sonic wave weapon
trying to make a sonic weapon (dolphins weapon) that shoots in a 180 degree arc. Found out that ROT for projectiles is required to make a projectile wave weapon work. Problem is that the sonic projectile isn't a normal projectile. It is enabled by having the line "IsSonic=yes" in a *weapons* tag and doesn't have an image in projectile tags (like rockets and cannons), which apparently means that it won't fire in an arc like how my missile wave weapon does. Instead of of firing the sonar weapon in a arc, it shoots straight ahead, though the warheads still land in a arc pattern, shown by the faint light that shows up when it hits. But, the explosion TWLT070 doesn't happen when i put IsSonic to yes. Another problem is that the property of sonic weapons that makes it so the 1st sonar must hit before a second one can be shot also slows down the ROF pretty badly. Any help would be appreciated, thanks.
code below (sonic wave weapon was based off my missle wave weapon, so some code is unnecessary):
;Dolphin
[DLPH]
UIName=Name:DLPH
Name=Dolphin
NotHuman=yes
Prerequisite=GAYARD; GATECH
Primary=SonicWave;SonicZap
;arc firing code, ammo display enabled to see ROF easily.
PipScale=Ammo
PipWrap=9
Ammo=36
Reload=5
RadialFireSegments=10
DistributedFire=yes
;end arc firing code
NavalTargeting=5
LandTargeting=1
FireAngle=64
Category=AFV
Strength=200
Naval=yes ;GS
Armor=light
TechLevel=5
Underwater=yes
Sight=4
GuardRange=4
Sensors=yes
SensorsSight=8 ;4
Speed=8
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance
AllowedToStartInMultiplayer=no
Cost=500
Soylent=500
Turret=no
Points=15
ROT=6
;Crusher=yes
Crewed=no ;ok
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUM U60
VoiceSelect=DolphinSelect
VoiceMove=DolphinMove
VoiceAttack=DolphinAttackCommand
VoiceFeedback=DolphinFear
DieSound=DolphinDie
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
SpeedType=Float
MovementZone=Water
ThreatPosed=20 ; This value MUST be 0 for all building addons
Accelerates=true
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FAST ER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
;TooBigToFitUnderBridge=true
Cloakable=yes
CloakingSpeed=1
TypeImmune=yes
Organic=yes
;NoShadow=yes
WalkRate=4 ; these two are needed because unit as sprite is terribly hack. Doing units as infantry with DoControls could be considered
IdleRate=8 ; power of two helps performance (mod). "How much slower should I animate when stopped? 1/x"
ElitePrimary=SonicWave; SonicZapE
Size=15
IsSelectableCombatant=yes
[SonicWave]
Damage=25
AmbientDamage=10
ROF=1
Range=12
Speed=100
Projectile=SonicWaveP
Warhead=SonicWaveWH
Report=DolphinAttack
Bright=yes
DistributedWeaponFire=yes
OmniFire=yes
IsSonic=yes
[SonicWaveP]
Shadow=no
Proximity=yes
Inaccurate=yes
FlakScatter=yes
Ranged=yes
Acceleration=4
ROT=1
High=yes
CourseLockDuration=15
Scalable=yes
[SonicWaveWH]
CellSpread=2
PercentAtMax=.25
Wall=yes
Wood=yes
Verses=100%,100%,100%,75%,40%,40%,100%,100%,50%,10 0%,100%
Conventional=yes
Rocker=yes
InfDeath=2
AnimList=TWLT070
Deform=15%
Tiberium=yes
Bright=yes
ProneDamage=100%
Last edited by patric20841; 02-27-2008 at 01:08 PM.
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