Add Machine gun to a unit, how to make MG shoor more accuracy while moving |
Add Machine gun to a unit, how to make MG shoor more accuracy while moving |
1 Jul 2017, 4:51
Post
#1
|
|
Group: Members Posts: 22 Joined: 1 July 2017 From: VietNam Member No.: 15531 |
I was try to put a Machine gun to a unit as SECONDARY WEAPON, but seem it's cant fire good while moving - I was put a code "passenger" allow to fire, but i want it fire with main turret, not passenger ;------------------------------------------------------------------------------ Object GermanTankPanzerIII ; *** ART Parameters *** SelectPortrait = PzrIIIF ButtonImage = PzrIIIF_L UpgradeCameo1 = Upgrade_ChinaBlackNapalm UpgradeCameo2 = Upgrade_PanzerIIIArmored ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes ;-------------------Normal DefaultConditionState Model = PanzerIII Turret = Turret WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle HideSubObject = ARMOR End ConditionState = REALLYDAMAGED Model = PanzerIIID Turret = Turret WeaponFireFXBone = PRIMARY Muzzle WeaponRecoilBone = PRIMARY Barrel WeaponMuzzleFlash = PRIMARY MuzzleFX WeaponLaunchBone = PRIMARY Muzzle HideSubObject = ARMOR End ConditionState = RUBBLE Model = PanzerIIID Turret = Turret HideSubObject = ARMOR End ; --------Tank Tracks & Tread Movement ----------------------- TrackMarks = EXTnkTrack.tga TreadAnimationRate = 1.9 ; texture to move per second TreadDriveSpeedFraction = 0.25 ; treads stop moving. TreadPivotSpeedFraction = 0.55 ; allow pivoting. ; ------------------------------------------------------------ End ; ***DESIGN parameters *** DisplayName = object:germanvehiclepanzer3 Side = Germany EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) WeaponSet Conditions = None Weapon = PRIMARY KWK36L/45 Weapon = SECONDARY MG34 End WeaponSet Conditions = PLAYER_UPGRADE Weapon = PRIMARY KWK36L/45;PRIMARY KWK38Flame Weapon = SECONDARY KWK38FireWall AutoChooseSources = PRIMARY FROM_SCRIPT FROM_AI DEFAULT_SWITCH_WEAPON AutoChooseSources = SECONDARY FROM_SCRIPT FROM_AI PreferredAgainst = PRIMARY INFANTRY PreferredAgainst = SECONDARY STRUCTURE End ArmorSet Conditions = None Armor = TankNormalArmor DamageFX = TankDamageFX End ; ArmorSet ; Conditions = PLAYER_UPGRADE ; Armor = TankHardArmor ; DamageFX = TankDamageFX ; End BuildCost = 550 BuildTime = 15.0 ;in seconds VisionRange = 150 ShroudClearingRange = 300 Prerequisites Object = GermanStructureWarFactory End ExperienceValue = 500 700 900 1000 ;Experience point value at each level ExperienceRequired = 500 800 1800 2500;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 3 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = PanzerIIICommandSet ; *** AUDIO Parameters *** VoiceSelect = PIVTankVoiceSelect VoiceMove = PIVTankVoiceMove VoiceGuard = PIVTankVoiceMove VoiceAttack = PIVTankVoiceAttack ;SoundMoveStart = PanzerIIIMoveStart;TomahawkMoveStart ;SoundMoveStartDamaged = PanzerIIIMoveStart;TomahawkMoveStart SoundMoveLoop = PanzerIIILoop SoundMoveLoopDamaged = PanzerIIILoop SoundAmbient = LightTankAmbientLoop UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs VoiceCreate = EvaVoiceCreate ;TurretMoveStart = NoSound TurretMoveLoop = TurretMoveLoop VoiceSalvage = PIVTankVoiceSalvage VoiceCrush = PIVTankVoiceCrush VoiceEnter = PIVTankVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE Body = ActiveBody ModuleTag_03 MaxHealth = 240.0 InitialHealth = 240.0 ; 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. SubdualDamageCap = 860 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_04 Turret TurretTurnRate = 70 NaturalTurretAngle = 0 MinIdleScanAngle = 30 ; in degrees off the natural turret angle MaxIdleScanAngle = 50 ; in degrees off the natural turret angle MinIdleScanInterval = 5000 ; in milliseconds MaxIdleScanInterval = 10000 ; in milliseconds TurretPitchRate = 120 AllowsPitch = Yes MinPhysicalPitch = -15 ControlledWeaponSlots = PRIMARY SECONDARY TERTIARY TurretFireAngleSweep = PRIMARY 10 TurretFireAngleSweep = SECONDARY 60 TurretSweepSpeedModifier = PRIMARY 0.5 ; Sweep slower than you turn (aim for 30 for art) TurretSweepSpeedModifier = SECONDARY 2.0 ; Sweep faster than you turn End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL MediumTankLocomotor Behavior = PhysicsBehavior ModuleTag_05 Mass = 20.0 End Behavior = FireWeaponWhenDeadBehavior ModuleTag_06 DeathWeapon = TankerTruckWeapon StartsActive = Yes End Behavior = ProductionUpdate ModuleTag_06 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End ; Catch fire, and explode death Behavior = SlowDeathBehavior ModuleTag_08 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 1200000;10 DestructionDelayVariance = 20 OCL = FINAL OCL_PanzerIIITank FX = FINAL FX_BlitzGenericVehicleDieLarge ;FX_BlitzGenericVehicleDie FX = INITIAL FX_BlitzIITankInitialDeath End Behavior = TransportContain ModuleTag_11 PassengersAllowedToFire = yes;no Slots = 5 ;InitialPayload = GermanTankPanzerI EnterSound = GarrisonEnter ExitSound = GarrisonExit ScatterNearbyOnExit = No DamagePercentToUnits = 150% ;10% AllowInsideKindOf = INFANTRY ExitDelay = 250 NumberOfExitPaths = 3 ; Defaults to 1. Set 0 to not use ExitStart/ExitEnd, set higher than 1 to use ExitStart01-nn/ExitEnd01-nn PassengersInTurret = Yes GoAggressiveOnExit = Yes ; AI Will tell people to set their mood to Aggressive on exiting End Behavior = TransitionDamageFX ModuleTag_10 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End ; A crushing defeat Behavior = FXListDie ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End ;Behavior = MaxHealthUpgrade ModuleTag_18;ArmorUpgrade ;ModuleTag_Armor01 ;TriggeredBy = Upgrade_PanzerIIIArmored ; AddMaxHealth = 100 ; ChangeType = ADD_CURRENT_HEALTH_TOO ;End Behavior = WeaponSetUpgrade ModuleTag_Weap1 TriggeredBy = Upgrade_ChinaBlackNapalm End Behavior = CommandSetUpgrade ModuleTag_Weap2 CommandSet = PanzerIIICommandSetUP TriggeredBy = Upgrade_ChinaBlackNapalm End Behavior = FlammableUpdate ModuleTag_16 AflameDuration = 500 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = SubObjectsUpgrade ModuleTag_17 ;*** Bio bomb load *** TriggeredBy = Upgrade_PanzerIIIArmored ConflictsWith = Upgrade_GLABombTruckHighExplosiveBomb ShowSubObjects = ARMOR HideSubObjects = CamoN02 End ;Behavior = LocomotorSetUpgrade ModuleTag_18 ; TriggeredBy = Upgrade_PanzerIIIArmored ;End Behavior = MaxHealthUpgrade ModuleTag_09 TriggeredBy = Upgrade_PanzerIIIArmored AddMaxHealth = 50.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Behavior = WeaponSetUpgrade ModuleTag_12 TriggeredBy = Upgrade_PanzerIIIArmored End Behavior = VeterancyGainCreate ModuleTag_20 StartingLevel = VETERAN ScienceRequired = SCIENCE_TigerTankVeteran End Geometry = BOX GeometryMajorRadius = 17.0 GeometryMinorRadius = 11.5 GeometryHeight = 12 GeometryIsSmall = Yes Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End ;-------------------------------------------------------- |
|
|
1 Jul 2017, 4:53
Post
#2
|
|
Group: Members Posts: 22 Joined: 1 July 2017 From: VietNam Member No.: 15531 |
Here is my Commandset for it
4,5 is the icon to change the weapon. Main Weapon to Secondary Weapon CommandSet PanzerIIICommandSet 1 = Command_TransportExit 2 = Command_TransportExit 3 = Command_TransportExit ;6 = Command_MachineGun 4 = Command_BB 5 = Command_Fugas 8 = Command_UpgradePanzerIIIArmored 11 = Command_AttackMove 13 = Command_Guard 14 = Command_Stop End |
|
|
1 Jul 2017, 5:00
Post
#3
|
|
The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
Add the line "MoodAttackCheckRate =", under "AutoAcquireEnemiesWhenIdle = Yes", and make it 0 or the same as "DelayBetweenShots" of the secondary weapon, whichever works better for you.
EDIT: Also if you're not planning to make the weapons switcchable like the USA Ranger, I suggest you remove the "DEFAULT_SWITCH_WEAPON" from the primary weapon's "AutoChooseSources" field This post has been edited by Zeke: 1 Jul 2017, 5:02 -------------------- |
|
|
1 Jul 2017, 5:04
Post
#4
|
|
Group: Members Posts: 22 Joined: 1 July 2017 From: VietNam Member No.: 15531 |
Add the line "MoodAttackCheckRate =", under "AutoAcquireEnemiesWhenIdle = Yes", and make it 0 or the same as "DelayBetweenShots" of the secondary weapon, whichever works better for you. EDIT: Also if you're not planning to make the weapons switcchable like the USA Ranger, I suggest you remove the "DEFAULT_SWITCH_WEAPON" from the primary weapon's "AutoChooseSources" field Oooh thank you for your reply I was saw that code in Machine truck i'll try it... thanks |
|
|
1 Jul 2017, 5:07
Post
#5
|
|
Group: Members Posts: 22 Joined: 1 July 2017 From: VietNam Member No.: 15531 |
Add the line "MoodAttackCheckRate =", under "AutoAcquireEnemiesWhenIdle = Yes", and make it 0 or the same as "DelayBetweenShots" of the secondary weapon, whichever works better for you. EDIT: Also if you're not planning to make the weapons switcchable like the USA Ranger, I suggest you remove the "DEFAULT_SWITCH_WEAPON" from the primary weapon's "AutoChooseSources" field I was see the Unit have Autochoose weapon while i force them to attack unit or infantry, building, but when i choose it my self, it's not autochoose anymore |
|
|
1 Jul 2017, 7:07
Post
#6
|
|
Group: Members Posts: 22 Joined: 1 July 2017 From: VietNam Member No.: 15531 |
It's work....!!!, i was find those code for 2 years
|
|
|
Lo-Fi Version | Time is now: 10 June 2024 - 12:52 |