocity                 = 800                ; in dist/sec
    IgnitionDelay                   = 0
    DistanceToTravelBeforeTurning   = 0
    ;IgnitionFX                      = FX_BuggyMissileIgnition
    DetonateOnNoFuel = Yes
  End
  Locomotor = SET_NORMAL ReallyReallyFastLocomotor ;you have to make this
  
  Geometry = Sphere
  GeometryIsSmall = Yes
  GeometryMajorRadius = 1.0

End
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Old 06-28-2004, 01:44 PM   #5 (permalink)
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Thanks ImmoMan.

Now the projectile effects show up, but I'm having problems with the InvisMissileLocomotor in that the projectile sometimes don't ever touch ground and deal damage if the target is right in front of the vehicle, and at certain spots, the projectiles flies past the target and lands on the other side of the screen.

Here's my locomotor-- what can I change to make sure that it hits the target every time in the straightest line possible?

Code:
Locomotor InvisMissileLocomotor
  Surfaces = AIR
  Speed = 600               ; in dist/sec
  MinSpeed = 600            ; in dist/sec. (THRUST items must have nonzero minspeeds!)
  Acceleration = 99999        ; in dist/(sec^2)
  Braking = 0               ; in dist/(sec^2)
  TurnRate = 99999            ; in degrees/sec
  MaxThrustAngle = 30       ; in degrees (NOT degrees/sec)
  AllowAirborneMotiveForce = Yes
  Appearance = THRUST
End
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