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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 07-16-2005, 10:03 PM   #1 (permalink)
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Default Restricting figther/bomber targets?

Hi!

I've made myself a fighter/bomber Raptor, which fires missiles at aircraft and vehicles, while dropping bombs on buildings. It works quite well. But having dropped its bombs on a building (not destroying it), my Raptor will sometimes fire a missile or two at the building while heading back to base.

Is it possible to restrict the targets of the Raptor even more than simply using PreferredAgainst? Can I make it utterly impossible for it to target buildings with its missiles?
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Old 07-16-2005, 10:34 PM   #2 (permalink)
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No, you can't restrict certain weapon only fire at limited target, the only module with this function is laser defense system. about weapons, if antiground = yes, then it will fire to ground units or buildings when perfect against weapon out of ammo.
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Old 07-17-2005, 03:49 AM   #3 (permalink)
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@ cavetroll try this

WeaponSet
Conditions = None
Weapon = PRIMARY Raptormissileweapon
PreferredAgainst = PRIMARY INFANTRY VEHICLE AIRCRAFT
AutoChooseSources = PRIMARY FROM_PLAYER FROM_AI FROM_SCRIPT
Weapon = SECONDARY RaptorBombweapon
PreferredAgainst = SECONDARY STRUCTURE
AutoChooseSources = SECONDARY FROM_PLAYER FROM_AI FROM_SCRIPT
End

Maybe you have to handle with tha AutoChooseSources = NONE i donīt know exactly how it works but try it (SEARCH)
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Old 07-17-2005, 06:35 PM   #4 (permalink)
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Default

i am also having a aircraft targeting problem, take a look:

Weapon GripenRocketAttackWeapon
PrimaryDamage = 155.0
PrimaryDamageRadius = 10.0
ScatterRadiusVsInfantry = 5.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 450.0
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 900
ProjectileObject = ScorpionMissile
ProjectileExhaust = TowMissileExhaust
FireFX = FX_ScudLauncherIgnition
FireSound = GenericMachineGunFire
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 90 ; time between shots, msec
ClipSize = 8 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 8000 ; how long to reload a Clip, msec
AutoReloadsClip = RETURN_TO_BASE
AntiAirborneVehicle = Yes
AntiAirborneInfantry = No
AntiGround = Yes
AntiBallisticMissile = No
ProjectileDetonationFX = WeaponFX_B52Bombs
ProjectileCollidesWith = STRUCTURES
End

Weapon GripenAMRAAM
PrimaryDamage = 55.0
PrimaryDamageRadius = 20.0
ScatterRadiusVsInfantry = 5.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 520.0
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 900
ProjectileObject = AMRAAM
ProjectileExhaust = MissileExhaust
FireFX = FX_ScudLauncherIgnition
FireSound = GenericMachineGunFire
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 10 ; time between shots, msec
ClipSize = 19 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 28000 ; how long to reload a Clip, msec
AutoReloadsClip = RETURN_TO_BASE
AntiAirborneVehicle = Yes
AntiAirborneInfantry = No
AntiGround = No
AntiBallisticMissile = No
ProjectileDetonationFX = WeaponFX_B52Bombs
ProjectileCollidesWith = STRUCTURES
ShowsAmmoPips = Yes
End


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

What i want is for the AMRAAM to attack air only targets, and it does that, but for some reason, my Gripen wont land unless it uses all its weapons, which forced me to have them launch amraams at ground targets also. Is there a way to have them launch at air only targets with the amraam and return to base when their ground ammo is done instead of circling around the area and doing nothing?
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Old 07-18-2005, 06:20 AM   #5 (permalink)
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I think the aircrafts returns to base when the primary weapon is out of ammo!
maybe you have to change your primary and secondary weapon. Otherwise i donīt know? Maybe zero hour has problems with the clipsize of the second weapon(bigger than primary)
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Old 07-18-2005, 01:42 PM   #6 (permalink)
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ah....that might be what the problem is...they both are set on return to base. So for one of them i should just put No or Yes or what?
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Old 07-18-2005, 01:42 PM   #7 (permalink)
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ps



this is for Generals!
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Old 07-19-2005, 04:58 AM   #8 (permalink)
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No if set Yes to Autoreloadsclip youīll have a flying "Comanche" i would try to take the weapon which has the largest ammo as PRIMARY
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Old 07-19-2005, 06:20 PM   #9 (permalink)
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so i would have the rockets as RETURN TO BASE and the amraam as no?
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Old 07-20-2005, 12:56 AM   #10 (permalink)
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i would set the amraam as PRIMARY Weapon. Changing the RETURN TO BASE statusmight help but rearming in the air for an airplane???
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