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 Thu Mar 28, 2024 4:22 pm
All times are UTC + 0
Dummy Infantry not firing their Weapons
Moderators: Ares Support Team at PPM, Global Moderators, Red Alert 2 Moderators
Post new topic   Reply to topic Page 1 of 1 [5 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Feb 18, 2018 4:21 am    Post subject:  Dummy Infantry not firing their Weapons Reply with quote  Mark this post and the followings unread

Trying to recreate the Horde Buff from Generals via OpenTopped Transport and InitialPayLoad with a Dummy Infantry. The Infantry fire off the buff when outside the transport but they don't want to fire it while inside.

Code:

[PiranhaBuff]
Damage=0
ROF=15
Range=7
Projectile=InvisibleAll
Speed=100
Warhead=PiranhaBuffWH
PenetratesBunker=yes
OmniFire=yes

[PiranhaBuffWH]
CellSpread=3
PercentAtMax=1
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
InfDeath=1
AffectsAllies=yes
AffectsEnemies=no
Malicious=no
AttachEffect.Animation=PIRANHBUFF
AttachEffect.Duration=60
AttachEffect.FirepowerMultiplier=1.5
AttachEffect.AnimResetOnApply=yes
AttachEffect.Cumulative=no
Versus.PiranhaMdm.ForceFire=yes
Versus.PiranhaMdm.Retaliate=yes
Versus.PiranhaMdm.PassiveAcquire=yes
Versus.PiranhaMdm=100%

[PIRANHINF]
UIName=NOSTR:Piranha Buff
Name=Dummy
Image=CONS
Category=Soldier
Primary=PiranhaBuff
OpenTransportWeapon=0
AttackFriendlies=yes
CanPassiveAquire=yes
OpportunityFire=yes
CrushSound=InfantrySquish
Strength=1
Pip=white
OccupyPip=PersonWhite
AllowedToStartInMultiplayer=no
Armor=none
TechLevel=-1
Sight=6
Speed=6
Owner=StormLegion,EliteCorp,RedArmy
DamageParticleSystems=BleedSys
DamageSparks=yes
Cost=200
Soylent=100
Points=10
IsSelectableCombatant=yes
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
VoiceDeploy=
DieSound=
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
PhysicalSize=1
MovementZone=Infantry
ThreatPosed=10
ImmuneToVeins=yes
ImmuneToPsionics=no
Bombable=no
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=1
Crushable=yes
IFVMode=0

; Piranha Jetski
[PIRANHA]
UIName=NOSTR:Piranha
Name=Piranha Jetski
Category=LRFS
Prerequisite=NAYARD
Carryall.Allowed=no
Primary=PiranhaFlame
ElitePrimary=PiranhaFlameE
NavalTargeting=5
LandTargeting=0
InitialPayload.Types=PIRANHINF
OpenTopped=yes
SizeLimit=1
Passengers=1
NoManualUnload=yes
Strength=300
Naval=yes
Armor=PiranhaMdm
TechLevel=6
Turret=no
MovementRestrictedTo=Water
Sight=8
Speed=8
CrateGoodie=no
Owner=RedArmy
ForbiddenHouses=StormLegion,EliteCorp,Syndicate,Cabal,Anarchists,Defenders,Commandos,Talons
AllowedToStartInMultiplayer=no
Cost=300
Points=20
ROT=10
Crusher=no
Crewed=no
IsSelectableCombatant=yes
Weight=3
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=SeaScorpionSelect
VoiceMove=SeaScorpionMove
VoiceAttack=SeaScorpionAttackCommand
DieSound=GenSmallWaterDie
MoveSound=SeaScorpionMoveStart
Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C}
SpeedType=Float
MovementZone=Water
ThreatPosed=25
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Sensors=yes
SensorsSight=5
Size=30
VehicleThief.Allowed=False
Bounty.RookieValue=150
Bounty.VeteranValue=300
Bounty.EliteValue=600

_________________
~ Excelsior ~

Back to top
View user's profile Send private message Visit poster's website
cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Feb 18, 2018 4:32 am    Post subject: Reply with quote  Mark this post and the followings unread

Your infantry can't swim so it can't fire inside a ship

_________________

Back to top
View user's profile Send private message Skype Account
Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Sun Feb 18, 2018 5:22 am    Post subject: Reply with quote  Mark this post and the followings unread

Changing it to use Amphibious Locomotor fixed it somehow.

_________________
~ Excelsior ~

Back to top
View user's profile Send private message Visit poster's website
Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Sun Feb 18, 2018 1:37 pm    Post subject: Reply with quote  Mark this post and the followings unread

I believe this is a bug or a limitation in the implementation of InitialPayload, it does not happen if you put the passengers in yourself. SpeedType and/or MovementZone that allows for amphibious movement would 'fix' it, or using Naval=yes but latter just flips the problem and they can't fire out on ground anymore.

It's also not exclusive to just ships, it would apply to hovering/amphibious units, jumpjets, even any other unit on a bridge that goes over water.

_________________

Last edited by Starkku on Mon Feb 19, 2018 12:47 pm; edited 1 time in total

Back to top
View user's profile Send private message Visit poster's website ModDB Profile ID Twitter Channel URL
cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Sun Feb 18, 2018 9:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

I guess it's because you initially spawn an infantry who can't swim on water and he got stuck there. This does not happen if you put the passengers in yourself because they were born on where they can move.

_________________

Back to top
View user's profile Send private message Skype Account
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [5 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
You cannot post new topics in this forum
You cannot 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: 0.1408s ][ Queries: 11 (0.0082s) ][ Debug on ]