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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
07-07-2006, 02:09 PM
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#1 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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SFW Problems...
Hi... Im nearly done adding the SFW to my mod but i have run into a few problems... The basic concept of the SFW goes as so:
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1) A Large bomb similiar to a CBU is dropped
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2) After dropping a safe distance away from the airplane, the bomb opens and 5 racks come out of it. The racks are attached to small parachutes.
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3) These racks twirls and dispense circle flying devices [called skeets]. Each rack contains 8 of these "skeets".
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4) The skeets twirl around crazily in the air while scanning the area for potential high-heat targets such as tanks.
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5) Each "skeet" can launch a high heated copper round into the tanks and it is so powerful it basically destroys the tanks.
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Now... my issues...
I got the 1 big bomb to drop, and explode..however, the racks are supposed to parachute down to their location. When i added a parachute, the racks didnt release the skeets so basically the whole bomb never went off.
Also.... i there a way that i can make the skeets lock on to vehicles only or something like that? I would prefer tanks but vehicles is also fine by me.
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07-07-2006, 06:33 PM
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#2 (permalink)
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Member
Join Date: Apr 2006
Location: 20,000 Feet, In A Su-37...
Posts: 34
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Im not really sure that all that is really possible with the SAGE engine unless you were able to make this work without the parachute..
You could try something like the cluster mine drop, only make it bombs, but that would be a different weapon I guess.. :|
Only thing I can really suggest is to try the weapon without the parachute, and see if it works.. :/
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07-08-2006, 12:28 AM
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#3 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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thanks... i got that problem worked out... i tried without parachute and its fine but what im gonna do is have a parachute animation attached to the model... thats one thing down...but something else popped up... is there a way that i can make the things that are disperced [like the skeets] fly only right side up? Cause with the disposition, it goes flailing and twisting and i just want it to kinda glide out right side up so that the skeet animation flows well... as of right now, the skeets fling around and look alot like a nest of nats.
One way i would be able to overcome them flailing around helplessly is if i can somehow make it so that after the skeets are dispensed, they fly upward via a locomotor or like a rocket engine... i tried that initially but with no sucess...so i eventually edited in RENX to make them fly upwards, but because the disposition makes them twist and twirl as they leave the parent bomb, they go all direction [as stated above, they look like nats]
the lock on thing is reduced in imporantancy since i edited the explosion a little to make it possible to do maximum damage to tanks and infantry only, but is there a true fire way i can make it lock on to only tanks in the vicinity?
[PS: Nice name F15...i got the game too...good game]
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07-08-2006, 02:17 AM
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#4 (permalink)
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Member
Join Date: Apr 2006
Location: 20,000 Feet, In A Su-37...
Posts: 34
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Well, unless you are really aiming to take the whole formation of skeets against one target, Im thinking you cant make them lock on..
Meh, concept sounds cool, and thankfully it worked for you, somehow..
(thank you, never thought anyone would figure that out.. :lol:  yea, ACZ rocks.. )
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07-08-2006, 02:50 PM
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#5 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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New update... most of everything works fine... only request i have now is to get the skeets to fly right side up... I post a picture [or a gif showing the animation] soon... I like the sound it makes when it explodes...its a custom made sound...
(no problem...haha... im pixy...hehe, yea it does...know any good ACZ forums?)
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07-08-2006, 08:51 PM
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#6 (permalink)
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Member
Join Date: Apr 2006
Location: 20,000 Feet, In A Su-37...
Posts: 34
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Very nice...
I was wondering, how hard would it be to code a new superweapon type missile? I'm kinda aiming for a missile like the nuclear missile, only when it detonates, it releases multiple smaller nuclear warheads instead of exploding, and have those explode.. A tactical nuclear burst missile you could say..
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07-09-2006, 02:18 PM
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#7 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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l could definitly help ya with that if ya need it
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07-09-2006, 05:53 PM
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#8 (permalink)
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Member
Join Date: Apr 2006
Location: 20,000 Feet, In A Su-37...
Posts: 34
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Sure thing, contact via PM...
Also, check your Inbox.. 
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07-09-2006, 08:22 PM
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#9 (permalink)
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Senior Member
Join Date: Oct 2004
Location: Alaska (Hell Frozen Over)
Posts: 370
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Quote:
Originally Posted by SmokeyDaBear";p="
New update... most of everything works fine... only request i have now is to get the skeets to fly right side up... I post a picture [or a gif showing the animation] soon...
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Have you tried playing with the friction values for the skeets?
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07-10-2006, 08:54 PM
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#10 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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yes i have played with them a bit...but to really no effect...because the more friction i have... the closer they are together...and i want them to spread a bit... and to acheive that i must also raise the disposition...which still makes them flail a bit lol
now i have a fairly minor problem... aiming for realism, i wanted to have the main bomb of the sfw continue to fall after it split. So i add a create debris tag however, it never creates it... here is the code
ObjectCreationList OCL_SFWExplode
CreateObject
ObjectNames = SFWCarrier
Count = 5
Disposition = SEND_IT_FLYING
DispositionIntensity = 22
End
CreateDebris
ModelNames = SFWBomb
Offset = X:0 Y:0 Z:0
Mass = 75
Count = 1
Disposition = RANDOM_FORCE INHERIT_VELOCITY
MinForceMagnitude = 1
MaxForceMagnitude = 2
SpinRate = 0
MinForcePitch = 1
MaxForcePitch = 2
End
End
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