logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,537
Total Threads: 8,626
Posts: 94,205

Administrators:
DeeZire, Redemption

There are currently 134 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

Reply
 
LinkBack Thread Tools
Old 09-11-2007, 12:20 PM   #1 (permalink)
Member
 
Join Date: Jan 2003
Location: Finland
Posts: 64
Send a message via MSN to EmpirioN
Default Unit won't fire Weapon2

Hi.

I have a problem with unit, which has two weapons. (instant warp weapon, only for units) and secondary weapon for buildings. (modified Chrono Leginnoaire's weapon)

Problem is, that the unit wont fire it's secondary weapon against buildings, I get an attack cursor and turret turns to it's target, but then the unit just "aborts" firing...:cry:
Primary weapon works fine...

Is there a way to get this work?
I have only little experience on "chargeturret" weapons...So there might be some useless INI flags there...

Code:

; Chrono Prison
[CHRP]
UIName=Name:CHRP
Name=Chrono Prison
Prerequisite=GATECH
Strength=360
Category=AFV
Armor=light
IsTilter=yes
Turret=yes
;Primary=NeutronCannon ; not needed?
;ElitePrimary=NeutronCannonE ; not needed?
;Secondary=NeutronRifle2 ; not needed?
PipScale=Ammo
PipWrap=1
Ammo=1
InitialAmmo=0
Reload=375 ;450
EmptyReload=400 ;450
;Weeder=yes
;Storage=1
UnloadingClass=CHRP
TurretCount=9
WeaponCount=2
Weapon1=NeutronCannon
EliteWeapon1=NeutronCannonE
Weapon2=NeutronRifle2
EliteWeapon2=NeutronRifle2E
IsChargeTurret=yes
VeteranAbilities=FASTER,STRONGER
EliteAbilities=SELF_HEAL,CRUSHER,FASTER,STRONGER
TooBigToFitUnderBridge=true
TechLevel=10
Sight=10
Speed=5 ;4
CrateGoodie=no
Crusher=no
Owner=British,Germans,Americans
SecretHouses=Special
Cost=2400
Soylent=1100
Unsellable=false
Points=70
ROT=4
AllowedToStartInMultiplayer=no
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
VoiceSelect=ChronoLegionSelect
VoiceMove=ChronoLegionMove
VoiceAttack=ChronoLegionAttackCommand
VoiceFeedback=ChronoLegionFear
VoiceSpecialAttack=ChronoLegionMove
MoveSound=V3MoveStart
CrushSound=TankCrush
DebrisTypes=MTNKBODY,HTNKBODY,LTNKBODY,ITNKBODY
DebrisMaximums=6
MaxDebris=6
MinDebris=4
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal;SpeedType=Amphibious
ThreatPosed=40
DamageParticleSystems=FirestormSparkSys,SparkSys,S mallGreySSys
DamageSmokeOffset=100,100,275
Weight=4.5
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=6
OpportunityFire=no;CanPassiveAquire=no ;yes
CanRetaliate=yes
MobileFire=false
Sensors=yes
SensorsSight=10

[NeutronCannon]
Damage=1000
ROF=65
Range=6,5
Speed=100
Projectile=InvisibleMedium
Warhead=ChronoWarpWH
Report=ChronoLegionAttack
FireWhileMoving=no
IsRadBeam=yes

[NeutronRifle2]
Damage=8
ROF=120
Range=6,5
Speed=100
Projectile=InvisibleMedium
Warhead=ChronoBeam
Report=ChronoLegionAttack
IsRadBeam=yes

[NeutronRifle2E]
Damage=8
ROF=120
Range=10
Speed=100
Projectile=InvisibleMedium

Well, thanks anyway!
EmpirioN is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 09-12-2007, 03:38 AM   #2 (permalink)
Senior Member
 
Join Date: Feb 2005
Posts: 804
Default

......
just try doing weapons the normal way...
bobing is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 09-12-2007, 08:32 AM   #3 (permalink)
Member
 
Join Date: Jan 2003
Location: Finland
Posts: 64
Send a message via MSN to EmpirioN
Default

I believe this is the only proper way to go with "charge turrets".
EmpirioN is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 09-14-2007, 04:53 AM   #4 (permalink)
Member
 
Join Date: Aug 2007
Location: Classified
Posts: 33
Default

Set the weapons to PrimaryWeapon and SecondaryWeapon (not w1, w2).
Also, set the warheads to 0% for structures on one and 0% fot the rest on the other (verses for ChronoWarpWH, ChronoBeam).

i.e.
[CWHW]
Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100% ,100%,

[CB]
Verses=0%,0%,0%,0%,0%,0%,100%,100%,100%,0%,0%
Overmind is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 09-19-2007, 01:39 PM   #5 (permalink)
Member
 
Join Date: Jan 2003
Location: Finland
Posts: 64
Send a message via MSN to EmpirioN
Default

Hmm, I did what u suggested, but the unit still won't fire.
Any more ideas?

Thanks anyway!
EmpirioN is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 09-20-2007, 04:18 AM   #6 (permalink)
Senior Member
 
Join Date: Feb 2005
Posts: 804
Default

the multi weapon system wasn't designed for anymore than 1 weapon being used at a time, this is why i sugested doing it the "Normal" way.
bobing is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 09-20-2007, 04:26 AM   #7 (permalink)
Junior Member
 
Join Date: Sep 2007
Location: Dark Side Of The Blue Moon
Posts: 7
Send a message via AIM to Xero07 Send a message via MSN to Xero07 Send a message via Yahoo to Xero07
Default

I agree with bobing about. You could just use the normal weapon system, as it will work perfectly the way you want it to.
Xero07 is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 09-21-2007, 06:45 AM   #8 (permalink)
Member
 
Join Date: Aug 2007
Location: Classified
Posts: 33
Default

Quote:
Originally Posted by EmpirioN";p=&quot View Post
Hmm, I did what u suggested, but the unit still won't fire.
Any more ideas?

Thanks anyway!
It can't not work if everything is defined correctly. Triple-check the weapons, warheads and projectiles.
Overmind is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 12-17-2007, 08:36 AM   #9 (permalink)
Junior Member
 
Join Date: Dec 2007
Posts: 4
Default

What is the normal way anyway??????????????????????
tj_7alberto is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Getting a unit to fire a weapon upon construction Waraddict Generals & Zero Hour Editing 8 02-06-2006 11:01 AM
Playing with fire! Thinimus Generals & Zero Hour Editing 8 12-11-2004 05:23 PM
Can you set a fire angle? Bart Generals & Zero Hour Editing 9 09-08-2004 04:36 PM
Fire object Prism128 Generals & Zero Hour Editing 4 07-22-2003 10:46 AM
Fire in RA2 JW Red Alert 2 & Yuri's Revenge Editing 16 03-22-2003 03:55 PM


All times are GMT -4. The time now is 01:20 PM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.0 Release Candidate 2
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.