IPB

Welcome Guest ( Log In | Register )

 
Reply to this topicStart new topic
Adding new Weapon/Object(s)
VampireSilence
post 22 Jun 2021, 9:09
Post #1



Group Icon

Group: Members
Posts: 2
Joined: 21 June 2021
Member No.: 23863



I try to give my new General the lazer patriot system, but with another lazer beam color as the original from the lazer general.

My attempt was to copy the original:

CODE
Weapon Lazr_PatriotMissileWeapon
  PrimaryDamage               =  40.0      
  PrimaryDamageRadius         =   3.0  
  ScatterRadiusVsInfantry     =  10.0    ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 225.0
  DamageType                  = EXPLOSION
  DeathType                   = EXPLODED
  WeaponSpeed                 = 999999.0
  LaserName               = Lazr_PatriotLaserBeam
  LaserBoneName           = WEAPONA01
  FireFX                  = Lazr_WeaponFX_LaserCrusader
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 250                  ; time between shots, msec
  ClipSize                    = 3                       ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 2000              ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes
  AntiAirborneVehicle         = No
  AntiAirborneInfantry        = No
  AntiGround                  = Yes
  AntiBallisticMissile        = No
  RequestAssistRange          = 200   ; when I fire, my object will look around for things of
; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so.
  ProjectileCollidesWith      = STRUCTURES
End


Paste/edit it like this (into Weapons.ini):

CODE
Weapon Lazr_PatriotMissileWeapon2
  PrimaryDamage               =  40.0      
  PrimaryDamageRadius         =   3.0  
  ScatterRadiusVsInfantry     =  10.0    ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  AttackRange                 = 225.0
  DamageType                  = EXPLOSION
  DeathType                   = EXPLODED
  WeaponSpeed                 = 999999.0
  LaserName               = Lazr_PatriotLaserBeam2; EDITED HERE
  LaserBoneName           = WEAPONA01
  FireFX                  = Lazr_WeaponFX_LaserCrusader
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  DelayBetweenShots           = 250                  ; time between shots, msec
  ClipSize                    = 3                       ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 2000              ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes
  AntiAirborneVehicle         = No
  AntiAirborneInfantry        = No
  AntiGround                  = Yes
  AntiBallisticMissile        = No
  RequestAssistRange          = 200   ; when I fire, my object will look around for things of
; his type and tell their AssistedTargetingModules to fire a clip if they are free to do so.
  ProjectileCollidesWith      = STRUCTURES
End


To give it a different LaserName, which i also copied. I took this original:

CODE
Object Lazr_PatriotLaserBeam
; *** ART Parameters ***
  Draw = W3DLaserDraw ModuleTag_01
     Texture = EXLaser4.tga
    NumBeams = 5                             ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data.
    InnerBeamWidth = 0.005                   ;The total width of beam
    InnerColor = R:100 G:0 B:0 A:100         ;The inside color of the laser (hot)
    OuterBeamWidth = 15                      ;The total width of beam
    OuterColor = R:100 G:0 B:0 A:0           ;The outside color of the laser (cool)
    Tile = Yes                               ;The height of the texture will determine how many times to tile the texture to fit without scaling.
    ScrollRate = -2500                       ;Scrolls the texture offset this fast -- towards(-) away(+)
    Segments = 1                             ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20
    SegmentOverlapRatio = 0                  ;This value overlaps(+) or separates(-) the segments by ratio
    TilingScalar = -3                        ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural)    

   ;MaxIntensityLifetime = 2000             ;Laser stays at max intensity for specified time in ms.
   ;FadeLifetime = 0                        ;Laser will fade and delete.
   ;@todo -- add shot ability functionality (instead of instant point A to B)
  End

  KindOf = IMMOBILE
  Geometry = Sphere
  GeometryIsSmall = Yes
  GeometryMajorRadius = 2.0
  ClientUpdate = LaserUpdate ModuleTag_07
    MuzzleParticleSystem = PaladinPointDefenseLaserFlare
    TargetParticleSystem = GenericRedLaserFlare
    PunchThroughScalar = 1.3; If our target dies, we get this much bigger so it looks like we punched through
  End

  Behavior = DestroyDie ModuleTag_03
   ;nothing
  End
  Behavior = LifetimeUpdate ModuleTag_04
    MinLifetime = 205  ; min lifetime in msec
    MaxLifetime = 205  ; max lifetime in msec
  End
End


And made it like this (into WeaponObjects.ini):

CODE
Object Lazr_PatriotLaserBeam2
; *** ART Parameters ***
  Draw = W3DLaserDraw ModuleTag_01
     Texture = EXLaser4.tga
    NumBeams = 5                             ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data.
    InnerBeamWidth = 0.005                   ;The total width of beam
    InnerColor = R:0 G:255 B:0 A:100; EDITED HERE
    OuterBeamWidth = 15                      ;The total width of beam
    OuterColor = R:0 G:255 B:0 A:0; EDITED HERE
    Tile = Yes                               ;The height of the texture will determine how many times to tile the texture to fit without scaling.
    ScrollRate = -2500                       ;Scrolls the texture offset this fast -- towards(-) away(+)
    Segments = 1                             ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20
    SegmentOverlapRatio = 0                  ;This value overlaps(+) or separates(-) the segments by ratio
    TilingScalar = -3                        ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural)    

   ;MaxIntensityLifetime = 2000             ;Laser stays at max intensity for specified time in ms.
   ;FadeLifetime = 0                        ;Laser will fade and delete.
   ;@todo -- add shot ability functionality (instead of instant point A to B)
  End

  KindOf = IMMOBILE
  Geometry = Sphere
  GeometryIsSmall = Yes
  GeometryMajorRadius = 2.0
  ClientUpdate = LaserUpdate ModuleTag_07
    MuzzleParticleSystem = PaladinPointDefenseLaserFlare
    TargetParticleSystem = GenericRedLaserFlare
    PunchThroughScalar = 1.3; If our target dies, we get this much bigger so it looks like we punched through
  End

  Behavior = DestroyDie ModuleTag_03
   ;nothing
  End
  Behavior = LifetimeUpdate ModuleTag_04
    MinLifetime = 205  ; min lifetime in msec
    MaxLifetime = 205  ; max lifetime in msec
  End
End


So when using "Lazr_PatriotMissileWeapon2", the laser color should be green now. But WorldBuilder states the Weapon could not be found and i dont see any particles within the game. How can one Weapon be loaded, but another in the same file cannot? This makes absolutely no sense to me. Please help me.
Go to the top of the page
 
+Quote Post
VampireSilence
post 3 Jul 2021, 8:42
Post #2



Group Icon

Group: Members
Posts: 2
Joined: 21 June 2021
Member No.: 23863



SOLVED: The default WeaponObjects are treated differently than custom WeaponObjects you add. The default ones are always found, no matter where you store them, but the custom ones you add need to be in "INI\Object\WeaponObjects.ini". I am quite surprised that no one of the experienced modders could answer such a simple question.
Go to the top of the page
 
+Quote Post
Kalamel
post 25 Sep 2021, 19:37
Post #3



Group Icon

Group: Members
Posts: 6
Joined: 24 September 2021
Member No.: 24161



Well, thanks for posting solution. It's a help for me and hopefully other.
Go to the top of the page
 
+Quote Post

Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 



Lo-Fi Version Time is now: 19 March 2024 - 8:41