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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 06-27-2005, 11:16 PM   #1 (permalink)
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Default B1 Won't drop bombs!?

ok i have a bit of a problem here; and it looks like something simple to fix also...so any help fast is greatly appreciated...I have this b1 bomber i made with renx, and it wont drop these bombs that i edited on renx. I comes from offscreen, flies near the target area, slows a bit, acts like its gonna drop, then nothin comes out and no damage is dealt to the surroundings...can anyone tell me whats wrong? I will post ALL of the code used here:
------------------------------------
FactionUnit.ini

Code:
Object AmericaJetB1

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    DefaultConditionState
      Model = avb1bmbr
      WeaponLaunchBone = PRIMARY WeaponA
      ParticleSysBone = Engine01 JetBlackTrailThin
      ParticleSysBone = Engine02 JetBlackTrailThin
      ParticleSysBone = Engine03 JetBlackTrailThin
      ParticleSysBone = Engine04 JetBlackTrailThin
      ParticleSysBone = WingTip01 JetContrailThin
      ParticleSysBone = WingTip02 JetContrailThin
    End
    ConditionState = DAMAGED
      Model = avb1bmbr
      ParticleSysBone = Smoke01 JetFireLarge
      ParticleSysBone = Smoke02 JetFireLarge
      ParticleSysBone = Engine01 JetBlackTrailThin
      ParticleSysBone = Engine02 JetBlackTrailThin
      ParticleSysBone = Engine03 JetBlackTrailThin
      ParticleSysBone = Engine04 JetBlackTrailThin
      ParticleSysBone = Smoke01 JetSmokeLarge
      ParticleSysBone = Smoke02 JetSmokeLarge
    End
    ConditionState = REALLYDAMAGED
      Model = avb1bmbr
      ParticleSysBone = Smoke01 JetFireLarge
      ParticleSysBone = Smoke02 JetFireLarge
      ParticleSysBone = Engine01 JetBlackTrailThin
      ParticleSysBone = Engine02 JetBlackTrailThin
      ParticleSysBone = Engine03 JetBlackTrailThin
      ParticleSysBone = Engine04 JetBlackTrailThin
      ParticleSysBone = Smoke01 JetSmokeLarge
      ParticleSysBone = Smoke02 JetSmokeLarge
    End
    ConditionState = RUBBLE
      Model = avb1bmbr
      ParticleSysBone = Smoke01 JetFireLarge
      ParticleSysBone = Smoke02 JetFireLarge
      ParticleSysBone = Smoke01 JetSmokeLarge
      ParticleSysBone = Smoke02 JetSmokeLarge
    End
    OkToChangeModelColor = Yes
  End

  ; ***DESIGN parameters ***
  DisplayName         = OBJECT:B52
  EditorSorting       = VEHICLE
  Side                = America
  TransportSlotCount  = 0                 ;how many "slots" we take in a transport (0 == not transportable)
  VisionRange         = 0.0 
  ArmorSet
    Conditions      = None
    Armor           = AirplaneArmor
    DamageFX        = TankDamageFX
  End
  CommandSet        = Command_ScriptedTransportDrops

  ; *** AUDIO Parameters ***
  SoundAmbient = B52AmbientLoop
  SoundAmbientRubble    = NoSound

  ; *** ENGINEERING Parameters ***
  RadarPriority = UNIT
  KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK  VEHICLE SCORE TRANSPORT AIRCRAFT IGNORED_IN_GUI
  Body = ActiveBody ModuleTag_03
    MaxHealth       = 1000.0
    InitialHealth   = 1000.0
  End

  ExperienceValue     = 50 50 50 50  ; Experience point value at each level

  ;SCRIPTED SUPPORT: These special powers are triggered directly 
  ;from the transport without creating a transport. This is done 
  ;via new code support and CreateLocation USE_OWNER_OBJECT -- 
  ;which also prevents creating the payload transport.
  Behavior    = OCLSpecialPower ModuleTag_06
    SpecialPowerTemplate = SuperweaponCarpetBombUS
    OCL                  = SUPERWEAPON_CarpetBombUS
    CreateLocation       = USE_OWNER_OBJECT
  End 
   
  Behavior = PhysicsBehavior ModuleTag_07
    Mass = 500.0
  End

  Behavior = DeliverPayloadAIUpdate ModuleTag_08
    DoorDelay         = 500
    MaxAttempts       = 4
    DropOffset        = X:0 Y:0 Z:-10
    DropDelay         = 300     ; time in between each item dropped (if more than one)
    PutInContainer    = AmericaParachute
    DeliveryDistance  = 150
  End
  Locomotor = SET_NORMAL CINE_USA08_B52Locomotor

  Behavior = TransportContain ModuleTag_09
    Slots                       = 100                     ; hey, it's a BIG transport
    ScatterNearbyOnExit         = No
    OrientLikeContainerOnExit   = Yes
    KeepContainerVelocityOnExit = Yes
    ExitPitchRate               = 30
    ExitBone                    = WeaponA01
    AllowInsideKindOf           = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE
    DoorOpenTime                = 0                ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em
    NumberOfExitPaths           = 0
    DestroyRidersWhoAreNotFreeToExit = Yes  ; 'destroy' as opposed to 'kill'
  End
    
  Behavior                          = JetSlowDeathBehavior ModuleTag_10
    DestructionDelay                = 2000 
    RollRate                        = 0.0
    RollRateDelta                   = 100%      ;each frame, rollrate = rollrate * rollrateDelta
    PitchRate                       = 0
    FallHowFast                     = 25.0%    ;Bigger is faster (can be over 100%,it's a fraction of gravity)
    FXInitialDeath                  = FX_JetBigDeathInitial
    OCLInitialDeath                 = OCL_AmericaJetCargoDeathStart
    DelaySecondaryFromInitialDeath  = 2000       ; in milliseconds     This guy won't hit the ground, so this time equals the above time
    OCLSecondary                    = OCL_AmericaJetCargoHulkDeath
    FXSecondary                     = FX_BigPlaneDeath
;   FXFinalBlowUp                   = FX_JetDeathFinalBlowUp
;   OCLFinalBlowUp                  = OCL_AuroraDeathFinalBlowUp
;   DeathLoopSound                  = MICAL NEEDS TO MAKE ME
  End

  Behavior = TransitionDamageFX ModuleTag_11
    DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition
    ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition
  End

  Geometry = Box
  GeometryIsSmall = No
  GeometryMajorRadius = 60.0
  GeometryMinorRadius = 10.0
  GeometryHeight = 10.0
  Shadow = SHADOW_VOLUME
  ShadowSizeX = 89  ; minimum elevation angle above horizon. Used to limit shadow length

End
Code:
Object SmallBombs

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

   ; ***DESIGN parameters ***
  DisplayName       = OBJECT:Missile
  EditorSorting     = SYSTEM
  VisionRange = 0.0  

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

; ---- begin Projectile death behaviors
  Behavior = InstantDeathBehavior DeathModuleTag_01
    DeathTypes = NONE +DETONATED
    ; we detonated normally.
    ; no FX, just quiet destroy ourselves
  End
  Behavior = InstantDeathBehavior DeathModuleTag_02
    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 = FireWeaponWhenDeadBehavior ModuleTag_05
    DeathWeapon   = CarpetBombWeapon
    StartsActive  = Yes
  End

  Behavior = FXListDie ModuleTag_06
    DeathFX = WeaponFX_AuroraSuperBombEffect
  End

  Behavior = PhysicsBehavior ModuleTag_07
    Mass = 1
  End
  Behavior = MissileAIUpdate ModuleTag_08
    TryToFollowTarget     = No 
    FuelLifetime          = 80000
    InitialVelocity       = 1                ; in dist/sec
    IgnitionDelay         = 500
    IgnitionFX            = FX_JetMissileIgnition
  End
  Locomotor = SET_NORMAL AuroraBombLocomotor

  Geometry = Sphere
  GeometryIsSmall = Yes
  GeometryMajorRadius = 1.0

End
SpecialPower.ini
------------------------------------
SpecialPower SuperweaponCarpetBombUS
Enum = SPECIAL_DAISY_CUTTER
ReloadTime = 250000 ; in milliseconds
RequiredScience = SCIENCE_CarpetBombUS
PublicTimer = No
SharedSyncedTimer = Yes
ViewObjectDuration = 30000 ; Lifetime of a Look done belonging to the firing player
ViewObjectRange = 250 ; And how far it can see
RadiusCursorRadius = 100
End


Science.ini
-------------------------------------------
Science SCIENCE_CarpetBombUS
PrerequisiteSciences = SCIENCE_AMERICA SCIENCE_Rank1
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:USADaisyCutter
Description = CONTROLBAR:ToolTipUSAScienceDaisyCutter
End

ObjectCreationList.ini
-------------------------------------------
Code:
ObjectCreationList SUPERWEAPON_CarpetBombUS
   DeliverPayload
    Transport = AmericaJetB1
    StartAtPreferredHeight = Yes
    StartAtMaxSpeed = Yes
    MaxAttempts = 5
    DropOffset = X:0 Y:0 Z:-2
    DropVariance = X:30 Y:40 Z:0
    DropDelay = 300  ;500       ; time in between each item dropped (if more than one)
    Payload = SmallBombs 15
    DeliveryDistance = 400
    DeliveryDecalRadius = 100
    DeliveryDecal
      Texture           = SCCA10Strike_USA
      Style             = SHADOW_ALPHA_DECAL
      OpacityMin        = 25%
      OpacityMax        = 50%
      OpacityThrobTime  = 500
      Color             = R:255 G:156 B:0 A:255 
      OnlyVisibleToOwningPlayer = Yes
    End
  End
End
CommandSet.ini
---------------------------------------------
CommandSet Command_ScriptedTransportDrops
1 = Command_DaisyCutter
2 = Command_Paradrop
3 = Command_CarpetBomb
4 = Command_ClusterMines
5 = Command_CrateDrop
6 = Command_GLAClusters
7 = Command_CarpetBombUS
End


CommandSet AmericaAirfieldCommandSet
1 = Command_ConstructAmericaJetRaptor
2 = Command_ConstructAmericaVehicleComanche
3 = Command_ConstructAmericaJetAurora
4 = Command_ConstructAmericaJetStealthFighter
5 = Command_CarpetBombUS
6 = Command_ConstructAmericaJetFightingFalcon
7 = Command_ConstructCINE_AmericaJetRaptor
9 = Command_UpgradeComancheRocketPods
10 = Command_UpgradeAmericaLaserMissiles
11 = Command_SetRallyPoint
12 = Command_Sell
End


CommandSet SCIENCE_AMERICA_CommandSetRank1
1 = Command_PurchaseScienceCarpetBombUS
2 = Command_PurchaseScienceStealthFighter
3 = Command_PurchaseScienceSpyDrone
END

CommandButton.ini
------------------------------------------
CommandButton Command_CarpetBombUS
Command = SPECIAL_POWER
SpecialPower = SuperweaponCarpetBombUS
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
TextLabel = CONTROLBARaisyCutter
ButtonImage = SACDaisyCutter
ButtonBorderType = ACTION
DescriptLabel = CONTROLBAR:TooltipDaisyCutter
RadiusCursorType = DAISYCUTTER
InvalidCursorName = GenericInvalid
End


CommandButton Command_PurchaseScienceCarpetBombUS
Command = PURCHASE_SCIENCE
Science = SCIENCE_CarpetBombUS
ButtonImage = SSClusterMines
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
End
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Old 06-28-2005, 06:00 PM   #2 (permalink)
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Default

The problem is with your bomb.

Add TransportSlotCount = 1 under Vision Range = 0.0. without this I think it sets it to 0 which means you bomber has no bombs to drop.

Also after testing this I found you may want to add:

Behavior = HeightDieUpdate ModuleTag_06
TargetHeight = 1.0
TargetHeightIncludesStructures = No
End

Without this your bombs wont blowup, they just travel along the ground.
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Old 06-28-2005, 08:37 PM   #3 (permalink)
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Also it would be a good idea to find the PhysicsBehavior from a bomb object instead of a missile (which is what the Aurora bomb really is). Get rid of the locomotor and the SMALL_MISSILE KindOf.
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Old 06-28-2005, 11:50 PM   #4 (permalink)
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Default

ohhhhh never even saw that stuff...thanx guys...i knew it wouldnt be hard to solve, i just couldnt find the glitch in my code...
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