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