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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 03-20-2005, 01:53 PM   #1 (permalink)
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Default Laser Effect

I am curios as to how I can add the effect of the laser guidance (thats all i want is the effect) to another weapon. (actually any object)

But, no matter what I have tried so far , I have not been able to do. Can someone help me a little please with some insight as to how this may be done?

TY The Gorblinator
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Old 03-20-2005, 02:01 PM   #2 (permalink)
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Im new to this so sorry if it sounds dumb but try ripping of the ability the missile defender has, located in data\INI\Weapon.ini

Code:
;------------------------------------------------------------------------------
Weapon MissileDefenderLaserGuidedMissileWeapon
  PrimaryDamage = 40.0            
  PrimaryDamageRadius = 5.0       
  ScatterRadiusVsInfantry = 10.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange = 300.0     ;Extending this range, allows the special ability to work better.
  DamageType = ARMOR_PIERCING     
  DeathType = NORMAL
  WeaponSpeed = 600               
  ProjectileObject = MissileDefenderMissile
  ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  ScatterRadius = 0       ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots = 500 ; time between shots, msec
  ClipSize = 0            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 0    ; how long to reload a Clip, msec
  AutoReloadsClip = Yes 
  FireSound = MissileDefenderWeapon
  WeaponBonus = PLAYER_UPGRADE DAMAGE 125%
  AntiAirborneVehicle = Yes
  AntiAirborneInfantry = Yes

  ; 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

Just my 2 cents
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Old 03-20-2005, 03:37 PM   #3 (permalink)
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Yea , i have the code , i got a few strings from all over the place , but all this stuff is built into about 5 or more custom sets. Anyways...

The ironic thing is , nothing fails , and this game is damn touchy about stuff that is wrong . But i can still load , and play fine , i just got no laser on the object of my choice



Weapon GermanTomahawkLaserGuidedMissile
PrimaryDamage = 150.0
PrimaryDamageRadius = 10.0
SecondaryDamage = 50.0
SecondaryDamageRadius = 25.0
ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 350.0
PreAttackDelay = 250
PreAttackType = PER_SHOT ; Do the delay every single shot
MinimumAttackRange = 100.0
DamageType = EXPLOSION
DeathType = EXPLODED
FireFX = FX_TomahawkIgnition
ProjectileObject = TomahawkMissile
ProjectileExhaust = TomahawkMissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicTomahawkMissileExhaust
; ProjectileDetonationFX = WeaponFX_TomahawkMissileDetonation
ProjectileDetonationFX = WeaponFX_BombTruckDefaultBombDetonation
RadiusDamageAffects = SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR
FireSound = TomahawkWeapon
DelayBetweenShots = 1
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 7000 ; how long to reload a Clip, msec
; Uses a clip of one to get the Reloading modelcondition
CapableOfFollowingWaypoints = Yes

; 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

;------------------------------------------------------------------------------------
Weapon MissileGuidance
PrimaryDamage = 0.0
PrimaryDamageRadius = 0.0
ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 300.0 ;Extending this range, allows the special ability to work better.
DamageType = ARMOR_PIERCING
DeathType = NORMAL
WeaponSpeed = 600
ProjectileObject = NONE
ProjectileDetonationFX = NONE
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
ScatterRadius = 0 ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
DelayBetweenShots = 500 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AutoReloadsClip = Yes
FireSound = None
WeaponBonus = PLAYER_UPGRADE DAMAGE 125%
AntiAirborneVehicle = Yes
AntiAirborneInfantry = Yes

; 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

;----------------------------------------------
;This is frm the Tomahawk Unit weapon set

WeaponSet
Conditions = None
Weapon = PRIMARY GermanTomahawkLaserGuidedMissile
End




;------------------------------------------------------------------------------
;This is my object of choice (please dont laugh , i really want this to happen)

Object GermanTomahawkMissile

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = GERMTOMAHAWK

End
End

; ***DESIGN parameters ***
DisplayName = OBJECT:TomahawkMissile
EditorSorting = SYSTEM
VisionRange = 250.0
ShroudClearingRange = 300.0

WeaponSet
Conditions = None
Weapon = PRIMARY MissileGuidance
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End

ArmorSet
Conditions = None
;*Be careful with this type, use in conjunction with KindOf = BALLISTIC_MISSILE to restrict targeting
;*to select weapons, because ballistic missile armor is weak! Weapons capable of targeting must have
;*AntiBallisticMissile = Yes set in the Weapon.ini.
Armor = BallisticMissileArmor
DamageFX = None
End

; *** ENGINEERING Parameters ***
KindOf = PROJECTILE BALLISTIC_MISSILE VEHICLE CAN_ATTACK
Body = ActiveBody ModuleTag_02
MaxHealth = 200.0
InitialHealth = 100.0
End

Behavior = SpecialAbility ModuleTag_10
SpecialPowerTemplate = SpecialAbilityMissileDefenderLaserGuidedMissiles
UpdateModuleStartsAttack = No
InitiateSound = None
End
Behavior = SpecialAbilityUpdate ModuleTag_09
SpecialPowerTemplate = SpecialAbilityMissileDefenderLaserGuidedMissiles
StartAbilityRange = 400.0
AbilityAbortRange = 450.0 ;If the target moves outside this range, abort.
PreparationTime = 500
PersistentPrepTime = 500
SpecialObject = LaserBeam
SpecialObjectAttachToBone = GUIDER
End


; ---- begin Projectile death behaviors
Behavior = InstantDeathBehavior DeathModuleTag_01
DeathTypes = NONE +DETONATED
; we detonated normally.
FX = WeaponFX_TomahawkMissileDetonation
End
Behavior = InstantDeathBehavior DeathModuleTag_08
DeathTypes = NONE +LASERED
; shot down by laser.
FX = FX_GenericMissileDisintegrate
OCL = OCL_GenericMissileDisintegrate
End
Behavior = InstantDeathBehavior DeathModuleTag_03
DeathTypes = ALL -LASERED -DETONATED
; shot down by nonlaser.
FX = FX_GenericMissileDeath
End
; ---- end Projectile death behaviors

Behavior = PhysicsBehavior ModuleTag_06
Mass = 1
End

Behavior = AIUpdateInterface ModuleTag_04
AutoAcquireEnemiesWhenIdle = Yes
End
Behavior = MissileAIUpdate ModuleTag_07
TryToFollowTarget = Yes
FuelLifetime = 4000
IgnitionDelay = 0
IgnitionFX = FX_TomahawkIgnition
InitialVelocity = 50 ; in dist/sec
DistanceToTravelBeforeTurning = 80
DistanceToTargetBeforeDiving = 100 ; When I hit this close to target, I ignore PreferredHeight.
; Note, if this is too small, the missile will turn too late to hit. And, since we have a 2D
; heart, being over the target counts as "there", so we'll give up and just go straight.

DistanceToTargetForLock = 10 ; Short lock on, as it looks better flying. jba.
End
Locomotor = SET_NORMAL TomahawkMissileLocomotor

Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake
GeometryMajorRadius = 8.0
GeometryHeight = 4.0
GeometryIsSmall = Yes

Shadow = SHADOW_DECAL
End
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Old 03-20-2005, 07:56 PM   #4 (permalink)
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If all you want is the graphical effect, you can add a dummy weapon with a laser effect. It won't show up for force-firing, but you have to admit that it would look somewhat silly to be laser-trageting a blade of grass.
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Old 03-20-2005, 09:20 PM   #5 (permalink)
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This is what i thouht i was achieving with the code afore mentioned here. But it didnt work, thus me being here (again, *weeps*)

Anyways, yea that was totaly what i was trying to do , i gave the tomahawk missile a weapon

DisplayName = OBJECT:TomahawkMissile
EditorSorting = SYSTEM
VisionRange = 250.0
ShroudClearingRange = 300.0

WeaponSet
Conditions = None
Weapon = PRIMARY MissileGuidance
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
End


from code above , but I guess , I;m not doing it right
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Old 03-21-2005, 02:24 AM   #6 (permalink)
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Um... One, you need both weapons as PRIMARY and SECONDARY with the dummy as SECONDARY.

Two, you have not even specified a laser to appear in your dummy "MissileGuidance" weapon!
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Old 03-21-2005, 10:28 AM   #7 (permalink)
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Hmm , yea , so I have not hey , well , im not sure how or why i didnt , but i think i had a good reason , i will check it out and see if that was the prob

thanks

PS: lack of sleep is the craziest high I think I ever experienced

But as far as 2 weapons PRIMARY AND SECONDARY , i figured i could give the ability to the missile , and the missile itself has no weapons , so i thought it could just have the sighting (line of sight laser) but no actual weapon. I f that makes sense at all.
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Old 03-22-2005, 09:29 PM   #8 (permalink)
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Ok , i have tried and tried and tried more and more . Can someone help me I dont get it. All i want is for this laser to fire out the end of the missile as it is soaring through the air, at what ever target is infront of it (or is this even possible)

;------------------------------------------------------------------------------
Weapon GermanDevastatorCannonGun
PrimaryDamage = 350.0
PrimaryDamageRadius = 35.0
ScatterRadiusVsInfantry = 15.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
SecondaryDamage = 70.0
SecondaryDamageRadius = 25.0
AttackRange = 400.0
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 = OverlordTankShell
FireFX = WeaponFX_PaladinPointDefenseLaser ; WeaponFX_GenericTankGunNoTracer
VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
FireSound = OverlordTankWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 1000 ; time between shots, msec
ShotsPerBarrel = 1 ; By default, shoot one shot per barrel
ClipSize = 2 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 2000 ; how long to reload a Clip, msec

; 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 WALLS
End

And yea , the vehicle has this weapon assigned to it hehe
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Old 03-23-2005, 01:20 AM   #9 (permalink)
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IIRC, you can't "transfer" the attack order given to a unit to the projectile in it's weapon.
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Old 03-23-2005, 10:46 AM   #10 (permalink)
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I didnt think so either , but , i couldnt give the unit that was firing the weapon the laser either. Basiclly , I think of it this way. The target is choosen , and your unit fires , now , i dont really want the effect coming from the projectile anyways , but i have tried almost everything i could think of , and still nothing. In fact , I cant get anything to fire a laser at all.

Anyways, if this is even possible , all i want is the effect of the laser being fired as well. But i was thinking it would be kinda weird if it could be strapped to the projectile (and i couldnt figure out why it couldnt be, after all, the projectile is still just an object too, but its not classed as a unit)

So yea , if at all possible _Freak, gimme a hand pls, im freaking lost as can be with this idea.
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