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Bombing Run Weapon Not Working
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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Wed Sep 07, 2011 6:23 am    Post subject:  Bombing Run Weapon Not Working Reply with quote  Mark this post and the followings unread

I'm using LKO's bombing run weapon from that link, but I can't seem to get it to work. Everything exists, everything is referenced, the animations exist and it doesn't crash. Shit just doesn't work at all. The plane refuses to fire the weapon.

Code:
[WarthogBomb]
Damage=1
Range=2
ROF=1
Speed=100
Warhead=RunWH
Projectile=BombRunP
Anim=BOMBRUN

[BombRunP]
Inviso=yes
Image=none
AG=yes

[RunWH]
Verses=5%,5%,5%,5%,5%,5%,5%,5%,5%,5%,5%

[BombingRunFinisher]
Verses=200%,150%,120%,70%,40%,45%,30%,45%,16%,100%,100%
CellSpread=1
PercentAtMax=.1
InfDeath=4

[BOMBRUN]
Image=CLRANIM
Rate=600
TrailerAnim=WHOGBOMB
TrailerSeperation=2

[WHOGBOMB]
Elasticity=0.0
MaxXYVel=1.0
MinZVel=-10.0
ExpireAnim=NAPALMSM
Damage=20
DamageRadius=6
Warhead=BombingRunFinisher
Start=0
LoopStart=0
LoopEnd=9
Rate=450
DetailLevel=0
Bouncer=yes


There be the code for it. Like I said, it doesn't crash. Nothing happens. The plane won't even lift off the pad. Any ideas? I can't think of what I could have missed.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Sep 07, 2011 6:48 am    Post subject: Reply with quote  Mark this post and the followings unread

Range could be too small to even reach the ground, since the flying height is considered as well.
Try giving it at least a range of 4 or 5.

Is the unit coded right? Maybe you have a typo on Primary.

the projectile should also look like this, so it's doing the overrun attack and not the shuffle.
Code:
[BombRunP]
Image=none
ROT=1
AG=yes

Last edited by Lin Kuei Ominae on Wed Sep 07, 2011 7:02 am; edited 2 times in total

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Wed Sep 07, 2011 6:52 am    Post subject: Reply with quote  Mark this post and the followings unread

I fixed all of the typos. I had it crashing pretty hard before, but I'll try the Range right now. And that would make sense since the FlightLevel is the default.

[EDIT] Yep. That got it to fire the weapon. I just need to tweak the shit out of things since it doesn't drop many bombs. XD

[EDIT2] Alright. Thanks for the projectile update. I'll try that right now.

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Discord: theastronomer1836
Steam

Last edited by FurryQueen on Wed Sep 07, 2011 7:05 am; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Sep 07, 2011 6:57 am    Post subject: Reply with quote  Mark this post and the followings unread

Since the weapon is by default fired 5 times in a overrun attack, you can also give it a particlesystem to make it shoot only once.

Here's the DTA code (i hope Bittah doesn't mind)
Code:

[A10]
Elite=NapalmE

[NapalmE]
Damage=0   ;just a dummy (real damage done in art)
ROF=1
Range=5
Projectile=Invisible2   ;do the overrun attack
Speed=0
Warhead=NapalmHE
Floater=yes
Anim=SCTRBOMB   ;play the scatterbomb anim that fires the minibombs over certain duration
UseSparkParticles=yes
AttachedParticleSystem=OneShotSys   ;do only one shot during the overrun attack

[Invisible2]
Image=none
ROT=1
AA=yes
AG=yes


[ParticleSystems]
xx=OneShotSys

;dummy particlesystem that spawns only 1 invisible particle that keeps the unit from firing for time the particle is active
[OneShotSys]
HoldsWhat=OneShotPart
Spawns=yes
SpawnFrames=1
SpawnRadius=0
Slowdown=0
ParticleCap=30
SpawnCutoff=100
SpawnTranslucencyCutoff=100
BehavesLike=Smoke
Lifetime=1

[Particles]
xx=OneShotPart

[OneShotPart]
Image=CLRANIM   ;just an shp with 20 clear frames
MaxEC=40   ;prevent further aircraft overrun shots for this duration after the first shot
Translucency=0
Velocity=5.0
Deacc=.05
WindEffect=0
BehavesLike=Smoke
DeleteOnStateLimit=yes
StartStateAI=0
EndStateAI=5
StateAIAdvance=30


art.ini
Code:

;Scatter bomb
[SCTRBOMB]
Image=CLRANIM   ;just an invisible dummy anim used to fire the minibombs
Rate=200   ;how long should it fire bombs (lower value means longer)
TrailerAnim=MINIBOMB
TrailerSeperation=1   ;how often should small bombs be fired (higher means less bombs)

[MINIBOMB]
Image=BOMBLET
Elasticity=0.0
MinZVel=-1.0
MaxXYVel=10.0
ExpireAnim=NAPALM1
Damage=15
DamageRadius=10
Warhead=NapalmHE
LoopStart=0
LoopEnd=7
LoopCount=-1
Rate=500
DetailLevel=0
Bouncer=yes

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Wed Sep 07, 2011 9:52 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks for sharing. Very Happy

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