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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 03-16-2005, 07:18 AM   #1 (permalink)
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Default No Shell Impact

Can someone help me figure out why i have the OverlordTankGun weapon applied to my model , and i have all the animation fire shots and explosions , but no damage is happening. Any ideas?

Its almost as if the shell isnt actualy being fired i think , cause i dont see any shell at all. I have the required bones set up (i think) anyone help at all?[marq=right]
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Old 03-16-2005, 06:22 PM   #2 (permalink)
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OK , im back after all night of frustrating myself into a whole new dimension. I think i have narrowed this down to a bone problem with my model. It sems no matter what weapon type i go t , altering all sorts of things too , it will do anything i want , just not fire the shell , what mistake have i made people? help please.
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Old 03-16-2005, 08:14 PM   #3 (permalink)
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If the explosions appear in the correct place, then I wouldn't have thought it was the bone. Post the code, I'll take a gander.
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Old 03-16-2005, 08:44 PM   #4 (permalink)
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Ok , its not the bones i dont think , cause here is some updated news on what is happening.

Just for test purposes , i have kept this simple. Tested object

AmericaVehicleHumvee

under weaponset i have simply changed PRIMARY from HumveeGun to OverlordTankGun, now whats strange is this.

If i assign the humvee the RocketBuggyWeapon , than it fires the rockets , but i have tried to apply OverlordTankGun and as well , MarauderTankGun (or whatever it was caled) and neither of those worked. As i said , not much to paste in way of code , cause i only changed the one line.

PRIMARY is what i changed , here it is

WeaponSet
Conditions = None
Weapon = PRIMARY OverlordTankGun ; BuggyRocketWeapon
End
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Old 03-17-2005, 06:12 AM   #5 (permalink)
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That should work, and a quick test proved it. So I'll be honest and say, if nothing else has changed, I've no idea why that won't work. Perhaps another change you have made somewhere along the line is conflicting.
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Old 03-17-2005, 06:16 AM   #6 (permalink)
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hmm , i dunno , wierd , i guess something was wrong , but when i reloadewd it was fixed , maybe i messed up the big file , i have notced a bug with the big extractor i have.

It seems that when you hit cancel , and not choose to add a directory , it freezes all to hell , and than stops responding , but maybe i got old version , dunno , me still bit new to this. Anyways , thanks man , its all good now
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Old 03-17-2005, 08:07 AM   #7 (permalink)
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you say reloaded; you have to exit the game and reload for changes to take effect usually - you cant alt tab it.
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Old 03-19-2005, 09:16 PM   #8 (permalink)
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Ok , well , once again , very similiar to the episode previously , is this error.

And no , i did not edit anything with files open and game running. I would not think anyone would be that slight of mind.

However. This tank I have modelled uses this setup for weapon and bones in the design parameters. The problem is , it is firing , i can see the shell , the effects , eveerything , but it is not doing any damage to the target. The shell is even going to the target , making the explsoion effect , but no damage. Anyone with idea?

Draw = W3DTankDraw ModuleTag_01
DefaultConditionState
Model = GERMTTANKBETA
Turret = Turret
WeaponFireFXBone = PRIMARY MuzzleFX
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
End

The weapn code from below (dont mind the names, just playing around here.)

WeaponSet
Conditions = None
Weapon = PRIMARY HumveeGunCustom
; Uncomment this when we want the crusader to have a machine too again
;Weapon = SECONDARY CrusaderMachineGun
End

And an overhauled version of the Crusaders weapon here :


Weapon HumveeGunCustom
PrimaryDamage = 160.0
PrimaryDamageRadius = 0.0
ScatterRadiusVsInfantry = 3.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 350.0
MinTargetPitch = -15 ; we may not target anything outside of this pitch range
MaxTargetPitch = 15 ; ditto
DamageType = ARMOR_PIERCING
DeathType = NORMAL
WeaponSpeed = 300 ; dist/sec
WeaponRecoil = 5 ; angle to deflect the model when firing
ProjectileObject = GenericTankShell
FireFX = WeaponFX_GenericTankGunNoTracer
VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
FireSound = OverlordTankWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 2000 ; 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
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Old 03-20-2005, 05:11 AM   #9 (permalink)
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Try not adding things to the big file ( which is what you are impying ), but instead simply add them to the correct folders. This maintains the original code to fall back on at a later date, as the folder inis are edited first.

The only thing I could think of as a problem is that, if you have a ScatterRadius, you need a damage radius to compensate. If you are having your shots miss when hitting infantry, this is likely the problem.
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Old 03-20-2005, 06:34 AM   #10 (permalink)
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Thats kewl , i think i got it , and dont worry dood , i got a million back ups , hehe , used to this sort of thing , just new to the generals editing is all. But yea , alls good it seems.
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