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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » ANTI-missile vulcan cannon, any use to you?

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

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Old 08-22-2004, 09:00 AM   #1 (permalink)
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Default 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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Old 08-22-2004, 10:43 AM   #2 (permalink)
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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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Old 08-22-2004, 02:09 PM   #3 (permalink)
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Quote:
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.
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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Old 08-22-2004, 03:35 PM   #4 (permalink)
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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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Old 08-22-2004, 08:51 PM   #5 (permalink)
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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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Old 08-23-2004, 12:27 AM   #6 (permalink)
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Quote:
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?
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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Old 08-23-2004, 02:20 AM   #7 (permalink)
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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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Old 08-23-2004, 02:35 PM   #8 (permalink)
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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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Old 08-23-2004, 04:08 PM   #9 (permalink)
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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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Old 08-23-2004, 05:32 PM   #10 (permalink)
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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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