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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 05-06-2005, 10:42 PM   #1 (permalink)
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Join Date: Feb 2003
Location: USA
Posts: 55
Default [Solved] Primary and Secondary

How can i get the primary and secondary weapon to fire at the same time? also how do i make the Secondary weapon use the turret i have it linked to? :tard:

Code:
Object ChinaTankOverlord

  ; *** ART Parameters ***
  SelectPortrait         = SNOverlord_L
  ButtonImage            = SNOverlord
  
  UpgradeCameo1 = Upgrade_ChinaUraniumShells
  UpgradeCameo2 = Upgrade_ChinaNuclearTanks
  UpgradeCameo3 = Upgrade_ChinaOverlordBattleBunker
  UpgradeCameo4 = Upgrade_ChinaOverlordGattlingCannon
  UpgradeCameo5 = Upgrade_ChinaOverlordPropagandaTower
  
  
  Draw = W3DOverlordTankDraw ModuleTag_01
    ConditionState        = NONE
      Model               = Prowler
      Turret              = Turret
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone = PRIMARY Muzzle
      WeaponFireFXBone    = SECONDARY MuzzleG
      WeaponRecoilBone    = SECONDARY Barrel
      WeaponMuzzleFlash   = SECONDARY MuzzleGFX
      WeaponLaunchBone = SECONDARY MuzzleG
    End
    ConditionState        = REALLYDAMAGED
      Model               = Prowler
      Turret              = Turret
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone = PRIMARY Muzzle
      WeaponFireFXBone    = SECONDARY Muzzle
      WeaponRecoilBone    = SECONDARY Barrel
      WeaponMuzzleFlash   = SECONDARY MuzzleFX
      WeaponLaunchBone = SECONDARY Muzzle
    End
    ConditionState        = RUBBLE
      Model               = Prowler
      Turret              = Turret
      WeaponFireFXBone    = PRIMARY Muzzle
      WeaponRecoilBone    = PRIMARY Barrel
      WeaponMuzzleFlash   = PRIMARY MuzzleFX
      WeaponLaunchBone = PRIMARY Muzzle
      WeaponFireFXBone    = SECONDARY Muzzle
      WeaponRecoilBone    = SECONDARY Barrel
      WeaponMuzzleFlash   = SECONDARY MuzzleFX
      WeaponLaunchBone = SECONDARY Muzzle
    End

    TrackMarks           = EXTnkTrack.tga
    OkToChangeModelColor = Yes
    TreadAnimationRate = 2.0;  amount of tread texture to move per second
    TreadDriveSpeedFraction = 0.3  ; fraction of locomotor speed below which treads stop moving.
    TreadPivotSpeedFraction = 0.6  ; fraction of locomotor speed below which we allow pivoting.
  End

  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:Overlord
  Side                = China
  EditorSorting       = VEHICLE
  TransportSlotCount  = 3                 ;how many "slots" we take in a transport (0 == not transportable)
  WeaponSet
    Conditions        = None 
    Weapon            = PRIMARY OverlordTankGun
    Weapon            = SECONDARY HumveeGun
  End
  ArmorSet
    Conditions        = None
    Armor             = TankArmor
    DamageFX          = TankDamageFX
  End
  BuildCost       = 2000
  BuildTime       = 20.0          ;in seconds    
  VisionRange     = 150
  ShroudClearingRange = 200
  Prerequisites
    Object = ChinaWarFactory
  End

  ExperienceValue = 200 200 400 600   ;Experience point value at each level
  ExperienceRequired = 0 400 600 1200  ;Experience points needed to gain each level
  IsTrainable = Yes             ;Can gain experience
  CrusherLevel           = 3  ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  CrushableLevel         = 3  ;What am I?:        0 = for infantry, 1 = for trees, 2 = general vehicles
  CommandSet = ChinaTankOverlordDefaultCommandSet

  ; *** AUDIO Parameters ***
  VoiceSelect = OverlordTankVoiceSelect
  SoundMoveStart = OverlordTankMoveStart
  SoundMoveStartDamaged = OverlordTankMoveStart
  VoiceMove = OverlordTankVoiceMove
  VoiceGuard = OverlordTankVoiceMove
  VoiceAttack = OverlordTankVoiceAttack

  UnitSpecificSounds
    ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
    VoiceCreate          = OverlordTankVoiceCreate
    TurretMoveStart = NoSound
    TurretMoveLoop = OverlordTankTurretMoveLoop
    VoiceCrush = OverlordTankVoiceCrush
    VoiceEnter = OverlordTankVoiceMove
    VoiceUnload     = OverlordTankVoiceUnload
  End

  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE HUGE_VEHICLE
  
  Body = ActiveBody ModuleTag_02
    MaxHealth       = 1100.0
    InitialHealth   = 1100.0

    ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
    ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
    SubdualDamageCap = 2200
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 50
  End

  Behavior = TransportAIUpdate ModuleTag_03
    Turret
      TurretTurnRate = 60 ;30 ;15   // turn rate, in degrees per sec
      ControlledWeaponSlots = PRIMARY
      ControlledWeaponSlots = SECONDARY
    End
    AutoAcquireEnemiesWhenIdle = Yes
  End

  Locomotor = SET_NORMAL OverlordLocomotor
  Locomotor = SET_NORMAL_UPGRADED NuclearOverlordLocomotor

  Behavior = FireWeaponWhenDeadBehavior ModuleTag_04
    DeathWeapon   = NuclearTankDeathWeapon
    StartsActive  = No                        ; turned on by upgrade
    TriggeredBy   = Upgrade_ChinaNuclearTanks
  End
  Behavior = LocomotorSetUpgrade ModuleTag_05
    TriggeredBy = Upgrade_ChinaNuclearTanks
  End

  Behavior = OverlordContain ModuleTag_06 ; Like Transport, but when full, passes transport queries along to first passenger (redirects like tunnel) 
    Slots                 = 1
    DamagePercentToUnits        = 100%
    AllowInsideKindOf     = PORTABLE_STRUCTURE
    PassengersAllowedToFire = Yes
    PassengersInTurret = Yes ; My passengers ride in my turret, that's where the Firepoint bones are
    ExperienceSinkForRider = Yes ; I get the Exp for things my turret friend kills
  End

  Behavior = ProductionUpdate ModuleTag_10
    MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
  End
  Behavior = PhysicsBehavior ModuleTag_14
    Mass = 50.0
  End



  ; Smoke for a bit then explode
;  Behavior = SlowDeathBehavior
;;    ProbabilityModifier = 25
;    DestructionDelay = 1500
;    DestructionDelayVariance = 500
;    FX  = INITIAL   FX_OverlordSmoke
;    OCL = FINAL     OCL_ChinaTankOverlordDebris
;    FX  = FINAL     FX_GenericTankDeathExplosion
;  End
  
  ; Catch fire, and explode death
;  Behavior = SlowDeathBehavior
;;    ProbabilityModifier = 25
;    DestructionDelay = 2000
;    DestructionDelayVariance = 300
;    FX  = INITIAL  FX_CrusaderCatchFire
;    OCL = FINAL    OCL_ChinaTankOverlordDebris
;    FX  = FINAL    FX_GenericTankDeathExplosion 
;  End

  ; Just explode death
  Behavior = SlowDeathBehavior ModuleTag_16
    ProbabilityModifier = 25
    DestructionDelay = 200
    DestructionDelayVariance = 100
    OCL = FINAL    OCL_ChinaTankOverlordDebris
    FX  = FINAL    FX_OverlordExplosionOneFinal
  End
  Behavior = CreateCrateDie ModuleTag_17
    CrateData = SalvageCrateData
    ;CrateData = EliteTankCrateData
    ;CrateData = HeroicTankCrateData
  End

  Behavior = TransitionDamageFX ModuleTag_18
    ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_OverlordDamageTransition
  End

  Behavior = FlammableUpdate ModuleTag_21
    AflameDuration = 5000         ; If I catch fire, I'll burn for this long...
    AflameDamageAmount = 3       ; taking this much damage...
    AflameDamageDelay = 500       ; this often.
  End

  Geometry = BOX
  GeometryMajorRadius = 26.0
  GeometryMinorRadius = 13.0
  GeometryHeight = 15.0     
  GeometryIsSmall = No
  Shadow = SHADOW_VOLUME     
  ShadowSizeX = 45  ; minimum elevation angle above horizon. Used to limit shadow length

End
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Old 05-06-2005, 11:19 PM   #2 (permalink)
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Default

1. they will fire at the same time without any settings.
2. what name is the secondary turret?
Code:
      ControlledWeaponSlots = PRIMARY SECONDARY
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Old 05-07-2005, 08:53 PM   #3 (permalink)
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The secondary turret is . . . TurretX for this one.
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Old 05-08-2005, 01:20 AM   #4 (permalink)
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Code:
      AltTurret              = TurretX
     Turret
      TurretTurnRate = 60 ;30 ;15   // turn rate, in degrees per sec
      ControlledWeaponSlots = PRIMARY
    End
    AltTurret
      TurretTurnRate = 60 ;30 ;15   // turn rate, in degrees per sec
      ControlledWeaponSlots = SECONDARY
    End
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Old 05-08-2005, 01:41 AM   #5 (permalink)
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Default

Well, the Primary weapon fires but the secondary will not . . . any other suggestions?
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Old 05-08-2005, 10:45 AM   #6 (permalink)
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Default

Did you try attacking an object instead of force-firing on open ground?
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Old 05-08-2005, 03:37 PM   #7 (permalink)
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Default

Now it works, but now for some other units how do i make it so the secondary weapon doesn't fire unless i have it activated (I have a button the does this but when it attacks a unit both weapons fire)
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Old 05-08-2005, 09:38 PM   #8 (permalink)
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Code:
AutoChooseSource = None
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Old 05-08-2005, 10:33 PM   #9 (permalink)
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Quote:
ASSERTION FAILURE: token None is not a valid member of the index list
Unless i'm putting it in the wrong spot.
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Old 05-09-2005, 08:49 AM   #10 (permalink)
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AutoChooseSources = PRIMARY ( or SECONDARY, I haven't read the post )
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