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Chem_Rocket Buggy -> Upgrading to Gamma
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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Fri Dec 10, 2010 1:04 pm    Post subject:  Chem_Rocket Buggy -> Upgrading to Gamma Reply with quote  Mark this post and the followings unread

Since the Toxin General has only 1 real new toxin unit, the Toxin Rebel I decided to add some stuff to his units. I came across the Rocket Buggy, and made a weapon.

This is what I've got:
Code:
Weapon Chem_BuggyRocketWeaponBeta
  PrimaryDamage               = 20.0           
  PrimaryDamageRadius         = 0.0     
  ScatterRadiusVsInfantry     = 20.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  SecondaryDamage             = 5.0         
  SecondaryDamageRadius       = 10.0   
  AttackRange                 = 380.0
  FireOCL = OCL_RevealArtillery
  MinimumAttackRange          = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
  DamageType                  = EXPLOSION          ; ignored for projectile weapons
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600               ; ignored for projectile weapons
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  ProjectileDetonationOCL     = OCL_RocketPoisonFieldSmall
  ProjectileObject            = RocketBuggyMissile
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  ProjectileExhaust           = Chem_InfantryStingerMissileExhaust
  VeterancyProjectileExhaust  = HEROIC Chem_InfantryStingerMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 200  ; time between shots, msec
  ClipSize                    = 6            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 6000    ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes
  AutoReloadWhenIdle          = 6100    ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired)
  FireFX                      = FX_BuggyMissileIgnition
  FireSound                   = RocketBuggyWeapon
  ProjectileCollidesWith      = STRUCTURES
  MissileCallsOnDie           = Yes
End

Weapon Chem_BuggyRocketWeaponGamma
  PrimaryDamage               = 20.0           
  PrimaryDamageRadius         = 0.0     
  ScatterRadiusVsInfantry     = 20.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  SecondaryDamage             = 5.0         
  SecondaryDamageRadius       = 10.0   
  AttackRange                 = 380.0
  FireOCL = OCL_RevealArtillery
  MinimumAttackRange          = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
  DamageType                  = EXPLOSION          ; ignored for projectile weapons
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600               ; ignored for projectile weapons
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  ProjectileDetonationOCL     = OCL_RocketPoisonFieldSmall
  ProjectileObject            = RocketBuggyMissile
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  ProjectileExhaust           = Chem_InfantryStingerMissileExhaustGamma
  VeterancyProjectileExhaust  = HEROIC Chem_InfantryStingerMissileExhaustGamma
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 200  ; time between shots, msec
  ClipSize                    = 6            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 6000    ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes
  AutoReloadWhenIdle          = 6100    ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired)
  FireFX                      = FX_BuggyMissileIgnition
  FireSound                   = RocketBuggyWeapon
  ProjectileCollidesWith      = STRUCTURES
  MissileCallsOnDie           = Yes
End

Weapon Chem_BuggyRocketWeaponUpgradedBeta
  PrimaryDamage               = 20.0           
  PrimaryDamageRadius         = 0.0     
  ScatterRadiusVsInfantry     = 20.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  SecondaryDamage             = 5.0         
  SecondaryDamageRadius       = 10.0   
  AttackRange                 = 380.0
  FireOCL = OCL_RevealArtillery
  MinimumAttackRange          = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
  DamageType                  = EXPLOSION          ; ignored for projectile weapons
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600               ; ignored for projectile weapons
  ProjectileDetonationFX      = WeaponFX_RocketBuggyMissileDetonation
  ProjectileDetonationOCL     = OCL_RocketPoisonFieldSmall
  ProjectileObject            = RocketBuggyMissile
  ProjectileExhaust           = Chem_InfantryStingerMissileExhaust
  VeterancyProjectileExhaust  = HEROIC Chem_InfantryStingerMissileExhaust
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 200  ; time between shots, msec
  ClipSize                    = 8            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 6000    ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes
  AutoReloadWhenIdle          = 6100    ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired)
  FireFX                      = FX_BuggyMissileIgnition
  FireSound                   = RocketBuggyWeapon
  ProjectileCollidesWith      = STRUCTURES
  MissileCallsOnDie           = Yes
End

Weapon Chem_BuggyRocketWeaponUpgradedGamma
  PrimaryDamage               = 20.0           
  PrimaryDamageRadius         = 0.0     
  ScatterRadiusVsInfantry     = 20.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  SecondaryDamage             = 5.0         
  SecondaryDamageRadius       = 10.0   
  AttackRange                 = 380.0
  FireOCL = OCL_RevealArtillery
  MinimumAttackRange          = 50.0 ;150.0 ; Rockets take some distance to target, and you don't want them to blow up in your face.
  DamageType                  = EXPLOSION          ; ignored for projectile weapons
  DeathType                   = EXPLODED
  WeaponSpeed                 = 600               ; ignored for projectile weapons
  ProjectileDetonationFX      = ;WeaponFX_RocketBuggyMissileDetonation
  ;ProjectileDetonationOCL     = ;OCL_RocketPoisonFieldSmall
  ProjectileObject            = RocketBuggyMissile
  ProjectileExhaust           = Chem_InfantryStingerMissileExhaustGamma
  VeterancyProjectileExhaust  = HEROIC Chem_InfantryStingerMissileExhaustGamma
  RadiusDamageAffects         = ALLIES ENEMIES NEUTRALS
  ScatterRadius               = 0      ; This weapon will scatter somewhere within a circle of this radius, instead of hitting someone directly
  DelayBetweenShots           = 200  ; time between shots, msec
  ClipSize                    = 8            ; how many shots in a Clip (0 == infinite)
  ClipReloadTime              = 6000    ; how long to reload a Clip, msec
  AutoReloadsClip             = Yes
  AutoReloadWhenIdle          = 6100    ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired)
  FireFX                      = FX_BuggyMissileIgnition
  FireSound                   = RocketBuggyWeapon
  ProjectileCollidesWith      = STRUCTURES
  MissileCallsOnDie           = Yes
End


The only thing is, I don't know how to make the Gamma weapon appear, after I tried, the only one popping up ingame is the Beta missile exhaust, could someone help me fixing this?

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The-Light
Grenadier


Joined: 08 Aug 2009
Location: Netherlands

PostPosted: Fri Dec 10, 2010 2:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

Uhm, i think you're triying to have 4 different primairy weapons, the problem is you'll need to use a trick with salvage upgrades in order to get enough weaponsets. ZH generally only allows for 2 weaponsets, your 4 weapons would require 4.

Could you post your weaponsetscode? that way i can see what exactly you're doing.

And this line is used twice in each weapon: "ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation"

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Comr4de
Gauss Rifle Trooper


Joined: 23 Feb 2010
Location: The Netherlands

PostPosted: Fri Dec 10, 2010 5:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Weaponset:

Code:
WeaponSet
    Conditions = None
    Weapon = PRIMARY Chem_BuggyRocketWeaponBeta
  End
  WeaponSet
    Conditions = PLAYER_UPGRADE
    Weapon = PRIMARY Chem_BuggyRocketWeaponUpgradedBeta
  End


Thats it, I accidently erased the new stuff that wasnt working... I had something with Anthrax Gamma upgrade which looks the same as this, but it failed hard
If I understand you correctly, this is how it looks like:
Make the Buggy able to upgrade from salvage, giving is more ammo, or giving them Anthrax Gamma as exhaust. The first one would be better, I think.

As for the weapon codes themselfs, I fixed those already, Technical Difficulties told me it was wrong.

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Fri Dec 10, 2010 6:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

As I have similar plans for something like this in my own mod, I advise looking at the Scorpion Rocket projectile and Scorpion Tank coding. Making the shells/missiles spawn anthrax clouds upon being upgraded is also partially done in the projectile code. Combined with a certain Module in the unit code, it will enable the upgrade for the weapon.

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