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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
08-22-2005, 02:45 AM
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#1 (permalink)
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Senior Member
Join Date: May 2004
Posts: 134
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need suggestion about ProjectileObject!
i'm trying to make a ProjectileObject which fly in line, dosen't turn at all(i want to use it in both anti-air weapon and anit-ground weapon)
i tried using missile logic and set TryToFollowTarget = No, but when using this weapon against air unit, it still traced the target.
and DumbProjectileBehavior logic of tank shell will make a ugly fly trace when anti-air.
anyone has a better idea?
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08-22-2005, 06:10 AM
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#2 (permalink)
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Senior Member
Join Date: Jun 2003
Location: Germany
Posts: 363
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I dunno, but at first try to do it with missile logic again and modify the missile's locomotor, so that it can't turn at all and so on.
but I think you will never hit an air target when you do so or you must set a higher damage radius in weapon.ini for this weapon.
Another suggestion: maybe the projectile stream logic of toxin and flame weapons can help you. Also try to decrease the missile's DistanceToTravelBeforeTurning values and the others.
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08-22-2005, 08:21 AM
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#3 (permalink)
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Senior Member
Join Date: May 2004
Posts: 134
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well, my model i made a nice attack animation, so i can't use turret pitch logic, it will cause unit aim wrong direction. if i still use missile logic by set TurnRate and MaxThrustAngle to 0 then, then this projectileobject will never fly to air, because the fire bone is only face front of the unit.
projectile stream also need two projectileobject as linker, so the problem still exists on the projectile object.
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08-22-2005, 09:12 AM
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#4 (permalink)
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Senior Member
Join Date: Feb 2004
Location: China
Posts: 356
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Quote:
Originally Posted by homura";p="
well, my model i made a nice attack animation, so i can't use turret pitch logic
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That's the problem. you may treat the chassis as a turret and the arm as a barrel.
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08-22-2005, 11:21 PM
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#5 (permalink)
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Senior Member
Join Date: May 2004
Posts: 134
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you know, all my models have attacking animation that affect almost all part of body, so the chassis can't be turret.
that's why i want to find a way to make such projectile object.
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08-23-2005, 12:15 AM
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#6 (permalink)
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Senior Member
Join Date: Oct 2004
Location: Alaska (Hell Frozen Over)
Posts: 384
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I would recommend trying to have the 'missile' locomotor set with TurnRate = 0.
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08-23-2005, 12:29 AM
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#7 (permalink)
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Junior Member
Join Date: Jan 2003
Location: USA
Posts: 22
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This is just an idea, so I don't know if it would work.
Could you use three bones?
One as the turret, one as the barrel and the third as the launch bone. Link the barrel and launch bone like you would on any vehicle and the link the turret to the end of the arm somehow.
Like I said I don't know if this will work or not.
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08-23-2005, 10:30 AM
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#8 (permalink)
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Senior Member
Join Date: May 2004
Posts: 134
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set turnrate = 0 did nothing help, it only controls turn left and right, MaxThrustAngle controls up and down, set both to 0, then the projectile object will fly linely, but i need my lauch bone face the target, so it's another problem.
using bone link seems to be a way, but when there are multi lauch bone, how should i link them? btw, my models are mechs.
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08-23-2005, 10:45 AM
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#9 (permalink)
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Junior Member
Join Date: Jan 2003
Location: USA
Posts: 22
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How many launch bones are there?
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08-23-2005, 10:48 AM
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#10 (permalink)
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Senior Member
Join Date: May 2004
Posts: 134
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4 bones at different part of mech.
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