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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 08-21-2004, 03:15 PM   #1 (permalink)
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Join Date: Dec 2002
Posts: 338
Default Demo and Chem Scudstorm radius

I changed the radius of the Demo SS and the Chem SS so that the missiles have a greater target radius [ some of them fall outside of the target symbol which is really cool ] but i'm having this problem.

The new radius for the Demo SS works perfectly but no matter what i do to the Chem SS, the radius stays the same.

Weapon Demo_ScudStormWeapon
PrimaryDamage = 0 ; not used for this weapon (it's "special")
PrimaryDamageRadius = 0 ; not used for this weapon (it's "special")
AttackRange = 999999 ; not used for this weapon (it's "special")
DamageType = EXPLOSION ; not used for this weapon (it's "special")
DeathType = EXPLODED
WeaponSpeed = 99999 ; not used for this weapon (it's "special")
ProjectileObject = Demo_ScudStormMissile
ProjectileExhaust = ScudMissileExhaust
ProjectileDetonationFX = FX_BaikonurNuke
ProjectileDetonationFX = FX_BaikonurNuke
ProjectileDetonationFX = FX_BaikonurNuke
ProjectileDetonationFX = FX_BaikonurNuke
ProjectileDetonationFX = FX_BaikonurNuke
ProjectileDetonationFX = FX_BaikonurNuke
ProjectileDetonationFX = FX_BaikonurNuke
ProjectileDetonationFX = FX_BaikonurNuke
ProjectileDetonationFX = FX_BaikonurNuke
FireFX = WeaponFX_ScudStormMissile
FireSound = ScudStormLaunch
FireFX = Demo_ScudStormMissileDetonation
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = Min:100 Max:1000
ClipSize = 9
ClipReloadTime = 10000 ; give it time to sink into the ground
AutoReloadsClip = Yes
ScatterRadius = 0;changed to zero, unless you want to soften the results of the table below

; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots
; These specific points are an even distribution simulating a 150 ScatterRadius.
; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots
; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip.

ScatterTargetScalar = 520; replaces the ScatterRadius, above, for scaling this table, below
ScatterTarget = X: 0.000 Y: 0.133
ScatterTarget = X: 0.133 Y:-0.200
ScatterTarget = X:-0.067 Y: 0.667
ScatterTarget = X: 0.300 Y: 0.300
ScatterTarget = X: 0.767 Y: 0.000
ScatterTarget = X: 0.500 Y:-0.567
ScatterTarget = X:-0.333 Y:-0.800
ScatterTarget = X:-0.600 Y:-0.1333
ScatterTarget = X:-0.567 Y: 0.433

PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up)
PreAttackType = PER_CLIP ; Do the delay the first shot of each clip
AcceptableAimDelta = 180 ; Don't need to turn at all.
ProjectileCollidesWith = STRUCTURES
End

Weapon GC_Chem_ScudStormWeapon
PrimaryDamage = 0 ; not used for this weapon (it's "special")
PrimaryDamageRadius = 0 ; not used for this weapon (it's "special")
AttackRange = 999999 ; not used for this weapon (it's "special")
DamageType = EXPLOSION ; not used for this weapon (it's "special")
DeathType = EXPLODED
WeaponSpeed = 99999 ; not used for this weapon (it's "special")
ProjectileObject = GC_Chem_ScudStormMissile
ProjectileExhaust = ScudMissileExhaust
FireFX = WeaponFX_ScudStormMissile
FireSound = ScudStormLaunch

ProjectileDetonationFX = FX_BaikonurNuke
ProjectileDetonationFX = FX_BaikonurNuke
ProjectileDetonationFX = FX_BaikonurNuke
ProjectileDetonationFX = FX_BaikonurNuke
ProjectileDetonationFX = FX_BaikonurNuke
ProjectileDetonationFX = FX_BaikonurNuke
ProjectileDetonationFX = FX_BaikonurNuke
ProjectileDetonationFX = FX_BaikonurNuke
ProjectileDetonationFX = FX_BaikonurNuke

RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = Min:100 Max:1000
ClipSize = 9
ClipReloadTime = 10000 ; give it time to sink into the ground
AutoReloadsClip = Yes
ScatterRadius = 0;changed to zero, unless you want to soften the results of the table below

; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots
; These specific points are an even distribution simulating a 150 ScatterRadius.
; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots
; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip.

ScatterTargetScalar = 520; replaces the ScatterRadius, above, for scaling this table, below
ScatterTarget = X: 0.000 Y: 0.133
ScatterTarget = X: 0.133 Y:-0.200
ScatterTarget = X:-0.067 Y: 0.667
ScatterTarget = X: 0.300 Y: 0.300
ScatterTarget = X: 0.767 Y: 0.000
ScatterTarget = X: 0.500 Y:-0.567
ScatterTarget = X:-0.333 Y:-0.800
ScatterTarget = X:-0.600 Y:-0.1333
ScatterTarget = X:-0.567 Y: 0.433

PreAttackDelay = 3000 ; Give the missiles time to get up, since we can't watch the animation. (If too short, missiles will pop up)
PreAttackType = PER_CLIP ; Do the delay the first shot of each clip
AcceptableAimDelta = 180 ; Don't need to turn at all.

; 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

I even removed the entire ScatterTargetScalar and then changed the ScatterRadius to ScatterRadius=1900 but the Chem SS missiles still land in the same place. Where did i screw up

If your wondering why i have the FX_BaikonurNuke inserted there its because its the only way i figured out how to give the Chem General a new explosion for there scud missiles.
The Demo General has a dual explosion,looks really nice.
adamstrange is offline  
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