Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Sat Apr 20, 2024 9:16 am
All times are UTC + 0
Does WeaponSet module work?
Moderators: Global Moderators
Post new topic   Reply to topic Page 1 of 1 [7 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Thu Sep 12, 2013 1:08 am    Post subject:  Does WeaponSet module work?
Subject description: No it does not!
Reply with quote  Mark this post and the followings unread

Can anyone confirm that the 'WeaponSet' module (not the WeapontSetUpdate behaviour module) does not work?

C&C3's weapon code is rubbish, and I am assuming that has usual the code that might help is either broken or completely gutted.

Last edited by Madin on Wed Sep 25, 2013 9:40 pm; edited 1 time in total

Back to top
View user's profile Send private message
Bibber
Disk Thrower


Joined: 31 Aug 2007
Location: Germany

PostPosted: Thu Sep 12, 2013 6:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Where is that "WeaponSet" supposed to be used?

_________________

Back to top
View user's profile Send private message Visit poster's website
Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Thu Sep 12, 2013 6:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Bibber wrote:
Where is that "WeaponSet" supposed to be used?


The 'WeaponSet' module is one of the modules that is supposed to be placed in sequence inside the 'GameObject' (it appears just under the 'ArmorSet' in the 'GameObject' schema).

The actual 'WeaponSet' schema is found in "MOD SDK\Schemas\xsd\GameObject\".

Back to top
View user's profile Send private message
Ju-Jin
Cyborg Firebomber


Joined: 23 Mar 2009
Location: Germany

PostPosted: Fri Sep 13, 2013 8:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Haven't tried it as the newer update does all the work just fine, why would you want to use the old method?

_________________

Back to top
View user's profile Send private message Skype Account
Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Fri Sep 13, 2013 1:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ju-Jin wrote:
Haven't tried it as the newer update does all the work just fine, why would you want to use the old method?


"Does all the work fine" what does that even mean?
While there is some overlap, a brief look at the Schemas tells you that they can both also do different things that have different uses.

What I am interested in when it comes to the 'WeaponSet' module is its apparent ability to limit particular weapons against objects via their 'KindOF' or having specific weapons prefer certain 'KindOf' over others.

It seems to me that the 'WeaponSet' module would allow far better management of multiple weapons on a single object than the 'WeaponSetUpdate' module (has far has I know it has very limited weapon choice control, mainly to do with weapons that share the same weapon slot and having control on very limited parameters has to which weapon gets chosen... and if the object in question is set to aggressive it often does not work properly).

Currently if I have for example a gun weapon, a tank weapon, and a building weapon, with different ranges on different weapon slots, it appears that the target type is primarily driven by the 'GameObject' 'WeaponCategory' attribute.
Whatever is driving the AI's targeting routines, they are absolutely rubbish when it comes to multi weapon platforms (and not huge numbers of weapons, I am talking about 2 or 3), especially if those platforms are effective against varying types of targets and if the weapons have different ranges.

- - - - - - - - - - - - - - - - -

A secondary note, but somewhat related to the original question. Is there a list, or the beginnings of a list has to what actually works vs what is junk vs what is broken code in C&C3?

There seem to be a lot of modules that do not work.

Modders who have modded SAGE RTS's for a long time would be at an advantage in making such a list because they would have experience with using some of the code and has such would know how to test if it worked or not, and also they would have modded versions of the SAGE engine were developers actually extensively commented their code which would reduce the guess work.

Back to top
View user's profile Send private message
ravage
Soldier


Joined: 16 Jul 2005

PostPosted: Sat Sep 14, 2013 9:54 am    Post subject: Reply with quote  Mark this post and the followings unread

already tried the WeaponSet, don't work at all. i think using WeapontSetUpdate is a pain in the a$$, too.

Back to top
View user's profile Send private message
Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Sat Sep 14, 2013 1:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

ravage wrote:
already tried the WeaponSet, don't work at all. i think using WeapontSetUpdate is a pain in the a$$, too.

Thanks for the information!

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [7 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
Quick Reply
Username:


If you are visually impaired or cannot otherwise answer the challenges below please contact the Administrator for help.


Write only two of the following words separated by a sharp: Brotherhood, unity, peace! 

 
You can post new topics in this forum
You can reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1501s ][ Queries: 11 (0.0077s) ][ Debug on ]