You can't use Level=yes as it has special logic to only work on water. Don't use IsFlat either, layer is purely graphical. Instead (after a ton of testing) this should give you the same function:
Code:
[LandTorpedo]
Arm=2
Shadow=no
Image=SUBT
AG=yes
Ranged=yes ; The following tags are required to keep this proj on course
ProjectileRange=5 ; Keep below 64 or the missile may miss and ignore Ranged=yes
Proximity=yes ; Mostly so it again doesn't fly off the map
Floater=yes ; Projectiles do not move vertically, like Level
ROT=20 ; ROT=1 has very undesireable consequences and low can be just as bad, so keep it at 20
CourseLockDuration=35 ; However many frames the projectile can fly at max taking into consideration Acceleration
Acceleration=10 ; Going below 6 stops it from firing straight like Level
I hope that helps.
EDIT: I should explain that a lot of this logic is to correct the numerous problems of Floater=yes and it's tendency to fly off the map... _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
Thanks General, However I tested the code and it did not work. Here is as sceen
I will post the code in case you can idenfity something that contradicts your code.
proj
Code:
[RipTorpedo]
Arm=2
Shadow=no
Image=SUBT
AG=yes
Ranged=yes ; The following tags are required to keep this proj on course
ProjectileRange=5 ; Keep below 64 or the missile may miss and ignore Ranged=yes
Proximity=yes ; Mostly so it again doesn't fly off the map
Floater=yes ; Projectiles do not move vertically, like Level
ROT=20 ; ROT=1 has very undesireable consequences and low can be just as bad, so keep it at 20
CourseLockDuration=35 ; However many frames the projectile can fly at max taking into consideration Acceleration
Acceleration=10 ; Going below 6 stops it from firing straight like Level
[RipSplash]; for units whose missiles are having trouble hitting
CellSpread=.5
PercentAtMax=.8
Wall=yes
Wood=yes
Verses=0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%,0%
Conventional=yes
InfDeath=3
AnimList=S_CLSN16,S_CLSN22,S_CLSN30,S_CLSN42,S_CLSN58
ProneDamage=50%
Versus.ShipHeavy=100%
Versus.ShipLight=75%
Versus.NAVALYARD=60%
vehicle code - take not of locomotor
Code:
[Riptide]
;WaterImage=DEST
UIName=Name:Riptide
Name=Landing Craft
Primary=VulcanRip
Secondary=RiptideTorpedo
Prerequisite=GAWEAP
Strength=300
MoveToShroud=yes
Category=Transport
DeployTime=.022
Armor=Light
Turret=no
IsTilter=yes
TechLevel=4
Sight=6
PipScale=Passengers
Speed=6
;;;CanBeach=yes
Naval=no
Weight=1
CrateGoodie=no
Owner=British,French,Germans,Americans,Alliance,Canada,Australia,SouthAfrica
RequiredHouses=Australia
AllowedToStartInMultiplayer=yes
Cost=900
Soylent=900
Points=15
ROT=5
Crusher=no ;gs yes
Passengers=5
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=HoverAlliedSelect
VoiceMove=HoverAlliedMove
VoiceAttack=HoverAlliedMove
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=LandingCraftMoveStart
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
Maxdebris=3
;;;;;SpeedType=Amphibious
;;;;;Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;;;;;MovementZone=AmphibiousCrusher
;;;Locomotor={2BEA74E1-7CCA-11d3-BE14-00104B62A16C};{4A582741-9839-11d1-B709-00A024DDAFD1}
;;;;SpeedType=FloatBeach
;;;;MovementZone=WaterBeach
SpeedType=Hover
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
;Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
MovementZone=Amphibious ; gs AMphibiousDestroyer I can't have a destroyer zone without a weapon!
ThreatPosed=3 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=1
ZFudgeColumn=7
ZFudgeTunnel=13
SizeLimit=2
Size=16
TooBigToFitUnderBridge=true
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
;Bombable=no
Trainable=yes
StupidHunt=yes ;this guy can't handle a hunt command, so he should just run towards the player
Bunkerable=no; Units default to yes, others default to no
Turret=no
SHP projectiles work different than VXL projectiles.
SHPs start horizontal
VXL start according to the set FireAngle (though not sure exactly. In TS they can also start vertical)
Test the VXL projectile with a high height on the units *FireFLH value and check the projectile path. It most likely starts flying downwards and thus hits the ground when using a low height on your FireFLH. Last edited by Lin Kuei Ominae on Tue Feb 20, 2018 9:10 pm; edited 1 time in total QUICK_EDIT
SHP projectiles work different than VXL projectiles.
SHPs start horizontal
VXL start according to the set FireAngle (though not sure exactly. In TS they can also start vertical)
Test the VXL projectile with a high height on the units *FireFLH value and check the projectile path. It most likely starts flying downwards and thus hits the ground when using a low height on your FireFLH.
Last edited by Lin Kuei Ominae on Yesterday, at 9:10 pm; edited 1 time in total
When primaryfireheight is set to 150 - and there is no projectile image - the trail shows that the projectile is as you said - heading towards the ground gradually. Switching the voxel on from this height detonates the torpedo as soon as its fired.
and in regards to hardcode - I noticed that changing the damage of my torpedo weapon from 100 - to 75 - changed its " HIT " explosion effect. QUICK_EDIT
[ript]; sub torp
Image=PATRIOT
Trailer=BBBLELRG
;Voxel=yes
Flat=yes ; SJM: Blit with ZGRAD_GROUND. With luck, missile will appear to go under ships.
Rotates=yes
I don't know how you're having such an issue, SUBT shows up just fine for me; But yes, Fly and Hover units seem to default to dropping projectiles and FireAngle can't change that. Anything else on the other hand are hardcoded to 50. Westwood just needed more communication between each other...
You can try having a projectile use Splits=yes, Cluster=1, AirburstWeapon=SubTorpedo, but I haven't been able to get it to work, even with FLH at 0,0,-120 to counter Hover. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
I don't know how you're having such an issue, SUBT shows up just fine for me
you are certain you are using a hover unit?
Could you please put the entire code of your working version (including dummy unit) that uses vxl projectile for me please
I would love to see it and likely use it
Code:
You can try having a projectile use Splits=yes, Cluster=1, AirburstWeapon=SubTorpedo, but I haven't been able to get it to work, even with FLH at 0,0,-120 to counter Hover.
In what way is it not working? Instant explosion or not performing split and transforming into torpedo? QUICK_EDIT
:O I torpedo SHP, just as I was making my own from scratch. Thank you General. I will keep you posted if and when I start to play with splits and airbursts. QUICK_EDIT
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