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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
08-22-2004, 09:00 AM
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#1 (permalink)
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Senior Member
Join Date: Mar 2004
Location: England
Posts: 158
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ANTI-missile vulcan cannon, any use to you?
here i made a vulcan cannon, like they use on ships, the british one is called the Goalkeeper, it stops incomming missiles well its basicly a ultra rapid massive mini gun that blows them out of the air, i used the properties of the paladin tank lazer, so it kills men but u can stop that if u want, it stops most missiles but can be over wheolm, but u can set it to be as weak or as powerful as u want, here it is
this part goes in fractionUnit.ini on the unit
Behavior = PointDefenseLaserUpdate ModuleTag_06.5
WeaponTemplate = GoalKeeper
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
SecondaryTargetTypes = INFANTRY
ScanRate = 500
ScanRange = 220.0
PredictTargetVelocityFactor = 3.0
End
and this part goes in weapons.ini i dont know if its of any use to you
Weapon GoalKeeper
PrimaryDamage = 105.0
PrimaryDamageRadius = 0.0
AttackRange = 300.0
DamageType = COMANCHE_VULCAN
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec
DelayBetweenShots = 1 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AcceptableAimDelta = 360 ; Don't need to turn at all.
AntiSmallMissile = Yes
AntiProjectile = Yes
FireFX = WeaponFX_Comanche20mmCannonFire
FireSound = GattlingCannonWeapon
End
here u go :P
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08-22-2004, 10:43 AM
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#2 (permalink)
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Senior Member
Join Date: Jul 2003
Location: England
Posts: 153
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Thanks heartless, i was thinking of making something like this in exactly the same way, wasnt quite sure if it's work though, i'm going to add a defensive turret to a bomber i've coded, after getting the idea from blitz 2's bomber planes.
EDIT: Just for the record, can you give a unit more than one point defence weapon? Because i want to give my bomber 3 weapons, one that'll attack only infantry, and two separate weapons for anti-vehicle defence, that'll fire at independant targets.
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08-22-2004, 02:09 PM
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#3 (permalink)
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Junior Member
Join Date: Apr 2003
Location: USA
Posts: 29
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Quote:
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Originally Posted by Redeemer
Thanks heartless, i was thinking of making something like this in exactly the same way, wasnt quite sure if it's work though, i'm going to add a defensive turret to a bomber i've coded, after getting the idea from blitz 2's bomber planes.
EDIT: Just for the record, can you give a unit more than one point defence weapon? Because i want to give my bomber 3 weapons, one that'll attack only infantry, and two separate weapons for anti-vehicle defence, that'll fire at independant targets.
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If it only allows one pdl, overlord logic is the key. It's great because double the limit for pretty much anything. Running out of weapon slots? Overlord Contain it!
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08-22-2004, 03:35 PM
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#4 (permalink)
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Senior Member
Join Date: Jul 2003
Location: England
Posts: 153
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Ah cool, is all the code for the overlord contain logic in the unit's code itself then? or do you have to edit the OCL ini as well?
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08-22-2004, 08:51 PM
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#5 (permalink)
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Senior Member
Join Date: Mar 2004
Location: England
Posts: 158
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the goalkeeper, okokok, i made this for a blackjack bomber, it dont have one in real life but for some reason no matter how much health it would get killed in mid air, this vulcanon cannon is not acctually classed as a weapon, its anti-infantry one hit like a snipers shot, i just looks like 100's of little shots also anti-missile u cna have it on there and a primary secandary weapon, i didnt try tericay beucase i didnt need to but as far as i know i can have have this and 2 other ones, hope it was of some use to you
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08-23-2004, 12:27 AM
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#6 (permalink)
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Junior Member
Join Date: Apr 2003
Location: USA
Posts: 29
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Quote:
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Originally Posted by Redeemer
Ah cool, is all the code for the overlord contain logic in the unit's code itself then? or do you have to edit the OCL ini as well?
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It's just like any other contain module. In the overlord code there is a module tag (overlordcontain) that specifies how it contains the object (and where). The details of the actual Add-ons to the overlord are their own object (and therefore have their own AIUPDATE, Weapons, and module tags.) There is a limit to one pdl per object, but the overlord and what it contains are two different objects. No OCLs, it's all in factionunit.ini
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08-23-2004, 02:20 AM
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#7 (permalink)
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Senior Member
Join Date: Dec 2003
Posts: 217
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I think you can have an unlimited number of pointdefenselaserupdates on a unit. And I have a question: How do you get the tracer to fire from a bone?
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08-23-2004, 02:35 PM
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#8 (permalink)
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Senior Member
Join Date: Mar 2004
Location: England
Posts: 158
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i think thats got to do with the weapon you choose or make, for for example
here is the part that shows the tracer, or fireFX
FireFX = WeaponFX_Comanche20mmCannonFire
u see, whatever weapon u have it should have it on that
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08-23-2004, 04:08 PM
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#9 (permalink)
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Senior Member
Join Date: Aug 2003
Location: USA
Posts: 302
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Alright, this point defence with overlord contain sounds good. Right now I'm amking a whole lot of custom mechs for vanila generals. Although right now everything is fine with just 3 weapons, but I know I will need more. So how do I add more weapons using overlord logic. If there is modeling involved, please tell.
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08-23-2004, 05:32 PM
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#10 (permalink)
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Senior Member
Join Date: Jul 2003
Location: England
Posts: 153
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This might save you a few headaches instead of using the overlord contain logic, but i've managed to add 3 point defence weapons, as well as my bomber's primary weapon:
Code:
Behavior = PointDefenseLaserUpdate ModuleTag_11
WeaponTemplate = LongswordDefenceGun
PrimaryTargetTypes = AIRCRAFT
SecondaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
ScanRate = 500
ScanRange = 220.0
PredictTargetVelocityFactor = 3.0
End
Behavior = PointDefenseLaserUpdate ModuleTag_12
WeaponTemplate = LongswordAntiVehicleGun1
PrimaryTargetTypes = INFANTRY
SecondaryTargetTypes = VEHICLE STRUCTURE
ScanRate = 500
ScanRange = 220.0
PredictTargetVelocityFactor = 3.0
End
Behavior = PointDefenseLaserUpdate ModuleTag_13
WeaponTemplate = LongswordAntiVehicleGun2
PrimaryTargetTypes = VEHICLE
SecondaryTargetTypes = STRUCTURE
ScanRate = 500
ScanRange = 220.0
PredictTargetVelocityFactor = 3.0
End
It might be slightly different on vanilla generals, but just copy the point defence laser code off the paladin (it's only the 1 module, a short bit of code - as seen above) and change the 'WeaponTemplate' to the weapon you want it to be, and then change the primary & secondary target types etc etc, easy!
Although at the moment i'm trying to work out how to get them all to fire at separate targets instead of the same one, and sometimes the 2 weapons that shouldn't be anti-air still fire at aircraft :tard: Any ideas?
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