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Weapon that cannot attack Land/Water and Vampiric Weapon
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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Jul 20, 2012 12:38 pm    Post subject:  Weapon that cannot attack Land/Water and Vampiric Weapon Reply with quote  Mark this post and the followings unread

So I'm having problems with my Unit, I've tried making him not able to target land. But to no avail... I've tried everything I know now... Now I'm gonna ask for help...

Code:

[MINION]
UIName=NOSTR:Minion
Name=Robot Tank
Prerequisite=YAWEAP,NAPSIS
ProtectedDriver=true
Primary=MinionGun
;Secondary=MinionGun
;ElitePrimary=MinionGunE
;EliteSecondary=MinionGunE
Strength=180
Category=AFV
Armor=heavy
Turret=yes
IsTilter=no
LandTargeting=2
NavalTargeting=0
Crusher=no
TooBigToFitUnderBridge=true
TechLevel=2
Sight=6
Speed=10
CrateGoodie=no
Owner=YuriCountry,Germans,Africans
Cost=600
Soylent=600
Points=25
ROT=5
IsSelectableCombatant=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=RobotTankSelect
VoiceMove=RobotTankMove
VoiceAttack=RobotTankAttackCommand
VoiceFeedback=
DieSound=RobotTankDie
MoveSound=RobotTankMoveStart
CrushSound=TankCrush
MaxDebris=2
SpeedType=Hover
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
MovementZone=AmphibiousDestroyer
ThreatPosed=15   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ImmuneToVeins=yes
Size=3
OpportunityFire=yes
AllowedToStartInMultiplayer=no
ImmuneToPoison=yes
ImmuneToPsionics=yes
ImmuneToRadiation=yes
Trainable=yes
BuildTimeMultiplier=1.3


Next is the Vampiric Weapon, It works but he also heals anything thats beside him by 1 cell. 0.7 is the max it can go to still heal him and yes it still heals other units.


Code:

Warheads & Weapons

[MinionGun]
Damage=70
ROF=50
Range=5
Projectile=InvisibleLow
Speed=70
TerrainFire=yes
Warhead=MinionWH
Report=TankDestroyerAttack
Anim=MINIONMUZZLE

;; From Artmd ;;
[MINIONMUZZLE]
Image=VTMUZZLE
Damage=5
Warhead=Vampiric
Normalized=yes

;; Warheads ;;

[Vampiric]
Verses=-25%,-25%,-25%,-35%,-35%,-35%,-50%,-50%,-50%,-100%,-100%
InfDeath=0
CellSpread=1

[MinionWH]
CellSpread=.3
PercentAtMax=.5
InfDeath=6
Wall=yes
Wood=yes
Verses=20%,20%,25%,75%,100%,100%,65%,45%,60%,100%,100%
Conventional=yes
InfDeath=5
ProneDamage=50%

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Fri Jul 20, 2012 1:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not target land and water? I am assuming that you're just trying to disable force firing at the ground though, whilst still being able to attack ground units etc. There's one way to do it, but you have to sacrifice automatic target acquiring for it.

It's rather simple, actually. You just give a dummy weapon with all warhead verses values at 0% as primary weapon, and set the actual weapon as secondary weapon. This prevents unit from forcefiring, but also from automatically acquiring targets.

As for the second issue, I am not sure if it's possible to fix it entirely, especially if the muzzle animation is not spawned at the center of the unit (and thus the cell the unit is residing at) due to unit weapon FLH values.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Jul 20, 2012 2:05 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tried that before actually. But it also stops the unit from being able to attack trees.

I've also added TerrainFire=no on the NewVirtualScanner...

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LH_Mouse
Cyborg Firebomber


Joined: 10 Jan 2010
Location: The Great PRC

PostPosted: Thu Aug 30, 2012 12:33 am    Post subject: Reply with quote  Mark this post and the followings unread

If you were saying 'cannot target land targets', then LandTargeting=1 would help.
If you were saying 'cannot target clear ground', a Primary= with a Projectile= who has AG=no would help.

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Aug 30, 2012 1:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Second one...

But I got around it by just giving the Unit 2 Weapons (One for Infantry) and the other for Units (Which has the Vampiric Effect)

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