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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 06-26-2006, 02:51 AM   #1 (permalink)
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Default Laser Path

Is there anyway of moving the point were a laser would shoot out of a unit? When I tryed to put lasers for infantry units they came out of there feet :lol:
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Old 06-26-2006, 06:46 AM   #2 (permalink)
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Default Re: Laser Path

Quote:
Originally Posted by SamB";p=&quot View Post
Is there anyway of moving the point were a laser would shoot out of a unit? When I tryed to put lasers for infantry units they came out of there feet :lol:
Code:
Weapon PrismTowerLaser
  PrimaryDamage           = 120.0
  PrimaryDamageRadius     = 5.0
  ScatterRadiusVsInfantry = 0.0
  AttackRange             = 240.0
  DamageType              = PARTICLE_BEAM
  DeathType               = NORMAL
  WeaponSpeed             = 99999
  LaserName               = PrismTowerLaserBeam
  LaserBoneName           = muzzle
  FireFX                  = Lazr_WeaponFX_LaserCrusader
  RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots       = 2000 
  ClipSize                = 0
  ClipReloadTime          = 0
End
on lazers, the point where they fire from is dictated on the weapon, not the unit.

This line here:

Code:
  LaserBoneName           = muzzle
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Old 06-26-2006, 10:36 PM   #3 (permalink)
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Default

yea...you need a bone for it to shoot out of... and if you dont have one, you may have to add a bone or a few bones via renx
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Old 06-27-2006, 06:39 AM   #4 (permalink)
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Default

If its for infantry, just just the bone on the end of his gun, his muzzle, same goes with a tank really.
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Old 06-28-2006, 12:52 PM   #5 (permalink)
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Default

No hasnt worked, tell me if this is right:

Code:
  PrimaryDamage       = 200.0       ; How long (msec) we put the status on the target (should equal or exceed DelayBetweenShots)
  PrimaryDamageRadius = 0.0
  AttackRange         = 200.0 
  DamageType          = SNIPER     ; We put an Object Status on the target
  DeathType           = NORMAL ; And here is what
  WeaponSpeed         = 999999.0     ; dist/sec 
  DelayBetweenShots   = 200         ; time between shots, msec
  ClipSize            = 0            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime      = 0            ; how long to reload a Clip, msec
  LaserName           = AvengerTargetingLaserBeam
  LaserBoneName       = Muzzle
  FireFX              = WeaponFX_AvengerTargetDesignator
  FireSound           = AvengerPaintWeaponLoop
  FireSoundLoopTime = 120                ; loop the firing sound until there's this much delay between shots 
End
Still comes out his feet :lol:
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Old 06-28-2006, 01:26 PM   #6 (permalink)
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Default

The laserbonename should be Muzzle01. Since that's the actual name of the bone. Unlike normal weapons, lasers can only be fired from one bone so the exact bonename should be used.
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Old 06-28-2006, 01:50 PM   #7 (permalink)
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Default

thx, works fine now
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