I've tried to make it fire both type of missiles (1 of the big one "SECONDARY" and 6 of the small ones "PRIMARY") but no sucess... I even tried to look to humvee code and an overlord from reborn v.6
How do i do it to make both Primary and Secondary to fire at same time?
Object code:
CODE
;-----------------------Supweapon general----------------------
Object SupW_AmericaVehicleMLRS
; *** ART Parameters ***
SelectPortrait = SAMLRS_L
ButtonImage = SAMLRS
UpgradeCameo1 = Upgrade_AmericaBattleDrone
UpgradeCameo2 = Upgrade_AmericaScoutDrone
UpgradeCameo3 = Upgrade_AmericaHellfireDrone
UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = avm270
Turret = TURRET
TurretPitch = TURRETEL
WeaponLaunchBone = PRIMARY WeaponA
WeaponFireFXBone = PRIMARY Muzzle
WeaponLaunchBone = SECONDARY WeaponB
WeaponFireFXBone = SECONDARY MuzzleB
End
ConditionState = REALLYDAMAGED
Model = avm270_d
End
AliasConditionState = RUBBLE
TrackMarks = EXTnkTrack.tga
End
; ***DESIGN parameters ***
DisplayName = OBJECT:MLRS
Side = AmericaSuperWeaponGeneral
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
BuildCost = 1800
BuildTime = 20.0 ;in seconds
VisionRange = 180
ShroudClearingRange = 200
Prerequisites
Object = SupW_AmericaWarFactory
Object = SupW_AmericaStrategyCenter
End
ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
WeaponSet
Conditions = None
Weapon = PRIMARY MLRSWeapon
Weapon = SECONDARY MLRSMissileWeapon
AutoChooseSources = SECONDARY NONE
ShareWeaponReloadTime = Yes
WeaponLockSharedAcrossSets = Yes
End
ArmorSet
Conditions = None
Armor = TruckArmor
DamageFX = TankDamageFX
End
CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = SupW_AmericaVehicleMLRSCommandSet
; *** AUDIO Parameters ***
VoiceSelect = MRLSVoiceSelect
VoiceMove = MRLSVoiceMove
VoiceGuard = MRLSVoiceMove
VoiceAttack = MRLSVoiceAttack
SoundMoveStart = MRLSMoveStart
SoundMoveStartDamaged = MRLSMoveStart
UnitSpecificSounds
VoiceCreate = MRLSVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoopLoud
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = MRLSVoiceMove
VoiceEnter = MRLSVoiceMove
VoiceBombard = MRLSVoiceAttack
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE DONT_AUTO_CRUSH_INFANTRY CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 220.0
InitialHealth = 220.0
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 40 ; turn rate, in degrees per sec
TurretPitchRate = 35
FirePitch = 35 ; Instead of aiming pitchwise at the target, it will aim here
AllowsPitch = Yes
ControlledWeaponSlots = PRIMARY SECONDARY
End
AutoAcquireEnemiesWhenIdle = No NotWhileAttacking
End
Locomotor = SET_NORMAL TomahawkLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 75.0
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -CRUSHED -SPLATTED
DestructionDelay = 500
DestructionDelayVariance = 100
FX = INITIAL FX_GenericTankDeathEffect
OCL = MIDPOINT OCL_AmericaVehicleMLRS
FX = FINAL FX_AmericaVehicleTomahawkDeathExplosion
End
Behavior = ObjectCreationUpgrade ModuleTag_06
UpgradeObject = OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_07
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_08
UpgradeObject = OCL_AmericanHellfireDrone
TriggeredBy = Upgrade_AmericaHellfireDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone
End
Behavior = ProductionUpdate ModuleTag_09
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = ExperienceScalarUpgrade ModuleTag_10
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0;Increases experience gained by an additional 100%
End
Behavior = WeaponSetUpgrade ModuleTag_11
TriggeredBy = Upgrade_Veterancy_HEROIC
End
Behavior = DestroyDie ModuleTag_12
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = FXListDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_14
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End
Behavior = EjectPilotDie ModuleTag_15
DeathTypes = ALL -CRUSHED -SPLATTED
ExemptStatus = HIJACKED
VeterancyLevels = ALL -REGULAR;only vet+ gives pilot
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
End
Behavior = TransitionDamageFX ModuleTag_16
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
Behavior = FlammableUpdate ModuleTag_17
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Geometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 10.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
Object SupW_AmericaVehicleMLRS
; *** ART Parameters ***
SelectPortrait = SAMLRS_L
ButtonImage = SAMLRS
UpgradeCameo1 = Upgrade_AmericaBattleDrone
UpgradeCameo2 = Upgrade_AmericaScoutDrone
UpgradeCameo3 = Upgrade_AmericaHellfireDrone
UpgradeCameo4 = Upgrade_AmericaAdvancedTraining
Draw = W3DTankDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = avm270
Turret = TURRET
TurretPitch = TURRETEL
WeaponLaunchBone = PRIMARY WeaponA
WeaponFireFXBone = PRIMARY Muzzle
WeaponLaunchBone = SECONDARY WeaponB
WeaponFireFXBone = SECONDARY MuzzleB
End
ConditionState = REALLYDAMAGED
Model = avm270_d
End
AliasConditionState = RUBBLE
TrackMarks = EXTnkTrack.tga
End
; ***DESIGN parameters ***
DisplayName = OBJECT:MLRS
Side = AmericaSuperWeaponGeneral
EditorSorting = VEHICLE
TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable)
BuildCost = 1800
BuildTime = 20.0 ;in seconds
VisionRange = 180
ShroudClearingRange = 200
Prerequisites
Object = SupW_AmericaWarFactory
Object = SupW_AmericaStrategyCenter
End
ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
WeaponSet
Conditions = None
Weapon = PRIMARY MLRSWeapon
Weapon = SECONDARY MLRSMissileWeapon
AutoChooseSources = SECONDARY NONE
ShareWeaponReloadTime = Yes
WeaponLockSharedAcrossSets = Yes
End
ArmorSet
Conditions = None
Armor = TruckArmor
DamageFX = TankDamageFX
End
CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = SupW_AmericaVehicleMLRSCommandSet
; *** AUDIO Parameters ***
VoiceSelect = MRLSVoiceSelect
VoiceMove = MRLSVoiceMove
VoiceGuard = MRLSVoiceMove
VoiceAttack = MRLSVoiceAttack
SoundMoveStart = MRLSMoveStart
SoundMoveStartDamaged = MRLSMoveStart
UnitSpecificSounds
VoiceCreate = MRLSVoiceCreate
TurretMoveStart = NoSound
TurretMoveLoop = TurretMoveLoopLoud
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
VoiceCrush = MRLSVoiceMove
VoiceEnter = MRLSVoiceMove
VoiceBombard = MRLSVoiceAttack
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD SELECTABLE DONT_AUTO_CRUSH_INFANTRY CAN_ATTACK CAN_CAST_REFLECTIONS VEHICLE SCORE
Body = ActiveBody ModuleTag_02
MaxHealth = 220.0
InitialHealth = 220.0
SubdualDamageHealRate = 500
SubdualDamageHealAmount = 50
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 40 ; turn rate, in degrees per sec
TurretPitchRate = 35
FirePitch = 35 ; Instead of aiming pitchwise at the target, it will aim here
AllowsPitch = Yes
ControlledWeaponSlots = PRIMARY SECONDARY
End
AutoAcquireEnemiesWhenIdle = No NotWhileAttacking
End
Locomotor = SET_NORMAL TomahawkLocomotor
Behavior = PhysicsBehavior ModuleTag_04
Mass = 75.0
End
Behavior = SlowDeathBehavior ModuleTag_05
DeathTypes = ALL -CRUSHED -SPLATTED
DestructionDelay = 500
DestructionDelayVariance = 100
FX = INITIAL FX_GenericTankDeathEffect
OCL = MIDPOINT OCL_AmericaVehicleMLRS
FX = FINAL FX_AmericaVehicleTomahawkDeathExplosion
End
Behavior = ObjectCreationUpgrade ModuleTag_06
UpgradeObject = OCL_AmericanBattleDrone
TriggeredBy = Upgrade_AmericaBattleDrone
ConflictsWith = Upgrade_AmericaScoutDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_07
UpgradeObject = OCL_AmericanScoutDrone
TriggeredBy = Upgrade_AmericaScoutDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaHellfireDrone
End
Behavior = ObjectCreationUpgrade ModuleTag_08
UpgradeObject = OCL_AmericanHellfireDrone
TriggeredBy = Upgrade_AmericaHellfireDrone
ConflictsWith = Upgrade_AmericaBattleDrone Upgrade_AmericaScoutDrone
End
Behavior = ProductionUpdate ModuleTag_09
MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame
End
Behavior = ExperienceScalarUpgrade ModuleTag_10
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 1.0;Increases experience gained by an additional 100%
End
Behavior = WeaponSetUpgrade ModuleTag_11
TriggeredBy = Upgrade_Veterancy_HEROIC
End
Behavior = DestroyDie ModuleTag_12
DeathTypes = NONE +CRUSHED +SPLATTED
End
Behavior = FXListDie ModuleTag_13
DeathTypes = NONE +CRUSHED +SPLATTED
DeathFX = FX_CarCrush
End
Behavior = CreateObjectDie ModuleTag_14
DeathTypes = NONE +CRUSHED +SPLATTED
CreationList = OCL_CrusaderTank_CrushEffect
End
Behavior = EjectPilotDie ModuleTag_15
DeathTypes = ALL -CRUSHED -SPLATTED
ExemptStatus = HIJACKED
VeterancyLevels = ALL -REGULAR;only vet+ gives pilot
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
End
Behavior = TransitionDamageFX ModuleTag_16
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition
End
Behavior = FlammableUpdate ModuleTag_17
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Geometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 10.0
GeometryHeight = 12.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length
End
Weapon Code:
CODE
Weapon MLRSWeapon
PrimaryDamage = 70.0
PrimaryDamageRadius = 20.0
SecondaryDamage = 35.0
SecondaryDamageRadius = 40.0
ScatterRadius = 35.0
AttackRange = 350.0
MinimumAttackRange = 180.0
DamageType = EXPLOSION;INFANTRY_MISSILE
DeathType = EXPLODED
WeaponSpeed = 200 ; dist/sec
ProjectileObject = MLRSMissile
FireFX = WeaponFX_MLRSLaunching
FireSound = MLRSWeapon
ProjectileDetonationFX = FX_ATACMExplosion
RadiusDamageAffects = SUICIDE SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR
DelayBetweenShots = 300
ClipSize = 6
ClipReloadTime = 8000
PreAttackDelay = 250
PreAttackType = PER_CLIP
AntiAirborneVehicle = Yes
ProjectileCollidesWith = STRUCTURES
End
Weapon MLRSMissileWeapon
PrimaryDamage = 400.0
PrimaryDamageRadius = 40.0
SecondaryDamage = 200.0
SecondaryDamageRadius = 80.0
ScatterRadius = 10.0
AttackRange = 350.0
MinimumAttackRange = 180.0
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 180 ; dist/sec
ProjectileObject = MLRSTacticleBalisticMissile
FireFX = WeaponFX_MLRSLaunching
FireSound = MLRSATACMWeapon
ProjectileDetonationFX = WeaponFX_TopolMissileDetonationExplosive
RadiusDamageAffects = SUICIDE SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR
ClipSize = 1
ClipReloadTime = 8000
PreAttackDelay = 250
PreAttackType = PER_CLIP
AntiAirborneVehicle = Yes
ProjectileCollidesWith = STRUCTURES
End
PrimaryDamage = 70.0
PrimaryDamageRadius = 20.0
SecondaryDamage = 35.0
SecondaryDamageRadius = 40.0
ScatterRadius = 35.0
AttackRange = 350.0
MinimumAttackRange = 180.0
DamageType = EXPLOSION;INFANTRY_MISSILE
DeathType = EXPLODED
WeaponSpeed = 200 ; dist/sec
ProjectileObject = MLRSMissile
FireFX = WeaponFX_MLRSLaunching
FireSound = MLRSWeapon
ProjectileDetonationFX = FX_ATACMExplosion
RadiusDamageAffects = SUICIDE SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR
DelayBetweenShots = 300
ClipSize = 6
ClipReloadTime = 8000
PreAttackDelay = 250
PreAttackType = PER_CLIP
AntiAirborneVehicle = Yes
ProjectileCollidesWith = STRUCTURES
End
Weapon MLRSMissileWeapon
PrimaryDamage = 400.0
PrimaryDamageRadius = 40.0
SecondaryDamage = 200.0
SecondaryDamageRadius = 80.0
ScatterRadius = 10.0
AttackRange = 350.0
MinimumAttackRange = 180.0
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 180 ; dist/sec
ProjectileObject = MLRSTacticleBalisticMissile
FireFX = WeaponFX_MLRSLaunching
FireSound = MLRSATACMWeapon
ProjectileDetonationFX = WeaponFX_TopolMissileDetonationExplosive
RadiusDamageAffects = SUICIDE SELF ALLIES ENEMIES NEUTRALS NOT_SIMILAR
ClipSize = 1
ClipReloadTime = 8000
PreAttackDelay = 250
PreAttackType = PER_CLIP
AntiAirborneVehicle = Yes
ProjectileCollidesWith = STRUCTURES
End