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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 05-14-2006, 12:43 PM   #11 (permalink)
IHM
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Erm... You do know its meant to be like that, no super weapon can destroy another super weapon or command center, it should do just over half life, enough for a special weapon to finish it...
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Old 05-14-2006, 03:58 PM   #12 (permalink)
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Well.... Thus far I have tried each of the suggestions made, and thus far the same effect, The weapon has no problems against infanty or vehicles however.. when striking a structure based target it simply does not want to do damage. I will be happy to share the foll code from both weaponobjects.ini and weapon.ini but nothing in the code appears to be wrong or different than suggested. If this was fixed by ProGen or otherwise I do not have the MOD and for the moment cant grab it, but if someone knows WHAT was changed to fix it there and it's different than suggested so far please let me know.

This really seems like it should be a simple soulution however its becoming an annoying problem which at this point I want to fix just out of pure spite against EA's coding
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Old 05-14-2006, 05:37 PM   #13 (permalink)
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IHM, there was a bug where a scud (storm) missile hitting a building doesn't do any damage at all. So technically you could cluster all your buildings so close together so that when they scud storm you base, your buildings would get zero to very light damage.

It's most noticable with command centers & superweapons since they have a larger hitbox than normal buildings.

Anyway....

darklight, posting the code for the weaponobject code for the weapon might help. I would try to test around it myself but I just reformatted and I need to complete various schoolwork projects (yay for procrastination!). Hopefully by Tuesday I can start playing around for a solution.
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Old 05-14-2006, 06:13 PM   #14 (permalink)
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Ive NEVER seen this bug, is this a generals or zero hour bug? I use the scud storm all the time, and I've never seen it.
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Old 05-14-2006, 09:12 PM   #15 (permalink)
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I'm not sure about regular generals, but Zero hour had this problem.

They fixed it in patch 1.03 (i think):
a. SCUD MISSILES- Can now do damage to structures
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Old 05-14-2006, 10:34 PM   #16 (permalink)
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Okay, Here is the two parts of code that apply, please note the projectile used is the default.. although i have tried several variations withut success, i will attempt a screen shot in a bit so you can see what it is (isn't) doing. Thanks

WEAPON.INI

Code:
Weapon Z1_ScatterBomb
  PrimaryDamage = 1000.0
  PrimaryDamageRadius = 100
  AttackRange = 300.0     ; this needs to be pretty high, since the Aurora moves so fast
  AcceptableAimDelta = 45     ; we don't really need to be aimed directly at the target.
  DamageType = EXPLOSION
  DeathType = EXPLODED
  WeaponSpeed = 120
  ProjectileObject = ChinaArtilleryBarrageShell
  FireFX = FX_AuroraBombLaunch
  ProjectileDetonationFX = Nuke_WeaponFX_NukeCannon
  RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
  ClipSize = 8     ; how many shots in a Clip (0 == infinite)
  ClipReloadTime = 2000     ; how long to reload a Clip, msec
  AutoReloadsClip = RETURN_TO_BASE     ; must return to base to reload this weapon
  ShowsAmmoPips = Yes
  ProjectileCollidesWith = STRUCTURES WALLS
  ProjectileDetonationOCL = OCL_GenericCarExplode
  AntiGround = Yes
  ; SecondaryDamage = 0
  ; SecondaryDamageRadius = 0
  ; ScatterRadiusVsInfantry = 0
  ScatterRadius = 0     ; changed to zero, unless you want to soften the results of the table below
  ; @todo srj -- need better targets; these are copied from Scud Storm
  ; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots
  ; These specific points are an even distribution simulating a 150 ScatterRadius.
  ; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots
  ; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip.
  ScatterTargetScalar = 25     ; replaces the ScatterRadius, above, for scaling this table, below
  ScatterTarget = X: 0.75 Y: 0.75
  ScatterTarget = X: 0.000 Y: 0.150
  ScatterTarget = X:-0.75 Y: 0.75
  ScatterTarget = X:-0.75 Y:-0.75
  ScatterTarget = X: 0.000 Y:-0.150
  ScatterTarget = X: 0.75 Y:-0.75
End
WEAPONOBJECTS.INI
Code:
Object ChinaArtilleryBarrageShell

  ; *** ART Parameters ***
  Draw = W3DModelDraw ModuleTag_01
    OkToChangeModelColor = Yes
    ConditionState = NONE
      Model = AVTankShel
      ParticleSysBone = NONE ArtilleryBarrageTrail
      ParticleSysBone = NONE ArtilleryBarrageTrailRing
    End
  End

  ; ***DESIGN parameters ***
  DisplayName      = OBJECT:Missile
  Side = China
  EditorSorting   = SYSTEM
  TransportSlotCount = 1                 ;how many "slots" we take in a transport (0 == not transportable)
  VisionRange = 0.0  
  ArmorSet
    Conditions      = None
    Armor           = ProjectileArmor
    DamageFX        = None
  End


  ; *** AUDIO Parameters ***
  SoundAmbient = ArtilleryBarrageIncomingWhistle


  ; *** 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 effect, since it is in weapon.  Don't want to double.
    ; FX        = FX_ArtilleryBarrage
  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

; Besides being the wrong weapon, the weapon is fired from the DeliverPayload listing in OCL.ini
;  Behavior = FireWeaponWhenDeadBehavior ModuleTag_05
;    DeathWeapon   = A10ThunderboltMissileWeapon
;    StartsActive  = Yes
;  End

  Behavior = PhysicsBehavior ModuleTag_08
    Mass = 1
  End
  Behavior = MissileAIUpdate ModuleTag_09
    TryToFollowTarget = Yes 
    FuelLifetime = 10000
    InitialVelocity = 30                ; in dist/sec
    IgnitionDelay = 0
  End
  ; It's a missile, it needs to hit so it can +DETONATED
  Behavior = HeightDieUpdate ModuleTag_10
    TargetHeight = 1.0
    TargetHeightIncludesStructures = No
  End
  Locomotor = SET_NORMAL A10ThunderboltMissileLocomotor

  Geometry = Sphere
  GeometryIsSmall = Yes
  GeometryMajorRadius = 1.0

  Behavior = SpecialPowerCompletionDie ModuleTag_11
    SpecialPowerTemplate = SuperweaponA10ThunderboltMissileStrike
  End


End
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Old 05-16-2006, 04:55 PM   #17 (permalink)
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Default Screenshots Now Attached

Ok everyone, here is the sequence shot of launch to impact and aftermath (or in this case a lack there of) As I said before, take note that the health bar is untouched and it is on a power plant, not a command structure. The code for the weapon and object used are in the post above, so any help or testing on your end would be helpful.

Thanks everyone.

NOTE: Imageshack or the forum PHP does something weird to the thumbnails, I would suggest right click on eahc and open in new window to see the full size views.





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Old 05-16-2006, 05:35 PM   #18 (permalink)
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Hmmm

Heres a module from the code I use in my artillery strike (No, its nothing like the chinese artillery, its the scud storm... Lets not go into it...)

Code:
  Behavior = HeightDieUpdate ModuleTag_05
    TargetHeight                    = 15.0
    TargetHeightIncludesStructures  = Yes
    OnlyWhenMovingDown              = Yes
    SnapToGroundOnDeath             = Yes
    InitialDelay                    = 1000
  End
And another module thats important

Code:
  Behavior = FireWeaponWhenDeadBehavior ModuleTag_08
    DeathWeapon   = ArtilleryStrikeDamageWeapon
    StartsActive  = Yes
  End
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Old 05-17-2006, 06:37 PM   #19 (permalink)
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Hey IHM, I did place your code into the weaponobject.ini and ran the game but still no results, strikes against all buildings wont do damage. I would ask someoen to please take my code above and try it for themselves. I do not know if anyone shares this one as important or not as apparently it is not ap roblem in some mods but at this point I'm worried some other portions of my mod may share similar behavior for this I plan on doing. So either way I need to find where this bug is and kill it.

If anybody has time to plug it into there BIG file and play test it I would appreciate it.. Oh I dont believe it matters and I thought I stated before, but this weapon is not an artillery strike, it is being used a bomb payload on a modified aurora.

Thanks
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Old 05-17-2006, 06:43 PM   #20 (permalink)
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I'm not exactly sure how the project is suppose to behave, but if it's just like a regular bomb weapon then just comment out the heightdie behavior and try it out.
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