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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
06-30-2006, 04:00 PM
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#1 (permalink)
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Senior Member
Join Date: Aug 2004
Location: St. Petersburg, FL
Posts: 272
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Grenade Error
The White Lightning infantry are elite forces used during extreme conditions. Now, they can be upgraded individually to carry a smoke grenade. When the Commando Soldier throws his smoke grenade by button command, when the Sniper throws his grenade, it calls in a plane. Now, to throw these, you have to use a button. But for some reason the Sniper soldier throws his grenade anyway, without using the button. How do I fix this?
Code:
Object NekoInfantryWhiteLightningCommando
SelectPortrait = WhiteGuard
ButtonImage = WhiteGuard
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AWMNLIGHTSMG
IdleAnimation = NIFOOTMAN_S.NIFOOTMAN_ST 0 35
IdleAnimation = NIFOOTMAN_S.NIFOOTMAN_I1
IdleAnimation = NIFOOTMAN_S.NIFOOTMAN_I2
AnimationMode = ONCE
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
WeaponLaunchBone = PRIMARY Muzzle
TransitionKey = TRANS_Stand
HideSubObject = BLOOD
End
ConditionState = USING_WEAPON_A
Animation = NIFOOTMAN_S.NIFOOTMAN_A1
AnimationMode = LOOP
TransitionKey = TRANS_Firing
End
TransitionState = TRANS_Stand TRANS_Firing
Animation = NIFOOTMAN_S.NIFOOTMAN_A1
AnimationMode = ONCE
End
TransitionState = TRANS_Firing TRANS_Stand
Animation = NIFOOTMAN_S.NIFOOTMAN_A1
AnimationMode = ONCE
End
ConditionState = FREEFALL
Animation = PARAJUMPSK.PARAJUMP
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
TransitionKey = TRANS_Falling
End
AliasConditionState = FREEFALL DYING
ConditionState = PARACHUTING
Animation = PARAFALLSK.PARAFALL
AnimationMode = LOOP
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
TransitionKey = TRANS_Chute
End
AliasConditionState = PARACHUTING DYING
TransitionState = TRANS_Falling TRANS_Chute
Animation = PARAJUMPSK.PARAJUMP
AnimationMode = ONCE
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME ; our bone positions should come from the last frame, rather than the first
End
TransitionState = TRANS_Chute TRANS_Stand
Animation = PARALANDSK.PARALAND
AnimationMode = ONCE
End
ConditionState = MOVING
Animation = NIFOOTMAN_S.NIFOOTMAN_R1 26
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = None
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = MOVING ATTACKING
ConditionState = DYING
Animation = NIFOOTMAN_S.NIFOOTMAN_DB1
Animation = NIFOOTMAN_S.NIFOOTMAN_DB3
Animation = NIFOOTMAN_S.NIFOOTMAN_DF1
AnimationMode = ONCE
TransitionKey = TRANS_Dying
ShowSubObject = BLOOD
End
TransitionState = TRANS_Dying TRANS_Flailing
Animation = NIFOOTMAN_S.NIFOOTMAN_DB2
AnimationMode = ONCE
End
ConditionState = DYING EXPLODED_FLAILING
Animation = NIFOOTMAN_S.NIFOOTMAN_DB2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End
ConditionState = DYING EXPLODED_BOUNCING
Animation = NIFOOTMAN_S.NIFOOTMAN_DB2
AnimationMode = ONCE
TransitionKey = None
End
End
DisplayName = OBJECT:WhiteLightning
Side = Neko
EditorSorting = INFANTRY
TransportSlotCount = 1
WeaponSet
Conditions = None
Weapon = PRIMARY NekoWLightningSMG
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY NekoWLightningSMG
Weapon = SECONDARY AWMSmokeGrenade
PreferredAgainst = SECONDARY NONE
End
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 200
ShroudClearingRange = 200
BuildCost = 750
BuildTime = 15.0
ExperienceValue = 25 25 25 25 ;Experience point value at each level
ExperienceRequired = 0 25 50 75 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = NekoketsukeiInfantryWLCommandoCommandSet
VoiceSelect = JapaneseSelect
VoiceMove = JapaneseMove
VoiceGuard = JapaneseMove
VoiceAttack = JapaneseAttack
SoundStealthOn = StealthOn
SoundStealthOff = StealthOff
VoiceFear = JapaneseHurt
VoiceTaskComplete = JapaneseCreated
UnitSpecificSounds
VoiceCreate = JapaneseCreated
VoiceSubdue = JapaneseAttack
VoiceGarrison = JapaneseMove
VoiceEnter = JapaneseMove
VoiceEnterHostile = JapaneseAttack
VoiceGetHealed = JapaneseHurt
End
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 90.0
InitialHealth = 90.0
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = No
End
Behavior = CommandButtonHuntUpdate ModuleTag_04 ; allows use of command button hunt script with this unit.
End
Behavior = StealthUpdate ModuleTag_05
StealthDelay = 1500
StealthForbiddenConditions = USING_ABILITY ATTACKING
InnateStealth = Yes
OrderIdleEnemiesToAttackMeUponReveal = Yes
End
Behavior = ProductionUpdate ModuleTag_08
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = MaxHealthUpgrade ModuleTag_11
TriggeredBy = Upgrade_TabukArmor
AddMaxHealth = 45.0
ChangeType = ADD_CURRENT_HEALTH_TOO
End
Locomotor = SET_NORMAL BasicHumanLocomotor
Locomotor = SET_NORMAL_UPGRADED BasicSteroidsHumanLocomotor
Behavior = LocomotorSetUpgrade ModuleTag_12
TriggeredBy = Upgrade_InfantrySteroids
End
Behavior = PhysicsBehavior ModuleTag_14
Mass = 5.0
End
; Behavior = SquishCollide ModuleTag_15
; ;nothing
; End
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
SinkDelay = 30000
SinkRate = 1.0 ; in Dist/Sec
DestructionDelay = 45000
FX = INITIAL FX_DieJapanese
OCL = INITIAL OCL_BloodFXAWM
End
Behavior = SlowDeathBehavior ModuleTag_Death02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 1
OCL = INITIAL OCL_AWMGibbed
FX = INITIAL FX_GibbedFire
End
Behavior = SlowDeathBehavior ModuleTag_Death03A
DeathTypes = NONE +EXPLODED
SinkDelay = 30000
SinkRate = 1.0 ; in Dist/Sec
DestructionDelay = 45000
ProbabilityModifier = 50
FX = INITIAL FX_DieJapanese
FlingForce = 9
FlingForceVariance = 5
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death03B
DeathTypes = NONE +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 1
ProbabilityModifier = 50
OCL = INITIAL OCL_AWMGibbed
FX = INITIAL FX_GibbedFire
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_DieJapanese
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_DieJapanese
OCL = INITIAL OCL_ToxicInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
DeathTypes = NONE +POISONED_BETA
DestructionDelay = 0
FX = INITIAL FX_DieJapanese
OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
End
Behavior = SlowDeathBehavior ModuleTag_Death07
DeathTypes = NONE +POISONED_GAMMA
DestructionDelay = 0
FX = INITIAL FX_DieJapanese
OCL = INITIAL OCL_ToxicInfantryGamma
End
Behavior = PoisonedBehavior ModuleTag_16
PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me...
PoisonDuration = 3000 ; ... for this long after last hit by poison damage
End
Behavior = AutoHealBehavior ModuleTag_17
HealingAmount = 5
HealingDelay = 2000 ; msec
TriggeredBy = Upgrade_MedPacks
End
Behavior = WeaponBonusUpgrade ModuleTag_18
TriggeredBy = Upgrade_Hollowpoint
End
Behavior = SpecialAbility ModuleTag_19
SpecialPowerTemplate = SpecialAbilityWhiteLightningCommandoPlantC4
UpdateModuleStartsAttack = Yes
InitiateSound = ColonelBurtonVoicePlantTimedCharge
End
Behavior = SpecialAbilityUpdate ModuleTag_20
SpecialPowerTemplate = SpecialAbilityWhiteLightningCommandoPlantC4
StartAbilityRange = 0.0
PreparationTime = 0
SpecialObject = NekoTimeFusionC4
MaxSpecialObjects = 10
SpecialObjectsPersistWhenOwnerDies = Yes
SpecialObjectsPersistent = Yes
UniqueSpecialObjectTargets = Yes
UnpackTime = 100
FlipOwnerAfterUnpacking = Yes
FleeRangeAfterCompletion = 150.0
UnpackSound = ColonelBurtonPlantCharge
LoseStealthOnTrigger = No
PreTriggerUnstealthTime = 5000
End
Behavior = CommandSetUpgrade ModuleTag_USESMKGRD
TriggeredBy = Upgrade_SmokeGrenades
CommandSet = NekoketsukeiInfantryWLCommandoCommandSetUP
End
Behavior = WeaponSetUpgrade ModuleTag_GETSMKGRD
TriggeredBy = Upgrade_SmokeGrenades
End
Geometry = CYLINDER
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT
Scale = 1.06
End
Code:
Object NekoInfantryWhiteLightningSniper
SelectPortrait = WhiteGuard
ButtonImage = WhiteGuard
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AWMNLIGHTSNP
IdleAnimation = AIPFDR_SKL.AIPFDR_STA
IdleAnimation = AIPFDR_SKL.AIPFDR_IDA
AnimationMode = ONCE
WeaponFireFXBone = PRIMARY Muzzle
WeaponMuzzleFlash = PRIMARY MuzzleFX
TransitionKey = TRANS_Standing
HideSubObject = BLOOD
End
AliasConditionState = REALLYDAMAGED
ConditionState = MOVING
Animation = AIPFDR_SKL.AIPFDR_RNA 25
AnimationMode = LOOP
Flags = RANDOMSTART
TransitionKey = TRANS_Standing
ParticleSysBone = None InfantryDustTrails
End
AliasConditionState = MOVING REALLYDAMAGED
ConditionState = FIRING_A
Animation = AIPFDR_SKL.AIPFDR_ATB ; recoil in standing position
AnimationMode = ONCE
TransitionKey = TRANS_FiringA
End
AliasConditionState = FIRING_A MOVING
AliasConditionState = FIRING_A MOVING REALLYDAMAGED
AliasConditionState = FIRING_A REALLYDAMAGED
ConditionState = BETWEEN_FIRING_SHOTS_A
Animation = AIPFDR_SKL.AIPFDR_ATBST ; motionless in standing position
AnimationMode = ONCE
WaitForStateToFinishIfPossible = TRANS_FiringA
End
AliasConditionState = BETWEEN_FIRING_SHOTS_A REALLYDAMAGED
AliasConditionState = RELOADING_A
AliasConditionState = RELOADING_A REALLYDAMAGED
ConditionState = DYING
Animation = AIPFDR_SKL.AIPFDR_DTA
AnimationMode = ONCE
TransitionKey = TRANS_Dying
ShowSubObject = BLOOD
End
TransitionState = TRANS_Dying TRANS_Flailing
Animation = AIPFDR_SKL.AIPFDR_ADTA1
AnimationMode = ONCE
End
ConditionState = DYING EXPLODED_FLAILING
Animation = AIPFDR_SKL.AIPFDR_ADTA2
AnimationMode = LOOP
TransitionKey = TRANS_Flailing
End
ConditionState = DYING EXPLODED_BOUNCING
Animation = AIPFDR_SKL.AIPFDR_ADTA3
AnimationMode = ONCE
TransitionKey = None
End
ConditionState = FREEFALL
Animation = AIPFDR_SKL.AIPFDR_PFL
AnimationMode = LOOP
TransitionKey = TRANS_Falling
End
AliasConditionState = FREEFALL DYING
ConditionState = PARACHUTING
Animation = AIPFDR_SKL.AIPFDR_PHG
AnimationMode = LOOP
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME
;our bone positions should come from the last frame, rather than the first
TransitionKey = TRANS_Chute
End
AliasConditionState = PARACHUTING DYING
TransitionState = TRANS_Falling TRANS_Chute
Animation = AIPFDR_SKL.AIPFDR_POP
AnimationMode = ONCE
Flags = PRISTINE_BONE_POS_IN_FINAL_FRAME
;our bone positions should come from the last frame, rather than the first
End
TransitionState = TRANS_Chute TRANS_Standing
Animation = AIPFDR_SKL.AIPFDR_PTD
AnimationMode = ONCE
End
End
DisplayName = OBJECT:WhiteLightning
Side = Neko
EditorSorting = INFANTRY
TransportSlotCount = 1
WeaponSet
Conditions = None
Weapon = PRIMARY WhiteLightningSniperRifle
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY WhiteLightningSniperRifle
Weapon = SECONDARY AWMSmokeGrenadeX
PreferredAgainst = SECONDARY NONE
End
ArmorSet
Conditions = None
Armor = HumanArmor
DamageFX = InfantryDamageFX
End
VisionRange = 200
ShroudClearingRange = 200
BuildCost = 740
BuildTime = 15.0
ExperienceValue = 25 25 25 25 ;Experience point value at each level
ExperienceRequired = 0 25 50 75 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrushableLevel = 0 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = NekoketsukeiInfantryWLSniperCommandSet
VoiceSelect = JapaneseSelect
VoiceMove = JapaneseMove
VoiceGuard = JapaneseMove
VoiceAttack = JapaneseAttack
SoundStealthOn = StealthOn
SoundStealthOff = StealthOff
VoiceFear = JapaneseHurt
VoiceTaskComplete = JapaneseCreated
UnitSpecificSounds
VoiceCreate = JapaneseCreated
VoiceSubdue = JapaneseAttack
VoiceGarrison = JapaneseMove
VoiceEnter = JapaneseMove
VoiceEnterHostile = JapaneseAttack
VoiceGetHealed = JapaneseHurt
End
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS INFANTRY SALVAGER SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 90.0
InitialHealth = 90.0
End
Behavior = AIUpdateInterface ModuleTag_03
AutoAcquireEnemiesWhenIdle = No
End
Behavior = CommandButtonHuntUpdate ModuleTag_04 ; allows use of command button hunt script with this unit.
End
Behavior = StealthUpdate ModuleTag_05
StealthDelay = 1500
StealthForbiddenConditions = USING_ABILITY ATTACKING
InnateStealth = Yes
OrderIdleEnemiesToAttackMeUponReveal = Yes
End
Behavior = ProductionUpdate ModuleTag_08
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = MaxHealthUpgrade ModuleTag_11
TriggeredBy = Upgrade_TabukArmor
AddMaxHealth = 45.0
ChangeType = ADD_CURRENT_HEALTH_TOO
End
Locomotor = SET_NORMAL BasicHumanLocomotor
Locomotor = SET_NORMAL_UPGRADED BasicSteroidsHumanLocomotor
Behavior = LocomotorSetUpgrade ModuleTag_12
TriggeredBy = Upgrade_InfantrySteroids
End
Behavior = PhysicsBehavior ModuleTag_14
Mass = 5.0
End
; Behavior = SquishCollide ModuleTag_15
; ;nothing
; End
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA -POISONED_GAMMA
SinkDelay = 30000
SinkRate = 1.0 ; in Dist/Sec
DestructionDelay = 45000
FX = INITIAL FX_DieJapanese
OCL = INITIAL OCL_BloodFXAWM
End
Behavior = SlowDeathBehavior ModuleTag_Death02
DeathTypes = NONE +CRUSHED +SPLATTED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 1
OCL = INITIAL OCL_AWMGibbed
FX = INITIAL FX_GibbedFire
End
Behavior = SlowDeathBehavior ModuleTag_Death03A
DeathTypes = NONE +EXPLODED
SinkDelay = 30000
SinkRate = 1.0 ; in Dist/Sec
DestructionDelay = 45000
ProbabilityModifier = 50
FX = INITIAL FX_DieJapanese
FlingForce = 9
FlingForceVariance = 5
FlingPitch = 60
FlingPitchVariance = 10
End
Behavior = SlowDeathBehavior ModuleTag_Death03B
DeathTypes = NONE +EXPLODED
SinkDelay = 3000
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 1
ProbabilityModifier = 50
OCL = INITIAL OCL_AWMGibbed
FX = INITIAL FX_GibbedFire
End
Behavior = SlowDeathBehavior ModuleTag_Death04
DeathTypes = NONE +BURNED
DestructionDelay = 0
FX = INITIAL FX_DieJapanese
OCL = INITIAL OCL_FlamingInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death05
DeathTypes = NONE +POISONED
DestructionDelay = 0
FX = INITIAL FX_DieJapanese
OCL = INITIAL OCL_ToxicInfantry
End
Behavior = SlowDeathBehavior ModuleTag_Death06 ; don't forget to give it a new, unique module tag
DeathTypes = NONE +POISONED_BETA
DestructionDelay = 0
FX = INITIAL FX_DieJapanese
OCL = INITIAL OCL_ToxicInfantryBeta ;you'll have to create this OCL and make it use the blue guys instead of green ones
End
Behavior = SlowDeathBehavior ModuleTag_Death07
DeathTypes = NONE +POISONED_GAMMA
DestructionDelay = 0
FX = INITIAL FX_DieJapanese
OCL = INITIAL OCL_ToxicInfantryGamma
End
Behavior = PoisonedBehavior ModuleTag_16
PoisonDamageInterval = 100 ; Every this many msec I will retake the poison damage dealt me...
PoisonDuration = 3000 ; ... for this long after last hit by poison damage
End
Behavior = CommandSetUpgrade ModuleTag_USESMKGRD
TriggeredBy = Upgrade_SmokeGrenades
CommandSet = NekoketsukeiInfantryWLSniperCommandSetUP
End
Behavior = WeaponSetUpgrade ModuleTag_GETSMKGRD
TriggeredBy = Upgrade_SmokeGrenades
End
Behavior = AutoHealBehavior ModuleTag_17
HealingAmount = 5
HealingDelay = 2000 ; msec
TriggeredBy = Upgrade_MedPacks
End
Behavior = WeaponBonusUpgrade ModuleTag_18
TriggeredBy = Upgrade_Hollowpoint
End
Behavior = ObjectCreationUpgrade ModuleTag_XX
UpgradeObject = OCL_ClaymoreSpawn
TriggeredBy = Upgrade_Claymore
End
Behavior = ObjectCreationUpgrade ModuleTag_YY
UpgradeObject = OCL_ClaymoreRemove
TriggeredBy = Upgrade_Claymore
End
Geometry = CYLINDER
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_DECAL
ShadowSizeX = 14;
ShadowSizeY = 14;
ShadowTexture = ShadowI;
BuildCompletion = APPEARS_AT_RALLY_POINT
Scale = 0.86
End
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06-30-2006, 04:07 PM
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#2 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 134
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Could you show the code for the weapons AWMSmokeGrenade and AWMSmokeGrenadeX?
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06-30-2006, 04:57 PM
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#3 (permalink)
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Senior Member
Join Date: Aug 2004
Location: St. Petersburg, FL
Posts: 272
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Here are all the weapons for both units. The Commando stuff is more of a refrence, as I did make the Sniper by using the Commando's code.
Code:
Weapon AWMSmokeGrenade ;Calls in a big ass load of artillery shells, BOOM! (SmokeGrenadeRed)
PrimaryDamage = 1.0
AttackRange = 500.0
MinimumAttackRange = 1.0
DamageType = ARMOR_PIERCING
DeathType = EXPLODED
WeaponSpeed = 60
ProjectileObject = AWMGrenadeSmoke
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
ScatterRadius = 25
DelayBetweenShots = 1
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 90000 ; how long to reload a Clip, msec
AutoReloadsClip = Yes
; ProjectileDetonationFX = FX_ArtilleryCloudAWM
ProjectileCollidesWith = STRUCTURES WALLS
End
Weapon AWMSmokeGrenadeX ;Calls in airplane and drops 3 WhiteGuard (SmokeGrenadeYellow)
PrimaryDamage = 1.0
AttackRange = 500.0
MinimumAttackRange = 1.0
DamageType = ARMOR_PIERCING
DeathType = EXPLODED
WeaponSpeed = 60
ProjectileObject = AWMGrenadeSmokeX
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
ScatterRadius = 25
DelayBetweenShots = 1
ClipSize = 1 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 90000 ; how long to reload a Clip, msec
AutoReloadsClip = Yes
; ProjectileDetonationFX = FX_ArtilleryCloudAWM
ProjectileCollidesWith = STRUCTURES WALLS
End
Code:
Weapon WhiteLightningSniperRifle
PrimaryDamage = 250.0
PrimaryDamageRadius = 1
ScatterRadius = 1
AttackRange = 450.0
MinimumAttackRange = 1.0
DamageType = SNIPER
DeathType = NORMAL
ProjectileObject = SniperRifleBullet
FireFX = WeaponFX_GattlingTankMachineGunFire
VeterancyFireFX = HEROIC WeaponFX_GattlingTankMachineGunFire
ProjectileDetonationFX = WeaponFX_Bullet
FireSound = WhiteGuardWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 500
ClipSize = 10
ClipReloadTime = 2500
WeaponBonus = PLAYER_UPGRADE DAMAGE 150% ; Hollowpoint Rifles
MinTargetPitch = -15
MaxTargetPitch = 15 ; ditto
WeaponSpeed = 500
WeaponRecoil = 5
ProjectileCollidesWith = STRUCTURES WALLS
WeaponSpeed = 2000
PreAttackDelay = 1000
PreAttackType = PER_SHOT
End
Code:
Weapon NekoWLightningSMG
PrimaryDamage = 45
PrimaryDamageRadius = 1
ScatterRadius = 25
AttackRange = 200.0
MinimumAttackRange = 1.0
DamageType = SMALL_ARMS
DeathType = NORMAL
ProjectileObject = Bullet
FireFX = WeaponFX_GattlingTankMachineGunFire
VeterancyFireFX = HEROIC WeaponFX_GattlingTankMachineGunFire
ProjectileDetonationFX = WeaponFX_Bullet
FireSound = AKS74U
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 60
ClipSize = 55
ClipReloadTime = 2500
WeaponBonus = PLAYER_UPGRADE DAMAGE 150% ; Hollowpoint Rifles
MinTargetPitch = -15
MaxTargetPitch = 15 ; ditto
WeaponSpeed = 500
WeaponRecoil = 5
ProjectileCollidesWith = STRUCTURES WALLS
WeaponSpeed = 1000
End
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07-07-2006, 03:29 PM
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#4 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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I dont think it has anything to do with the weapons or the units...i think its the command button....because.... if you have it so that they can fire with or without switching that might be causeing it [for example: sometimes the ranger fires both his rifle and his flashbangs when you have the setting on rifle only... but when its on grenade only he sticks to strickly grenades]
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07-07-2006, 07:42 PM
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#5 (permalink)
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Senior Member
Join Date: Apr 2003
Location: Derby, UK / Den Haag, NL
Posts: 590
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A completely random note from quick browsing (I don't have time to look at the error tonight, sorry).
You do know 'White Lightning' as an 'economy' brand of strong cider, right :lol:?
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07-08-2006, 01:27 AM
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#6 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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LOL...REALLY... lmao... well then call it Wyte lightning or Wite lightning or even better...lol tan lightning
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07-08-2006, 03:26 AM
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#7 (permalink)
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Senior Member
Join Date: Aug 2004
Location: St. Petersburg, FL
Posts: 272
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White Lightning stuck to it. The mod's infantry went White Guard, White Lightning, White Ashigaru, White Shield, White Marine, etc.
It was from a long time ago, they used to wear white uniforms. I mean completley white, because I didnt know how to use photoshop AT ALL.
Then the uniforms changed to jungle camo, but the star symbol remained white.
Now they are gold star, with either green or black uniforms. I plan on sometime changing it to Golden Guard, Golden Lightning, Golden Ashigaru, but only when I work on the NNA (white star symbol for them.)
I know it is lame, but hey, I started this mods story when I was 5. I will look into the code, but I am fine for now, not a big issue.
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07-08-2006, 03:28 AM
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#8 (permalink)
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Junior Member
Join Date: Jul 2006
Posts: 3
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u got link for this mod??? 
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07-08-2006, 02:57 PM
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#9 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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ok you started at 5 how old r ya now?
PS... i have a really good idea for a mod since i was 10...but never acted it out...when im finished with my current mod [CLASSIFIED] i will work on that other mod i was dreaming of...
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