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 10:42 am
All times are UTC + 0
Pumps
Moderators: Generals Moderators, Global Moderators
Post new topic   Reply to topic Page 1 of 1 [6 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
FireOne
Civilian


Joined: 13 Feb 2010

PostPosted: Sat Feb 13, 2010 1:57 am    Post subject:  Pumps
Subject description: Pumping out water
Reply with quote  Mark this post and the followings unread

My mod is based around ships.

Basically, when the ship hits an iceberg, the ice berg shoots an invisible, very powerful, missile at the ship (crippling it. This is followed by a steady stream of much weaker missiles (the ship can't move and its health slowly dwindles away (this simulates sinking).

Among several other emergency options is the ability to "switch on the pumps".

This is essentially upgrading the stricken ship with an (invisible) point laser defence.

This would shoot some of the incoming projectiles and buy the ship some time.

Code wise, a (highly modified) humvee, is upgraded with an invisible china gattling cannon that shoots the laser instead of bullets.

The trouble is, the laser will not shoot at missiles (any type). It does however shoot infantry.

I have already tried using just the paladin tanks point laser module but it still won't shoot the incoming missiles, any ideas?

Also, I've been trying to make the Emergency repair power work at the start of the game, without having to purchase it, but it won't work. I've looked at it compared to the spysatelite but nothing I do seems to work...

Any ideas on this?

Thank you.

Back to top
View user's profile Send private message
Gen.Kenobi
Disk Thrower


Joined: 08 Dec 2009
Location: Brazil

PostPosted: Tue Feb 16, 2010 5:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

How could you implement Water Warfare at your mod...i'm curious Wink

Try to check the point defense lazer weapon at the Weapon.ini Smile

_________________

Back to top
View user's profile Send private message
FireOne
Civilian


Joined: 13 Feb 2010

PostPosted: Thu Feb 18, 2010 2:49 am    Post subject: Reply with quote  Mark this post and the followings unread

Water warfare? Wel you just make vehicles that can go have "Water" in their locomotor surface tag.

Then have capturable docks on water maps that are mostly in water to build ships.

But my mod is not a warfare mod. The nearest it comes to being like that is if you run into pirates (very rarely happens).

In which case the ship can use its sound cannons (if you have purchased one), and the small handful of fire arms the ship has onboard (if you purchased some) to resist the pirates. The guns would normally be used to protect the passengers when they go to an island with dangerous animals.

The mod is more of a puzzle, full of barriers preventing you from getting to your final destination (Antarctica).

The map is huge (takes 10 minutes for the ship to cross), but you can't just cross it as soon as you start, you need to gain money to buy supplies and equipment for such a long journey (and train the crew).

I am using the point laser defence. But it does not seem to work against missiles anymore (it shoots infantry only).

I did not modify the weapon in anyway, just mounted it on my ship.

Back to top
View user's profile Send private message
Frontlines
Missile Trooper


Joined: 23 Nov 2009
Location: Charleston, SC

PostPosted: Thu Feb 25, 2010 3:31 am    Post subject: Reply with quote  Mark this post and the followings unread

o.o... Weird mod.

anyways.. You need to make sure you get the right weapon..

For example..
Make a weapon that can shoot at Missiles..
Its a simple code its like. "dont quote"

AllowInfantry = Yes
Allow Missiles = No

Those state what it can And CANT shoot at it..
so.. choose a weapon.. and make sure it can shoot at a missile

Back to top
View user's profile Send private message Send e-mail
FireOne
Civilian


Joined: 13 Feb 2010

PostPosted: Fri Feb 26, 2010 9:30 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tested the defence against vanilla zero hour chinese migs, tank hunters, rpg troops, missile defenders and TOW, it didn't work.

It is an exact copy of the pladadin laser defense.

Given to a humvee (the ship code is based on the humvee) through an upgrade.

The upgrade works, but will only shoot infantry.

The paladin shoots infantry and missiles.

I should add, I did increase the range of the laser.

The final version won't be able to shoot infantry of course.

Back to top
View user's profile Send private message
Frontlines
Missile Trooper


Joined: 23 Nov 2009
Location: Charleston, SC

PostPosted: Sat Feb 27, 2010 9:00 am    Post subject: Okay.. Look at these. Reply with quote  Mark this post and the followings unread

;------------------------------------------------------------------------------
Weapon AvengerPointDefenseLaserOne
PrimaryDamage = 100.0
PrimaryDamageRadius = 0.0
AttackRange = 100.0
DamageType = LASER
DeathType = LASERED
WeaponSpeed = 999999.0 ; dist/sec
DelayBetweenShots = 500 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AcceptableAimDelta = 180 ; Don't need to turn at all.
AntiSmallMissile = Yes
AntiProjectile = Yes

LaserName = AvengerPointDefenseLaserBeam
LaserBoneName = LazerSpot01
FireFX = WeaponFX_PaladinPointDefenseLaser
End

;------------------------------------------------------------------------------
Weapon AvengerPointDefenseLaserTwo
PrimaryDamage = 100.0
PrimaryDamageRadius = 0.0
AttackRange = 100.0
DamageType = LASER
DeathType = LASERED
WeaponSpeed = 999999.0 ; dist/sec
DelayBetweenShots = 500 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AcceptableAimDelta = 180 ; Don't need to turn at all.
AntiSmallMissile = Yes
AntiProjectile = Yes

LaserName = AvengerPointDefenseLaserBeam
LaserBoneName = LazerSpot02
FireFX = WeaponFX_PaladinPointDefenseLaser
End

;------------------------------------------------------------------------------
Weapon AvengerAirLaserOne
PrimaryDamage = 10.0
PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim"
AttackRange = 300.0
DamageType = SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
;WeaponSpeed = 10.0 ; dist/sec (huge value == effectively instant)
LaserName = AvengerLaserBeam
LaserBoneName = TurretFX01
; FireFX = WeaponFX_PaladinPointDefenseLaser
; VeterancyFireFX = HEROIC WeaponFX_PaladinPointDefenseLaser
FireSound = AvengerAirLaserWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 200 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AntiAirborneVehicle = Yes
AntiAirborneInfantry = No
AntiGround = No

ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY
WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets
End

;------------------------------------------------------------------------------
Weapon AvengerAirLaserTwo
PrimaryDamage = 10.0
PrimaryDamageRadius = 0.0 ; 0 primary radius means "hits only intended victim"
AttackRange = 300.0
DamageType = SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
;WeaponSpeed = 10.0 ; dist/sec (huge value == effectively instant)
LaserName = AvengerLaserBeam
LaserBoneName = TurretFX02
; FireFX = WeaponFX_PaladinPointDefenseLaser
; VeterancyFireFX = HEROIC WeaponFX_PaladinPointDefenseLaser
FireSound = AvengerAirLaserWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 200 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AntiAirborneVehicle = Yes
AntiAirborneInfantry = No
AntiGround = No

ProjectileCollidesWith = ENEMIES STRUCTURES WALLS SHRUBBERY
WeaponBonus = PLAYER_UPGRADE DAMAGE 125% ; APBullets
End


Look at the stuff highlighted in red..

Back to top
View user's profile Send private message Send e-mail
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [6 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: 0.1623s ][ Queries: 11 (0.0089s) ][ Debug on ]