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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
05-14-2006, 12:43 PM
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#11 (permalink)
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Senior Member
Join Date: Oct 2003
Location: England
Posts: 272
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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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05-14-2006, 03:58 PM
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#12 (permalink)
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Junior Member
Join Date: May 2006
Posts: 12
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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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05-14-2006, 05:37 PM
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#13 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 134
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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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05-14-2006, 06:13 PM
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#14 (permalink)
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Senior Member
Join Date: Oct 2003
Location: England
Posts: 272
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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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05-14-2006, 09:12 PM
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#15 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 134
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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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05-14-2006, 10:34 PM
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#16 (permalink)
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Junior Member
Join Date: May 2006
Posts: 12
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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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05-16-2006, 04:55 PM
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#17 (permalink)
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Junior Member
Join Date: May 2006
Posts: 12
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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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05-16-2006, 05:35 PM
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#18 (permalink)
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Senior Member
Join Date: Oct 2003
Location: England
Posts: 272
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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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05-17-2006, 06:37 PM
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#19 (permalink)
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Junior Member
Join Date: May 2006
Posts: 12
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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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05-17-2006, 06:43 PM
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#20 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 134
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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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