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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
09-21-2006, 09:59 AM
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#1 (permalink)
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Senior Member
Join Date: Oct 2003
Location: England
Posts: 272
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Capture Projectile
Can anyone help me with this, Im trying to make a projectile that can capture vehicles, such as a missile that captures vehicles, I found a topic from way back at Sleipnirs Stuff that had some code that "should" have worked, but I cant seem to get it to work, and a few others I've spoken too cant either, so can anyone help me get a working capture projectile (Yes, I have tried putting the hijack module on a projectile, to no avail).
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09-21-2006, 03:59 PM
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#2 (permalink)
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Junior Member
Join Date: Aug 2005
Location: NY
Posts: 28
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all i know is that you can kill the pilot. but then again the hijack should work. try completley copying the hijackers weapon and giving it a range
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09-21-2006, 04:51 PM
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#3 (permalink)
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Senior Member
Join Date: Oct 2003
Location: England
Posts: 272
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Hijacker doesnt have a weapon, Hijack is a module, Killing the pilot is a completly different story.
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09-21-2006, 10:08 PM
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#4 (permalink)
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Senior Member
Join Date: Oct 2004
Location: Alaska (Hell Frozen Over)
Posts: 370
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It may be a long shot, but I would recommend attaching a ConvertToHijackedVehicleCrateCollide module onto the projectile in question.
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09-22-2006, 01:04 AM
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#5 (permalink)
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Member
Join Date: Feb 2006
Location: Kidderminster
Posts: 57
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I think this might work (on ZH), the Neutron shell for the NukeCannon uses it...
Code:
Behavior = NeutronBlastBehavior NeutronBlast
BlastRadius = 70
AffectAirborne = No
End
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09-22-2006, 03:31 AM
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#6 (permalink)
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Senior Member
Join Date: Oct 2003
Location: England
Posts: 272
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Quote:
Originally Posted by CommieDog";p="
It may be a long shot, but I would recommend attaching a ConvertToHijackedVehicleCrateCollide module onto the projectile in question.
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That is the "hijacker module" I spoke of in my original post, it "should" work, but it doesnt.
Quote:
Originally Posted by Mere_Mortal";p="
I think this might work (on ZH), the Neutron shell for the NukeCannon uses it...
Code:
Behavior = NeutronBlastBehavior NeutronBlast
BlastRadius = 70
AffectAirborne = No
End
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As I said a few posts back, killing the pilot is a completley different story, neutron blasts are piloy killers, not hijackers.
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09-23-2006, 02:25 AM
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#7 (permalink)
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Member
Join Date: Feb 2006
Location: Kidderminster
Posts: 57
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Well, that'll learn me to read properly.
Anyway, ConvertToHijackedVehicleCrateCollide does work. Maybe in your case the weapon object detonates and is subsequently destroyed before the hijack module can do anything? Or, if the projecile lands next to its target but doesn't hit it directly, it's not going to cause a crate collide. If the weapon is instant-hit (zero radius) but has a weapon object (most instant-hit weapons don't have a projectile, just FX), it should work every time without fail.
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09-23-2006, 11:07 AM
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#8 (permalink)
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Senior Member
Join Date: Apr 2005
Location: Gamers Heaven
Posts: 781
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lol... did it work IHM...
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09-23-2006, 11:41 AM
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#9 (permalink)
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Senior Member
Join Date: Oct 2003
Location: England
Posts: 272
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Havent tried it, I decided to screw that method, me and WarAddict made an alternate easier way to do it, so im just coding it up.
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09-23-2006, 03:45 PM
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#10 (permalink)
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Senior Member
Join Date: Mar 2003
Location: Rep. of Ireland
Posts: 373
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It just occured to me, try giving it an immortalbody.
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