Posted: Fri Dec 10, 2010 1:04 pm Post subject:
Chem_Rocket Buggy -> Upgrading to Gamma
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? QUICK_EDIT
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" QUICK_EDIT
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. _________________ QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Fri Dec 10, 2010 6:43 pm Post subject:
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. QUICK_EDIT
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