Jet Raptor Question |
Jet Raptor Question |
4 Jul 2016, 4:05
Post
#1
|
|
Group: Members Posts: 6 Joined: 14 May 2016 Member No.: 12871 |
I was just trying to modify ROTR mod (which by the way I like it a lot), and figure out how to prevent America Jet Raptor to automaitcally throw its missiles against any kind of infantry (except I command it so), just like Hunter Killer Drone does. I 've been inspecting the following lines of code, with no success:
CODE Weapon RaptorJetMissileWeapon PrimaryDamage = 105.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 380.0 MinimumAttackRange = 50.0 AcceptableAimDelta = 30 DamageType = JET_MISSILES DeathType = EXPLODED WeaponSpeed = 1000 ProjectileObject = RaptorJetMissile ProjectileExhaust = MissileDefenderMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileDefenderMissileExhaust FireFX = None FireSound = RaptorJetMissileWeapon ProjectileDetonationFX = WeaponFX_JetMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 100 ClipSize = 4 ClipReloadTime = 5000 AutoReloadsClip = RETURN_TO_BASE ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No ShowsAmmoPips = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% End CODE Weapon HunterKillerDroneMissileWeapon PrimaryDamage = 1.0 PrimaryDamageRadius = 0.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 380.0 MinimumAttackRange = 80.0 AcceptableAimDelta = 15 DamageType = SUBDUAL_UNRESISTABLE DeathType = EXPLODED WeaponSpeed = 1000 ProjectileObject = HunterKillerJetMissile ProjectileExhaust = MissileDefenderMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileDefenderMissileExhaust FireSound = HunterKillerDroneMissileWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 2000 ClipSize = 2 ClipReloadTime = 5000 AutoReloadsClip = RETURN_TO_BASE ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = No AntiAirborneInfantry = No ShowsAmmoPips = Yes End CODE Weapon HunterKillerDroneMissileDamagedWeapon PrimaryDamage = 110.0 PrimaryDamageRadius = 15.0 DamageType = JET_MISSILES DeathType = EXPLODED FireFX = WeaponFX_HunterKillerMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR End CODE Object HunterKillerJetMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVHntrKlr_M End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:Missile EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PRELOAD CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 200.0 InitialHealth = 200.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End Behavior = WeaponBonusUpgrade ModuleTag_99 TriggeredBy = Upgrade_AmericaLaserMissiles End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_07 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_08 DetonateCallsKill = Yes TryToFollowTarget = Yes FuelLifetime = 10000 InitialVelocity = 75 ; in dist/sec IgnitionDelay = 30 IgnitionFX = FX_JetMissileIgnition End Locomotor = SET_NORMAL RaptorJetMissileLocomotor Behavior = FireWeaponWhenDeadBehavior ModuleTag_Detonation01 StartsActive = Yes DeathTypes = ALL -LASERED ConflictsWith = Upgrade_AmericaLaserMissiles DeathWeapon = HunterKillerDroneMissileDamagedWeapon End Behavior = FireWeaponWhenDeadBehavior ModuleTag_DetonationUpgraded01 StartsActive = No DeathTypes = ALL -LASERED TriggeredBy = Upgrade_AmericaLaserMissiles DeathWeapon = HunterKillerDroneMissileDamagedUpgradedWeapon End Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 End CODE Object RaptorJetMissile ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes DefaultConditionState Model = AVChap_M End ConditionState = JAMMED ParticleSysBone = None SparksMedium End End ; ***DESIGN parameters *** DisplayName = OBJECT:Missile EditorSorting = SYSTEM VisionRange = 0.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** ENGINEERING Parameters *** KindOf = PRELOAD CAN_CAST_REFLECTIONS PROJECTILE SMALL_MISSILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. ; A projectile is not disabled, but instead loses target and scatters SubdualDamageCap = 200 SubdualDamageHealRate = 100000 SubdualDamageHealAmount = 50 End Behavior = WeaponBonusUpgrade ModuleTag_99 TriggeredBy = Upgrade_AmericaLaserMissiles End ; ---- begin Projectile death behaviors Behavior = InstantDeathBehavior DeathModuleTag_01 DeathTypes = NONE +DETONATED ; we detonated normally. ; no FX, just quiet destroy ourselves End Behavior = InstantDeathBehavior DeathModuleTag_02 DeathTypes = NONE +LASERED ; shot down by laser. FX = FX_GenericMissileDisintegrate OCL = OCL_GenericMissileDisintegrate End Behavior = InstantDeathBehavior DeathModuleTag_03 DeathTypes = ALL -LASERED -DETONATED ; shot down by nonlaser. FX = FX_GenericMissileDeath End ; ---- end Projectile death behaviors Behavior = PhysicsBehavior ModuleTag_07 Mass = 1 End Behavior = MissileAIUpdate ModuleTag_08 TryToFollowTarget = Yes FuelLifetime = 10000 InitialVelocity = 75 ; in dist/sec IgnitionDelay = 30 IgnitionFX = FX_JetMissileIgnition End Locomotor = SET_NORMAL RaptorJetMissileLocomotor Geometry = Sphere GeometryIsSmall = Yes GeometryMajorRadius = 1.0 Scale = 0.8 End I have also checked worlbuilder SkirmishScripts.scb, but found nothing relative to what I'm looking for. |
|
|
4 Jul 2016, 4:47
Post
#2
|
|
The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
You could just give the raptor the hunter killer drone's weapon.
-------------------- |
|
|
4 Jul 2016, 19:41
Post
#3
|
|
Group: Members Posts: 6 Joined: 14 May 2016 Member No.: 12871 |
You could just give the raptor the hunter killer drone's weapon. Stupid me! Trying to figure out how it worked, I forgot the most obvious answer. So thanks, I followed your advise and got it working. Both assigning HunterKiller Weapon to JetRaptor and changing ProjectileObject to RaptorMissile did the job. CODE Weapon RaptorJetMissileWeapon PrimaryDamage = 105.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 10.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 380.0 MinimumAttackRange = 50.0 AcceptableAimDelta = 30 DamageType = JET_MISSILES DeathType = EXPLODED WeaponSpeed = 1000 [b]ProjectileObject = HunterKillerJetMissile[/b] ; ProjectileObject = RaptorJetMissile ProjectileExhaust = MissileDefenderMissileExhaust VeterancyProjectileExhaust = HEROIC HeroicMissileDefenderMissileExhaust FireFX = None FireSound = RaptorJetMissileWeapon ProjectileDetonationFX = WeaponFX_JetMissileDetonation RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 100 ClipSize = 4 ClipReloadTime = 5000 AutoReloadsClip = Yes ; AutoReloadsClip = RETURN_TO_BASE ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No ShowsAmmoPips = Yes WeaponBonus = PLAYER_UPGRADE DAMAGE 125% End CODE Object AmericaJetRaptor WeaponSet Conditions = None [b]Weapon = PRIMARY HunterKillerDroneMissileWeapon[/b] ; Weapon = PRIMARY RaptorJetMissileWeapon End Of course, I would not only like to get my question solved (which I had), but I would also like to know what makes it work, and that way have a (little) better understanding of the game. I mean, I would like to know I someone could tell me if the piece of code that prevents HunterKiller attack infantry is there, even if I couldn't see it, or I should keep looking somewhere else. |
|
|
5 Jul 2016, 2:56
Post
#4
|
|
The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
The damage type used by the weapon, probably doesnt affect infantry.
You can check armor.ini if that's the case -------------------- |
|
|
7 Jul 2016, 0:17
Post
#5
|
|
Group: Members Posts: 6 Joined: 14 May 2016 Member No.: 12871 |
Ok, I'll keep on searching.
Thanks! |
|
|
27 Jul 2016, 21:22
Post
#6
|
|
Group: Members Posts: 93 Joined: 8 July 2016 Member No.: 13027 |
Just to add to this question, is there away to make 2 weapons (doesn't matter what weapon) that one shoots vehicles only, while the other shoots infantry only? I was thinking about this to make like a sniper that can shoot vehicles and do some damage, without actually losing the ability to insta-kill infantry.
|
|
|
28 Jul 2016, 3:39
Post
#7
|
|
The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
Just to add to this question, is there away to make 2 weapons (doesn't matter what weapon) that one shoots vehicles only, while the other shoots infantry only? I was thinking about this to make like a sniper that can shoot vehicles and do some damage, without actually losing the ability to insta-kill infantry. Nope. Multiple weapons for jets doesn't work, unless both fire at the same targets, or they have unlimited ammo. Otherwise, it'll cause "the aircraft not returning home to reload cause the secondary weapon still has ammo thus never firing ever again unless manually commanded to retreat" bug while guarding. -------------------- |
|
|
28 Jul 2016, 4:31
Post
#8
|
|
Group: Members Posts: 93 Joined: 8 July 2016 Member No.: 13027 |
Nope. Multiple weapons for jets doesn't work, unless both fire at the same targets, or they have unlimited ammo. Otherwise, it'll cause "the aircraft not returning home to reload cause the secondary weapon still has ammo thus never firing ever again unless manually commanded to retreat" bug while guarding. What about tanks or infantry? Can they have the separate targeting? |
|
|
28 Jul 2016, 6:01
Post
#9
|
|
The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
What about tanks or infantry? Can they have the separate targeting? Seperate targeting works for everything except jets. -------------------- |
|
|
28 Jul 2016, 16:06
Post
#10
|
|
Group: Members Posts: 93 Joined: 8 July 2016 Member No.: 13027 |
So here is my dilemma: I want to make a tank, (could be any but I'm using the ROTR Rhino tank right now) be able to use canister shells (the shotgun shells) against infantry. I made the weapon codes for it but for the life of me I can't get the tank to shoot the canister rounds at infantry only and the regular shells at vehicles. Here's the code
CODE [/code] WeaponSet Conditions = None Weapon = PRIMARY RhinoCanisterShell ; AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI Weapon = SECONDARY RhinoTankGun ; AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI Weapon = TERTIARY RhinoCanisterShell ; AutoChooseSources = TERTIARY NONE PreferredAgainst = PRIMARY INFANTRY PreferredAgainst = SECONDARY VEHICLE PreferredAgainst = TERTIARY INFANTRY ShareWeaponReloadTime = Yes WeaponLockSharedAcrossSets = Yes End ;Heroic Weaponset WeaponSet Conditions = HERO Weapon = PRIMARY RhinoCanisterShell ; AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI Weapon = SECONDARY HeroicRhinoTankGun ; AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI Weapon = TERTIARY RhinoCanisterShell ; AutoChooseSources = TERTIARY NONE PreferredAgainst = PRIMARY INFANTRY PreferredAgainst = SECONDARY VEHICLE PreferredAgainst = TERTIARY INFANTRY ShareWeaponReloadTime = Yes WeaponLockSharedAcrossSets = Yes End [code] And here is the code for the actual canister shell (it's just a modified shotgun) CODE [/code]
Weapon RhinoCanisterShell PrimaryDamage = 200.0 PrimaryDamageRadius = 20.0 SecondaryDamage = 25.0 SecondaryDamageRadius = 15.0 ScatterRadius = 0.1 WeaponRecoil = 3.5 AttackRange = 150.0 DamageType = GATTLING DeathType = EXTRA_4 WeaponSpeed = 9999.0 ProjectileObject = GenericCanisterGunShotProjectile FireFX = WeaponFX_PandurCannisterGunFire VeterancyFireFX = HEROIC WeaponFX_PandurCannisterGunFireHeroic FireSound = FrankJaegerPandurShotgunWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 0 ; time between shots, msec ClipSize = 1 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 1800 ; how long to reload a Clip, msec ProjectileDetonationFX = WeaponFX_PandurShotgunImpact End [code] |
|
|
29 Jul 2016, 3:11
Post
#11
|
|
The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
Why are there 2 canister weapons? You can just completely remove the tertiary weapon.
Also, this thread is going waay off topic. -------------------- |
|
|
29 Jul 2016, 3:39
Post
#12
|
|
Group: Members Posts: 93 Joined: 8 July 2016 Member No.: 13027 |
|
|
|
Lo-Fi Version | Time is now: 26 April 2024 - 15:29 |