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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 10-01-2004, 11:37 AM   #1 (permalink)
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Join Date: Sep 2004
Location: London
Posts: 36
Default Kirov bomb dropping problem

ok well we've got a kirov and to start with i had it able to drop bombs. but. it couldnt attack buildigns and the bombs would fly of at a tanget if u attack infront of the kirov. but wouldnt if u attacked directly below.

now i've been tweaking away (i had used the aurora bomb for it) at it and changed it to what i thought would be a dumb bomb by using the napalm bomb. but now when i attack no bomb apears and i still can't attack buildings.

heres the weapon and weapon object code. i would be much obliged for any help.


Weapon KirovBomb
PrimaryDamage = 200.0
PrimaryDamageRadius = 15.0
AttackRange = 0.01
DamageType = AURORA_BOMB
DeathType = EXPLODED
WeaponSpeed = 99999
ProjectileObject = KirovBomb
FireFX = FX_AuroraBombLaunch
ProjectileDetonationFX = FX_AuroraBombDetonate
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
DelayBetweenShots = 1
ClipSize = 1
ClipReloadTime = 5000


; 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



-------------------------------------------------------------------------------------


Object KirovBomb

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AVBomber_B
End
End

; ***DESIGN parameters ***
DisplayName = OBJECT:Missile
EditorSorting = SYSTEM
VisionRange = 0.0 ; Projectiles can't see, but superweapons *may need to*
;TransportSlotCount = 1 ; since Napalm Strike carries us as payload, not weapon
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End

; *** ENGINEERING Parameters ***
KindOf = PRELOAD NO_COLLIDE UNATTACKABLE;
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End

; ---- end Projectile death behaviors

Behavior = PhysicsBehavior ModuleTag_06
Mass = 75.0
AerodynamicFriction = 0.1 ; this is now friction-per-sec
ForwardFriction = 0.1 ; this is now friction-per-sec
CenterOfMassOffset = 0.13 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back
End

; Commenting out module 9 since this method can't take Black napalm
; Behavior = CreateObjectDie ModuleTag_09
; DeathTypes = ALL
; CreationList = OCL_NapalmBombDetonation
; End

Behavior = HeightDieUpdate ModuleTag_10
TargetHeight = 1.0
TargetHeightIncludesStructures = No
End


Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 1.0
Scale = 0.7

End
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Old 10-01-2004, 11:41 AM   #2 (permalink)
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you couild try it with my carpet bombing logic

Carpet Bombing Tutorial
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Old 10-01-2004, 11:43 AM   #3 (permalink)
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thanx man testing it out now
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Old 10-01-2004, 11:59 AM   #4 (permalink)
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ok at least i'm bombing now. but thers a smal circle beneif the kirov where i can attack and instead of the kirov moving there the bomb goes of at a tanget. and still is. and i still can't attack buildings.


code update


Weapon KirovBomb
PrimaryDamage = 200.0
PrimaryDamageRadius = 15.0
AttackRange = 0.01
AcceptableAimDelta = 180
DamageType = AURORA_BOMB
DeathType = EXPLODED
WeaponSpeed = 99999
ProjectileObject = KirovBomb
FireFX = FX_AuroraBombLaunch
ProjectileDetonationFX = FX_AuroraBombDetonate
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
DelayBetweenShots = 1
ClipSize = 1
ClipReloadTime = 5000


; 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


------------------------------------------------------------------------------------------


Object KirovBomb

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = kirovbomb
End
End

; ***DESIGN parameters ***
Side = America
EditorSorting = SYSTEM
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
VisionRange = 0.0

; *** AUDIO Parameters ***

; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End

Behavior = PhysicsBehavior ModuleTag_03
Mass = 75.0
AerodynamicFriction = 2 ; this is now friction-per-sec
ForwardFriction = 2 ; this is now friction-per-sec
CenterOfMassOffset = 0 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back
End

; it may seem odd to have a "bomb" with a Locomotor, especially a Thrust locomotor,
; but there's a good reason: the Aurora moves so freakin' fast that it's really
; hard to (1) find a reliable drop location, and (2) actually get it close enough to
; that location. So we cheat: just get fairly close, then let the "bomb" do a little (subtle)
; navigation on the way down. This works pretty well and actually looks much better
; than you might think. (srj)
Behavior = MissileAIUpdate ModuleTag_04
TryToFollowTarget = No
FuelLifetime = 0
IgnitionDelay = 0
InitialVelocity = 0 ; in dist/sec
DistanceToTravelBeforeTurning = 0
DistanceToTargetBeforeDiving = 0
End
Locomotor = SET_NORMAL FreeFallLocomotor ; yes, that's right.

Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 2.0

End
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Old 10-01-2004, 12:19 PM   #5 (permalink)
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Have you thought about the Helix' bomb? That drops directly down, doesn't it?
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Old 10-01-2004, 12:20 PM   #6 (permalink)
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yeah i tried to use teh helix bomb at first. but its not like a normal wepon. and when i used the helix bomb weaponboject it just made the whole thing invisiable and nothing blew up. made a noise though
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Old 10-04-2004, 07:56 AM   #7 (permalink)
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seriously can someone help me out here. all the code is there if u add it into your own code for the helix it'll help u understand whats going on. please poeple i'm loosing hair over this.
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Old 10-04-2004, 08:34 AM   #8 (permalink)
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Helix bomb.

Look better. The Helix clearly shows it works.
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Old 10-04-2004, 09:11 AM   #9 (permalink)
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Why not have a turret which faces directly downwards and doesn't turn?
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Old 10-04-2004, 12:01 PM   #10 (permalink)
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both of those aren't the problem. i'm already using the helix bomb code and it still flys of at a tangent plus it still doesn't attack buildings.
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