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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » I am trying to create a flame turret, however...

Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 07-23-2004, 12:05 PM   #1 (permalink)
Junior Member
 
Join Date: Jul 2004
Posts: 16
Default I am trying to create a flame turret, however...

It doesnt seem to:

A) do any damage up to the maximum range - the projective fires (I have altered the fuel rating in a separate weaponobject essentially copied from dragontankflame). It will damage shorter range objects but not the longer objects - even though the animation covers them.

B) doesnt target vehicles.

Any help/ideas will be greatfully appreciated (and posted in full if it works so that someone else can use it of course!)

here is the relevant code:

Code:
WeaponSet
    Conditions          = None 
    Weapon              = PRIMARY     Flame_TurretWeapon
    PreferredAgainst    = PRIMARY     INFANTRY
    AutoChooseSources   = PRIMARY     FROM_PLAYER FROM_AI FROM_SCRIPT

    Weapon              = SECONDARY   Flame_TurretWeapon
    PreferredAgainst    = SECONDARY   VEHICLE    
    AutoChooseSources   = SECONDARY   FROM_PLAYER FROM_AI FROM_SCRIPT

     
    ShareWeaponReloadTime = Yes
  End
I split the weapons up into pri/sec due to someone on here posting that it worked for them (on a mammoth tank type vehicle - it doesnt work for me though - I dont even get a 'valid target' for a vehicle.

Code:
Weapon Flame_TurretWeapon
  PrimaryDamage               = 50.0      
  PrimaryDamageRadius         = 3.0  
  ScatterRadiusVsInfantry     = 0.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 300.0
  DamageType                  = FLAME
  DeathType                   = BURNED
   WeaponSpeed                 = 600                     ;  dist/sec 
  WeaponRecoil                = 0                      ; angle to deflect the model when firing
  ProjectileObject            = Flame_Turret_Projectile
  FireFX                      = WeaponFX_DragonTankFlameWeapon
  ProjectileDetonationFX      = WeaponFX_DragonTankMissileDetonation
  FireSound                   = DragonTankWeaponLoop
  FireSoundLoopTime           = 80                ; loop the firing sound until there's this much delay between shots 
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 40                ; time between shots, msec
  ClipSize                    = 50                         ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 40                   ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes 
  AntiAirborneVehicle         = No
  AntiAirborneInfantry        = No
  AntiGround                  = Yes
  AntiBallisticMissile        = No
  RequestAssistRange          = 200    ; when I fire, my object will look around for things of
  ; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so.
  ProjectileCollidesWith      = STRUCTURES
End
Again this was basically a cut/paste of the dragonflame weapon with the projectile changed so that it fires further.

Code:
Object Flame_Turret_Projectile

; Explanation - Particles can't do damage, so this is a fast shooting low 
; damage invisible missile launcher with a flame trail for exhaust

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
    ConditionState = NONE
      Model = NULL 
    End
  End
  ; Must have a draw module to be allowed to draw detonation FX

  ; ***DESIGN parameters ***
  EditorSorting     = SYSTEM
  VisionRange       = 0.0  
  ArmorSet
    Conditions      = None
    Armor           = ProjectileArmor
    DamageFX        = None
  End

  ; *** ENGINEERING Parameters ***
  KindOf            = PROJECTILE
  Body              = ActiveBody ModuleTag_02
    MaxHealth       = 100.0
    InitialHealth   = 100.0
  End

  Behavior = DestroyDie ModuleTag_03
    ;nothing
  End
    
  Behavior = PhysicsBehavior ModuleTag_04
    Mass = 1
    AllowCollideForce = No  ; flames collide, but never apply forces when they do so
  End
  Behavior = MissileAIUpdate ModuleTag_05
    TryToFollowTarget = No 
    FuelLifetime = 750
    DetonateOnNoFuel = Yes
    InitialVelocity = 120                ; in dist/sec
    IgnitionDelay = 0
    DistanceToTravelBeforeTurning = 2
    GarrisonHitKillRequiredKindOf = INFANTRY
    GarrisonHitKillForbiddenKindOf = NONE
    GarrisonHitKillCount = 2
    GarrisonHitKillFX = FX_DragonFlameGarrisonBuildingHit
    DistanceToTargetForLock = 0  ; If it gets within 100 of the target, it kills the target.

  End
  Locomotor = SET_NORMAL DragonTankFlameLocomotor

  Behavior = BoneFXUpdate ModuleTag_06
    PristineParticleSystem1  = bone:NULL OnlyOnce:Yes  0  0 PSys:FlameThrowerTrail01 ; Covers gap at beginning of line
    PristineParticleSystem2  = bone:NULL OnlyOnce:Yes  0  0 PSys:FlameThrowerTrail02
    PristineParticleSystem3  = bone:NULL OnlyOnce:Yes  0  0 PSys:FlameThrowerTrail03
    PristineParticleSystem4 = bone:NULL OnlyOnce:Yes  0  0 PSys:FlameThrowerTrail04
    PristineParticleSystem5 = bone:NULL OnlyOnce:Yes  0  0 PSys:FlameThrowerTrail06

    PristineParticleSystem6 = bone:NULL OnlyOnce:Yes  0  0 PSys:FlameThrowerSmoke01
  End

  Behavior = BoneFXDamage ModuleTag_07
    ;nothing
  End

  Geometry = Sphere
  GeometryIsSmall = Yes
  GeometryMajorRadius = 2.0

End
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Old 08-02-2004, 04:06 AM   #2 (permalink)
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Join Date: Jul 2004
Posts: 16
Default

Any ideas anyone?

Basically it wont "damage" longer range units even though it will fire out to them and even if I click on the turret a vehicle isnt a "valid target"

do I need to post more info?
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