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Vehicle wont fire
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FistOfFire
Light Infantry


Joined: 01 Dec 2010

PostPosted: Thu Jan 06, 2011 1:14 am    Post subject:  Vehicle wont fire Reply with quote  Mark this post and the followings unread

UNIT deploy to BUILDING
BUILDING give ENERGYBALL as freeunit.
BUILDING can undeploy into UNIT.

Now, the energy ball is supose to attack everything that comes close to it. The problem is, it doesnt attack anything.
Here is codes:

Code:
[ENERGYBALL]
UIName=Name:ENERGYBALL
Name=Energy
Strength=1
Category=AFV
Armor=none
Primary=StatorKiller
TechLevel=-1
Sight=10
Speed=0
Owner=Dream
Cost=1
Soylent=1
Points=1
ROT=5
IsSelectableCombatant=no
AllowedToStartInMultiplayer=no
CrushSound=TankCrush
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
MovementZone=Normal
ThreatPosed=40
Weight=5.0
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=30
ImmuneToRadiation=yes
ImmuneToPsionics=yes
Immune=yes
Trainable=no
Selectable=no
Crewed=no
GuardRange=4
Insignificant=yes
AttackFriendlies=yes
AttackCursorOnFriendlies=yes
LegalTarget=no
IdleRate=3
CrateGoodie=no
DefaultToGuardArea=yes
DetectDisguise=yes
;DeployTime=2000.0
Sensors=yes
SensorsSight=10

[StatorKiller]
ROF=1
Range=2
Projectile=Invisible
Speed=100
Warhead=StatorKillerWH
Damage=5000
OmniFire=yes

[StatorKillerWH]
Verses=100%,100%,100%,100%,100%,100%,0%,0%,0%,100%,100%
EVerses=100%,0%
InfDeath=1


Any tipps? Or suggestion of another way to make this work.

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Jan 06, 2011 2:27 am    Post subject: Reply with quote  Mark this post and the followings unread

you try adding CanPassiveAquire=yes? and you might want to give it a bit more GuardRange=

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FistOfFire
Light Infantry


Joined: 01 Dec 2010

PostPosted: Thu Jan 06, 2011 2:52 am    Post subject: Reply with quote  Mark this post and the followings unread

CanPassiveAquire= is default to "yes", I added it anyway and it didnt change anything. Increasing GuardRange isn´t necessary becuse its already highter than the weapon range.

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EricAnimeFreak
Tiberian Fiend


Joined: 14 Sep 2009
Location: USA New England

PostPosted: Thu Jan 06, 2011 5:46 am    Post subject: Reply with quote  Mark this post and the followings unread

Add Suicide=yes to weapon, also add areafire, otherwise land mine wont explode, which I'm assuming your doing. If you want hunter seeker logic, then you want to use parasite logic aka limbo launch.

Set StatorKiller as death weapon on unit as well.

Whats with this tag a typo? EVerses=100%,0% ??????

Yeah sure there is new ares logic which allows new [Warhead]►Versus.magic=150% type logic. But this is clearly not ares modding, are you using a patch?

Also your warhead has no animation, not to mention it has no cellspread so it will default to 0, making this weapon,even if it does go off useless.

What exactly did you set out to accomplish, and theirs are lots of working tutorials on the site you could have found for land mind trucks or limbo launch tutorials etc on the site.

Also note that such units are often awesome but are very hard to balance in game, good luck with that!

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FistOfFire
Light Infantry


Joined: 01 Dec 2010

PostPosted: Thu Jan 06, 2011 4:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

EricAnimeFreak wrote:


Quote:
Add Suicide=yes to weapon, also add areafire, otherwise land mine wont explode, which I'm assuming your doing. If you want hunter seeker logic, then you want to use parasite logic aka limbo launch.

AreaFire didnt work Sad Suicide is not needed, becuse its not a suicide weapon
Quote:
Whats with this tag a typo? EVerses=100%,0% ??????

Yeah sure there is new ares logic which allows new [Warhead]►Versus.magic=150% type logic. But this is clearly not ares modding, are you using a patch?


I am using NPatch

Quote:
Also your warhead has no animation, not to mention it has no cellspread so it will default to 0, making this weapon,even if it does go off useless.

No cellspread means it damage the unit it target. So it isnt really "0".

Quote:
What exactly did you set out to accomplish, and theirs are lots of working tutorials on the site you could have found for land mind trucks or limbo launch tutorials etc on the site.

Well, its a energy, that just stand there and fire its weapon on anything that gets close. This energy is immune to all weapons and cannot be killed.

Quote:
Also note that such units are often awesome but are very hard to balance in game, good luck with that!

Hopefully, BuilLimit=-1 will balance ethis

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Cranium
Defense Minister


Joined: 05 Dec 2009
Location: USA

PostPosted: Thu Jan 06, 2011 5:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

adding these should do the trick.

OpportunityFire=yes
DistributedFire=yes

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