Posted: Sun Sep 25, 2016 11:55 am Post subject:
Units' attacks with missile spawn help.
I'm having problem with this that the ICBM Rocket never lands to do damage and it will go off-screen.
Here are the codes:
Code:
[SVICBM]
UIName=Name:V3
Name=V3 Launcher ;locked
Category=AFV
Prerequisite=NAWEAP,RADAR
Primary=ICBMLauncher
CanPassiveAquire=no ; Won't try to pick up own targets
Spawns=SVICBMROCKET
SpawnsNumber=1
SpawnRegenRate=250
SpawnReloadRate=0 ; missile spawn don't come back
NoSpawnAlt=yes ; alternate voxel for out of spawns: xxxxWO (V3WO)
Strength=150
Armor=light
TechLevel=3
Turret=no
CrateGoodie=yes
Sight=9
Speed=5
Owner=Russians,Confederation,Africans,Arabs
ForbiddenHouses=BossGeneral
Cost=800
Soylent=800
Points=40
ROT=5
AllowedToStartInMultiplayer=yes
Crusher=yes
Crewed=no ; Big giant missile on its head precludes survivor (per designer)
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=V3Select
VoiceMove=V3Move
VoiceAttack=V3AttackCommand
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=V3MoveStart
CrushSound=TankCrush
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Destroyer
ThreatPosed=25 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
AccelerationFactor=0.01
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
GuardRange=9
TooBigToFitUnderBridge=true
;MobileFire=false ; SJM: Looks like this was meant for the V3, but let's not enable it until we know we need it.
Bunkerable=no
Code:
[SVICBMROCKET]
UIName=Name:V3ROCKET
Name=V3 Rocket
FireAngle=1
Strength=50
Category=AirPower
Armor=special_2
Spawned=yes
MissileSpawn=yes
TechLevel=-1
Sight=1
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Ammo=1 ;Aircraft are hard wired to require ammo
Speed=35
Owner=Russians,Confederation,Africans,Arabs
Cost=50
Points=20
ROT=3
Crewed=no
Explodes=no
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8}
MovementZone=Fly
ThreatPosed=10 ; This value MUST be 0 for all building addons
DamageParticleSystems=SmallGreySSys ; Sparks don't work well here. SJM
AuxSound1=V3Attack ;Taking off
;AuxSound2=DROPDWN1 ;Landing
ImmuneToPsionics=yes
;VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
;EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
NoShadow=yes
Selectable=no
Trainable=no
DontScore=yes
Please help. Also, I've attached an image so it can be understandable. As you can see on the image, particularly the waypoint, that's where I designated the attack but it will always go at the opposite direction until it goes off-screen.
Without Ares, new custom spawned missiles are not possible. (there is a group of [General] keys for each V3, DMISL and CMISL, see V3RocketPauseFrames and following keys. Your new missile doesn't has these keys and thus breaks)
To get this done anyway, you can only try to create a suicide aircraft spawning weapon (like a suicide carrier hornet), not a missile spawning one
or replace one of the 3 spawned missiles.
Well, a spawned suicide aircraft can work pretty well too imo, so if you only need Ares for this single feature, you might also try it first without Ares.
It also depends where you wanna go with your mod.
Add more fancy logics for mainly MultiPlayer games -> use Ares
If you wanna keep SinglePlayer being an important part -> avoid using Ares, until it supports savegames (currently you can't use savegames in Ares)
Playing lengthy singleplayer missions without savegames can be pretty frustrating. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Sep 26, 2016 9:15 am Post subject:
Lin Kuei Ominae wrote:
Well, a spawned suicide aircraft can work pretty well too imo
Suicide aircraft will always crash in the base game. Only Ares 0.4 made Crashable affect aircraft. Also limbolaunching aircraft will bug out as well - IIRC mostly the radar, but might be more - so either you make suicide aircraft RadarInvisible limbolaunchers with a deathweapon only good for visuals, either you accept that suicide aircrafts will always deal damage even when blown up by AA (if you rely on a dummyweapon's animdamage killing the aircraft nearby). _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
IMO, having a campaign for each mission, and letting the player choose any mission he/she wants to play (like the debug campaigns in the vanilla game) is a workable temporary solution for the save game problem, until Ares eventually solves that issue. QUICK_EDIT
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