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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 07-05-2004, 05:32 PM   #1 (permalink)
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Posts: 78
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Default Artillery doesnt fire correctly

hey all. i have a artillery unit, the M110, in my mod. i dont want the turret to go up and down depeding on where the target is...i just want the turret to fire at a certain angle. 45degrees is fine i think...anyways, when i had it in-game, it couldnt target structures for some reason. so i completely re-did the weapon, now when it fires, the shell would just blow up right in front of the unit! it would fire, then blow up right when it was fired...plz help...i even commented out the FirePitch and all things related to it to see if that was the problem....didnt work still. thx in advance

Code:
WEAPON.INI
---------------------

;------------------------------------------------------------------------------
Weapon M110GunWeapon
  PrimaryDamage = 110.0
  PrimaryDamageRadius = 15.0
  ScatterRadiusVsInfantry     = 15.0    ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 320
  MinimumAttackRange = 110.0
  ;MinTargetPitch = 45
  ;MaxTargetPitch = 45
  DamageType                  = ARMOR_PIERCING
  DeathType                   = EXPLODED
  FireFX                      = WeaponFX_GenericTankGunNoTracer
  VeterancyFireFX             = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
  ProjectileObject            = OverlordTankShell
  ProjectileDetonationFX      = WeaponFX_BombTruckDefaultBombDetonation
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
  FireSound                   = OverlordTankWeapon
  DelayBetweenShots           = 0
  ClipSize                    = 1                ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 4500          ; how long to reload a Clip, msec

  ; note, these only apply to units that aren't the explicit target 
  ; (ie, units that just happen to "get in the way"... projectiles
  ; always collide with the Designated Target, regardless of these flags
  ProjectileCollidesWith = STRUCTURES


End

AmericaVehicle.ini
------------------------

;----------------------------------------------------------
Object AmericaVehicleM110

  ; *** ART Parameters ***
  SelectPortrait         = M110_L
  ButtonImage            = M110
  
  ;UpgradeCameo1 = Upgrade_AmericaScoutDrone
  ;UpgradeCameo2 = Upgrade_AmericaBattleDrone
  ;UpgradeCameo3 = Upgrade_AmericaAdvancedTraining
  ;UpgradeCameo4 = Upgrade_AmericaHellfireDrone
  ;UpgradeCameo5 = XXX
  
  Draw = W3DTankDraw ModuleTag_01
    OkToChangeModelColor = Yes
      
    ;ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not just used for firing offset

    DefaultConditionState
      Model = m110
      Turret = TURRET
;      TurretPitch = TURRETEL

      WeaponFireFXBone    = PRIMARY TurretMS01
      WeaponRecoilBone    = PRIMARY BARREL
      WeaponMuzzleFlash   = PRIMARY TurretFX01
      WeaponLaunchBone = PRIMARY TurretMS01
    End

    ConditionState = REALLYDAMAGED
      Model = m110
    End
    AliasConditionState = RUBBLE

    TrackMarks           = EXTnkTrack.tga

  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:M110
  Side = America
  EditorSorting   = VEHICLE
  TransportSlotCount = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  BuildCost       = 1350
  BuildTime       = 21.0          ;in seconds    
  VisionRange     = 210
  ShroudClearingRange = 230
  Prerequisites
    Object = AmericaWarFactory
    Object = AmericaStrategyCenter
  End
  ExperienceValue = 50 50 100 150    ;Experience point value at each level
  ExperienceRequired = 0 200 400 800  ;Experience points needed to gain each level
  IsTrainable = Yes             ;Can gain experience
  WeaponSet
    Conditions = None 
    Weapon = PRIMARY M110GunWeapon
  End
  ArmorSet
    Conditions      = None
    Armor           = TruckArmor
    DamageFX        = TankDamageFX
  End
  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      = AmericaVehicleM110CommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect = TomahawkVoiceSelect
  VoiceMove = TomahawkVoiceMove
  VoiceGuard = TomahawkVoiceMove
  VoiceAttack = TomahawkVoiceAttack
  SoundMoveStart = TomahawkMoveStart
  SoundMoveStartDamaged = TomahawkMoveStart
  
  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    VoiceCreate = TomahawkVoiceCreate
    TurretMoveStart = NoSound
    TurretMoveLoop = TurretMoveLoopLoud
    SoundEject = PilotSoundEject
    VoiceEject = PilotVoiceEject
    VoiceCrush = TomahawkVoiceCrush
    VoiceEnter = TomahawkVoiceMove
    VoiceBombard = TomahawkVoiceAttack
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE DONT_AUTO_CRUSH_INFANTRY CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE

  Body = ActiveBody ModuleTag_02
    MaxHealth       = 210.0
    InitialHealth   = 210.0

    ; 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 = 360
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 50
  End

  Behavior = AIUpdateInterface ModuleTag_03
    Turret
      TurretTurnRate = 0   ; turn rate, in degrees per sec
      TurretPitchRate = 0
      ;FirePitch = 45  ; Instead of aiming pitchwise at the target, it will aim here
      AllowsPitch = No
      ControlledWeaponSlots = PRIMARY
    End
    AutoAcquireEnemiesWhenIdle = No NotWhileAttacking
  End
  Locomotor = SET_NORMAL M110Locomotor

  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 50.0
  End
  Behavior = SlowDeathBehavior ModuleTag_05
    DeathTypes = ALL -CRUSHED -SPLATTED
    DestructionDelay  = 500
    DestructionDelayVariance  = 100
    FX  = INITIAL  FX_GenericTankDeathEffect
    OCL = MIDPOINT OCL_AmericaVehicleTomahawkDie
    FX =  FINAL FX_AmericaVehicleTomahawkDeathExplosion
  End

  Behavior = DestroyDie ModuleTag_10
    DeathTypes = NONE +CRUSHED +SPLATTED
  End

  Behavior = FXListDie ModuleTag_11
    DeathTypes = NONE +CRUSHED +SPLATTED
    DeathFX = FX_CarCrush
  End

  Behavior = CreateObjectDie ModuleTag_12
    DeathTypes = NONE +CRUSHED +SPLATTED
    CreationList = OCL_CrusaderTank_CrushEffect
  End

;  Behavior = FXListDie
;    DeathTypes = ALL -CRUSHED -SPLATTED
;    DeathFX = FX_GenericTankDeathEffect
;  End
; Behavior = CreateObjectDie
;    DeathTypes = ALL -CRUSHED -SPLATTED
;    CreationList = OCL_GenericTankDeathEffect
;  End
  Behavior = EjectPilotDie ModuleTag_13
    DeathTypes = ALL -CRUSHED -SPLATTED
    ExemptStatus = HIJACKED
    VeterancyLevels =  ALL -REGULAR ;only vet+ gives pilot
    GroundCreationList = OCL_EjectPilotOnGround
    AirCreationList = OCL_EjectPilotViaParachute
  End
  
  Behavior = TransitionDamageFX ModuleTag_14
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
  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

  Geometry = BOX
  GeometryMajorRadius = 15.0
  GeometryMinorRadius = 10.0
  GeometryHeight = 10.0     
  GeometryIsSmall = Yes
  Shadow = SHADOW_VOLUME 
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length   

End
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Old 07-05-2004, 05:36 PM   #2 (permalink)
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Default

You need to set a WeaponSpeed for dumb projectiles, as they don't have a locomotor of their own to tell them how to move. Just put WeaponSpeed = xxx on the weapon and it should work. I think.
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Old 07-05-2004, 06:12 PM   #3 (permalink)
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ill try that....thx for the help
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Old 07-06-2004, 11:48 AM   #4 (permalink)
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it worked. thx alot
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