Posted: Thu Sep 12, 2013 1:08 am Post subject:
Does WeaponSet module work?
Subject description: No it does not!
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 QUICK_EDIT
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\". QUICK_EDIT
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.
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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. QUICK_EDIT
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