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DeeZire Online > Editing Community > Command and Conquer Editing > Generals & Zero Hour Editing » Smoke Grenade- Invisible Marker: Only Effecting User

Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 08-09-2006, 11:00 PM   #1 (permalink)
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Default Smoke Grenade- Invisible Marker: Only Effecting User

I have a somewhat "functioning" smoke grenade on my ranger but I can't get the projectile and frenzy effect to work at the same time. The way it is now, the projectile isn't fired from the gun at all but when I click too fire, the invisible marker effect applies itself to the unit using the smoke grenade only. Any suggestions on where to look for this problem? Please request any coding that you will need to look at to help troubleshoot this problem. Thanks, Gibs
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Old 08-10-2006, 07:59 AM   #2 (permalink)
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post up a brief description of how it is meant to work for starters...
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Old 08-10-2006, 02:55 PM   #3 (permalink)
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Well, it is mean't to work like a flashbang grenade except with the unitcratecollide module it is supposed to create the frenzy invisible marker at impact that will give the weapon bonus DEMORALIZED_OBSOLETE RANGE 50% to any unit within the effected radius. I've had this attack function in two ways, if the projectile functions then there is no weapon bonus effect, if the projectile doesn't function (or even fire) then it gives the weapon bonus to the unit that is supposed to be firing the smoke grenade.
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Old 08-10-2006, 05:32 PM   #4 (permalink)
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I believe you will have to make the weapon on the death of the projectile, so give the projectile a death weapon which does the effect, make the original weapon just be the grenade creator.
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Old 08-10-2006, 06:14 PM   #5 (permalink)
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sounds good to me, have you got an example of the desired effect working at all? try stripping everything down to the bare essentials, and then add in extras like making it fire via greande or alternate effects after the protoype is working.
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Old 08-12-2006, 08:32 PM   #6 (permalink)
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Can you please be a little more elaborate on how to make a projectile-death weapon? I figured I already did this since I based my ideaq off of a flashbang grenade but since I don't really know how it works, I'm unsure.
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Old 08-12-2006, 08:38 PM   #7 (permalink)
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Inisde the code for the projectile object, add the module:

Behavior = FireWeaponWhenDeadBehavior ModuleTag_##
DeathWeapon = [weapon name]
StartsActive = Yes
End

When the projectile dies it will set this off

If it isnt working, make sure you have something like this in there:

KindOf = PROJECTILE
Body = ActiveBody ModuleTag_##
MaxHealth = 100.0
InitialHealth = 100.0
End

This is needed to make sure the projectile expires properly
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Old 08-13-2006, 02:19 AM   #8 (permalink)
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Korona,

I added the module you gave above and there is a an activebody module as well but yet the ranger isn't even firing the projectile, once again, when he "fires" the grenade the demoralized obsolete effect only effects him. I'm at a loss of where to look for this problem...
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Old 08-13-2006, 07:52 AM   #9 (permalink)
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Sounds like the projectile is dying as its being launched.
The only think I could think of is that you set the weapon to a slot that doesn't have the launch bone specified, and the projectile is set to die when it gets near the ground. Because it's being lauched from the ranger's feet it is blowing up on launch.

TBH you are going to have to bug test it. Start by cloning the flashbang and slowly change bits untill it breaks.
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Old 08-13-2006, 01:03 PM   #10 (permalink)
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I specified the weapon bone and things got a lot better, but are still far from perfect. The ranger fires the projectile now and when he targets something the target has shortened weapon range, but the effect has no radius, it only effects the target when I was hoping that the smokescreen would have this effect on a fairly larger radius. It seems like my changes the "frenzy" effect's radius aren't doing anything...

Thanks for your help.
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