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Issue with Vertical beam & Gattling logic
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WoodleMyNoodle
Cyborg Soldier


Joined: 09 Apr 2018

PostPosted: Mon Nov 12, 2018 12:22 pm    Post subject:  Issue with Vertical beam & Gattling logic Reply with quote  Mark this post and the followings unread

Hey guys,

I am currently having an issue, whilst I've got no clue what exactly is causing it.

I basically want a laser that eventually charges up to be bigger via gattling logic. I am, however trying to test it out using just one anim at first.

The issue I am having is that it doesn't actually shoot whilst it's above the target, nor does it actually continue firing, which causes me having to click the building multiple times. (Added gif of the issue)




Code:

Unit:

Code:

Gattling.Cycle=no
IsGattling=yes
TurretCount=1
WeaponCount=12
Weapon1=TroodonBeam6
EliteWeapon1=TroodonBeam6
Weapon2=TroodonBeam6
EliteWeapon2=TroodonBeam6
Weapon3=TroodonBeam6
EliteWeapon3=TroodonBeam6
Weapon4=TroodonBeam6
EliteWeapon4=TroodonBeam6
Weapon5=TroodonBeam6
EliteWeapon5=TroodonBeam6
Weapon6=TroodonBeam6
EliteWeapon6=TroodonBeam6
Weapon7=TroodonBeam6
EliteWeapon7=TroodonBeam6
Weapon8=TroodonBeam6
EliteWeapon8=TroodonBeam6
Weapon9=TroodonBeam6
EliteWeapon9=TroodonBeam6
Weapon10=TroodonBeam6
EliteWeapon10=TroodonBeam6
Weapon11=TroodonBeam6
EliteWeapon11=TroodonBeam6
Weapon12=TroodonBeam6
EliteWeapon12=TroodonBeam6
WeaponStages=6
WeaponStages=6
Stage1=100
Stage2=150
Stage3=200
Stage4=250
Stage5=400
Stage6=600
EliteStage1=100
EliteStage2=150
EliteStage3=200
EliteStage4=250
EliteStage5=400
EliteStage6=600
RateUp=1
RateDown=1000


Weapon
Code:

[TroodonBeam6]
Damage=0
ROF=2
Range=1
CellRangefinding=yes
Speed=100
Projectile=TrooBeamProj
Warhead=Troobeam6WH
Report=
OmniFire=yes
Anim=TROOBEAM


Projectile
Code:

[TrooBeamProj]
Image=none
Arm=2
Shadow=no
Proximity=no
Ranged=yes
AA=no
AG=yes
ROT=60
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no
Vertical=yes


I must be missing something or looked over something very obvious. But I don't understand gattling all too well as I've never really worked with it.

Last edited by WoodleMyNoodle on Mon Nov 12, 2018 1:21 pm; edited 2 times in total

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Flaguna
Cyborg Engineer


Joined: 07 Feb 2018
Location: HUELand

PostPosted: Mon Nov 12, 2018 12:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Is this unit a AIRCRAFT or VEHICLE?

what are you trying to do (Range=1 on a aircraft) might be buggy with aircrafts, dunno, if that is the case, try changing the unit to Vehicle.

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WoodleMyNoodle
Cyborg Soldier


Joined: 09 Apr 2018

PostPosted: Mon Nov 12, 2018 1:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

It's a jumpjet vehicle :p

Last edited by WoodleMyNoodle on Mon Nov 12, 2018 1:29 pm; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Mon Nov 12, 2018 1:25 pm    Post subject: Reply with quote  Mark this post and the followings unread


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Last edited by Lin Kuei Ominae on Mon Nov 12, 2018 1:32 pm; edited 1 time in total

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WoodleMyNoodle
Cyborg Soldier


Joined: 09 Apr 2018

PostPosted: Mon Nov 12, 2018 1:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well actually, kirov has Range=1 in my code, which seems to work fine. I also changed the range to 1.5 & 2 during testing, but that didn't work.


EDIT: For the sake of being sure; I tested it again with range 1.5, didn't work.
EDIT2: Adding a detonation altitude made no change.

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