 |
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. |
08-08-2004, 04:04 PM
|
#1 (permalink)
|
|
Senior Member
Join Date: Jun 2004
Location: United States of America
Posts: 122
|
Finalizing the Laser Paladin
I have finished most of the parts to the laser paladin, including its newly added turret atop where the laser point defense use to be (and for those of you who don't know, there was a pre-beta model that had this new turret; check the paladins cameo) and replaced it with a point defense turret.
However, i am experiencing a rather confusing difficulty.
1. It doesn't auto target
2. Instead of rotating, sometimes it will just fire out of the corner of its "eye"
Any suggestions would be appreciated
|
|
|
08-08-2004, 06:18 PM
|
#2 (permalink)
|
|
Senior Member
Join Date: Dec 2002
Location: Sydney, Australia
Posts: 202
|
Post the code for the unit and we'll take a squiz
|
|
|
08-08-2004, 09:10 PM
|
#3 (permalink)
|
|
Senior Member
Join Date: Jun 2004
Location: United States of America
Posts: 122
|
The Paladin itself
;------------------------------------------------------------------------------
Object Lazr_AmericaTankPaladin
; *** ART Parameters ***
SelectPortrait = T47
ButtonImage = T47
UpgradeCameo1 = Upgrade_AmericaBattleDrone
UpgradeCameo2 = Upgrade_AmericaScoutDrone
UpgradeCameo3 = Upgrade_AmericaAdvancedTraining
UpgradeCameo4 = Upgrade_AmericaCompositeArmor
UpgradeCameo5 = Upgrade_AmericaHellfireDrone
Draw = W3DTankDraw ModuleTag_01
ConditionState = NONE
Model = lazpal
Turret = Turret01
WeaponFireFXBone = PRIMARY TurretMS01
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS01
AltTurret = Cylinder01
AltTurretPitch = LASER
End
ConditionState = REALLYDAMAGED
Model = lazpal_d
Turret = Turret01
WeaponFireFXBone = PRIMARY TurretMS01
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS01
AltTurret = Cylinder01
AltTurretPitch = LASER
End
ConditionState = RUBBLE
Model = lazpal_d
Turret = Turret01
WeaponFireFXBone = PRIMARY TurretMS01
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS01
AltTurret = Cylinder01
AltTurretPitch = LASER
End
TrackMarks = EXTnkTrack.tga
TreadAnimationRate = 2.0 ; amount of tread texture to move per second
TreadDriveSpeedFraction = 0.3 ; fraction of locomotor speed below which treads stop moving.
TreadPivotSpeedFraction = 0.6 ; fraction of locomotor speed below which we allow pivoting.
OkToChangeModelColor = Yes
End
; ***DESIGN parameters ***
DisplayName = object:laserpaladin
Side = AmericaLaserGeneral
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
Prerequisites
Object = Lazr_AmericaStrategyCenter
End
WeaponSet
Conditions = None
Weapon = PRIMARY Lazr_PaladinTankGun;PaladinTankGun
Weapon = SECONDARY Lazr_PaladinPointDefenseLaser
End
EnergyProduction = -3
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = TankDamageFX
End
BuildCost = 1300
BuildTime = 15.0 ;in seconds
VisionRange = 150
ShroudClearingRange = 300
Prerequisites
Object = Lazr_AmericaWarFactory
;Science = SCIENCE_PaladinTank
End
ExperienceValue = 100 100 200 400 ;Experience point value at each level
ExperienceRequired = 0 200 300 600 ;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 = AmericaTankPaladinCommandSet
; *** AUDIO Parameters ***
VoiceSelect = LaserPaladinVoiceSelect
VoiceMove = PaladinTankVoiceMove
VoiceGuard = PaladinTankVoiceMove
VoiceAttack = LaserPaladinVoiceAttack
SoundMoveStart = PaladinTankMoveStart
SoundMoveStartDamaged = PaladinTankMoveStart
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = LaserPaladinVoiceCreate
TurretMoveLoop = TurretMoveLoop
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = PaladinTankVoiceCrush
VoiceEnter = PaladinTankVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE POWERED
Body = ActiveBody ModuleTag_02
MaxHealth = 500.0
InitialHealth = 500.0
; 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 = 1000
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 180 ;60 // turn rate, in degrees per sec
ControlledWeaponSlots = PRIMARY
End
AltTurret
TurretTurnRate = 360
AllowsPitch = Yes
ControlledWeaponSlots = SECONDARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL CrusaderLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 50.0
End
; Turret fly off death
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
; ModifierBonusPerOverkillPercent = 30% ; negative means less likely to pick this in the face of much damage, positive means more likely
DestructionDelay = 500
DestructionDelayVariance = 100
FX = INITIAL FX_GenericTankDeathEffect
FX = FINAL FX_GenericTankDeathExplosion
OCL = FINAL OCL_PaladinTankDeathEffect
End
; Catch fire, and explode death
Behavior = SlowDeathBehavior ModuleTag_06
DeathTypes = ALL -CRUSHED -SPLATTED
ProbabilityModifier = 50
DestructionDelay = 2000
DestructionDelayVariance = 300
FX = INITIAL FX_CrusaderCatchFire
OCL = FINAL OCL_PaladinTankDeathEffect
FX = FINAL FX_GenericTankDeathExplosion
End
Behavior = ObjectCreationUpgrade ModuleTag_08
UpgradeObject = OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_09
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_19
UpgradeObject = OCL_AmericanHellfireDrone
TriggeredBy = Upgrade_AmericaHellfireDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone
End Upgrade_AmericaHallfireDrone
Behavior = ProductionUpdate ModuleTag_10
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = ExperienceScalarUpgrade ModuleTag_11
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
End
Behavior = TransitionDamageFX ModuleTag_12
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
Behavior = FXListDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_14
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End
Behavior = DestroyDie ModuleTag_15
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = CreateCrateDie ModuleTag_16
CrateData = SalvageCrateData
;CrateData = EliteTankCrateData
;CrateData = HeroicTankCrateData
End
Behavior = EjectPilotDie ModuleTag_17
DeathTypes = ALL -CRUSHED -SPLATTED
ExemptStatus = HIJACKED
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
End
Behavior = MaxHealthUpgrade ModuleTag_18
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
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
Its weapons
;------------------------------------------------------------------------------
Weapon Lazr_PaladinTankGun
PrimaryDamage = 100.0
PrimaryDamageRadius = 7.0
ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 200.0
MinimumAttackRange = 10.0
MinTargetPitch = -15 ; we may not target anything outside of this pitch range
MaxTargetPitch = 15 ; ditto
DamageType = ARMOR_PIERCING
DeathType = BURNED
WeaponSpeed = 99999 ; dist/sec
WeaponRecoil = 5 ; angle to deflect the model when firing
LaserName = Lazr_PaladinLaserBeam
LaserBoneName = TurretMS01
FireFX = Lazr_WeaponFX_LaserCrusader
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 2500 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
ProjectileCollidesWith = STRUCTURES WALLS
End
;------------------------------------------------------------------------------
Weapon Lazr_PaladinPointDefenseLaser
PrimaryDamage = 100.0
PrimaryDamageRadius = 0.0
AttackRange = 65.0
DamageType = LASER
DeathType = LASERED
WeaponSpeed = 999999.0
LaserName = PointDefenseLaserBeam
LaserBoneName = TURRETMS
DelayBetweenShots = 800
ClipSize = 0
ClipReloadTime = 0
AntiAirborneInfantry = No
AntiSmallMissile = Yes
AntiProjectile = No
AntiAirborneVehicle = No
AntiAirborneInfantry = No
AntiGround = Yes
AntiBallisticMissile = No
FireFX = WeaponFX_PaladinPointDefenseLaser
End
and i think thats it
|
|
|
08-08-2004, 09:52 PM
|
#4 (permalink)
|
|
Senior Member
Join Date: Dec 2002
Location: Sydney, Australia
Posts: 202
|
By the looks of it I think the reason it's not working properly (I apologise i'm on the run so this is a 5 minute "quick look" that in Weapon.Ini you have the LaserBoneName=TURRETMS yet in the model the Alt Turret (The Laser Bone) is defined as Cylinder01
Try Cylinder01 as the Laser Bone name and see what happens 
|
|
|
08-08-2004, 10:03 PM
|
#5 (permalink)
|
|
Senior Member
Join Date: Jun 2004
Location: United States of America
Posts: 122
|
i think it may be beside that, cuz it fires from the right area, i just want to restrict its firing angle (like a tank can only shoot in the direction the barrel is pointed, not sideways) and i want it to auto target
|
|
|
08-08-2004, 10:31 PM
|
#6 (permalink)
|
|
Senior Member
Join Date: Dec 2002
Location: Sydney, Australia
Posts: 202
|
If you don't want it to turn (i.e. it can only block missiles in front of it) simply add this to the turret:
|
|
|
08-08-2004, 10:50 PM
|
#7 (permalink)
|
|
Senior Member
Join Date: Jun 2004
Location: United States of America
Posts: 122
|
well, i want it to turn; but i only want it to be able to fire in its general direction, like a regular tank turret
|
|
|
08-08-2004, 11:34 PM
|
#8 (permalink)
|
|
Senior Member
Join Date: Feb 2003
Location: USA
Posts: 306
|
Link the laser bone to the turret and maybe it will work.
|
|
|
08-09-2004, 12:09 AM
|
#9 (permalink)
|
|
Senior Member
Join Date: Jun 2003
Posts: 462
|
I thought there was something in the code somewhere that told the turret that, basically, "this is how far to the left or right you can shoot something without having to turn and look at it". maybe I am imagining things though
|
|
|
08-09-2004, 12:22 AM
|
#10 (permalink)
|
|
Senior Member
Join Date: Dec 2003
Posts: 217
|
The point defense laser needs to be in a pointdefenselaserupdate, I think.
|
|
|
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
|
|
|
All times are GMT -4. The time now is 06:27 PM.
|