Posted: Fri Jun 11, 2021 12:39 pm Post subject:
Unloading class vehicle with gattling weapons?
AM I doing something wrong? Probably
The vehicle deploys as an invisible unit and only fires the first weapon in the gatling cycle
The gattling cycle works fine, tested before splitting
Any thoughts? - Give up? lol
Spoiler (click here to read it):
[PICK]
Organic=no
Image=UTNK
UIName=Name:HOWI
Armor=special_1
Primary=dummyground ;Oilaa1 ;OilTrigger
Strength=1000
Prerequisite=FACTORY
TechLevel=1
Sight=6
Speed=3
Owner=Russians,Confederation,Africans,Arabs,British
RequiredHouses=Russians,Confederation,Africans,Arabs,British
ForbiddenHouses=none
CrateGoodie=no
Cost=3
Soylent=3000
Points=60
ROT=1
Crewed=yes
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=MCVSovietSelect
VoiceMove=MCVSovietMove
VoiceAttack=MCVSovietMove
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=MCVMoveStart
CrushSound=TankCrush
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Destroyer
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=99
ZFudgeColumn=12
ZFudgeTunnel=15
Size=6
Trainable=no
Bunkerable=no; Units default to yes, others default to no
OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher
Insignificant=no
IsSimpleDeployer=yes
DeployFire=yes
DeployToLand=yes
UnloadingClass=PICK2
IsGattling=yes
;How weapons does it have? Currently, all Gattling Units have had anti-air
;capability, so the mechanics currently depends on having twice the number
;of stages in weapons, alternating anti-ground first, and anti-air second.
TurretCount=1
WeaponCount=6
;How many stages does this gattling gun have, and how long does it
;take to progress through these stages;
WeaponStages=3
Stage1=500
Stage2=800
;This last stage is used to determine what the maximum fireing timer can be. Once it
;hits this it will stop increasing. If this is larger than the previous stage, then
;it will have a grace period once the unit stops firing before it needs to drop
;down to the lower weapon.
Stage3=801
EliteStage1=0
EliteStage2=0
EliteStage3=0
;How many increments or decrements does the timer get per frame?
;If RateDown is zero, then it overrides the previous stage vaules,
;causing the tank to instantly go to zero when it stops firing
;if it can't find a new target
RateUp=1
RateDown=0
[PICK2]
LandTargeting=1
Sensors=yes
SensorsSight=20
Organic=no
Image=HMEC
UIName=Name:HOWI
Armor=special_1
Primary=Oilaa1 ;Oilaa1 ;OilTrigger
Strength=1000
Prerequisite=FACTORY
TechLevel=-1
Sight=6
Speed=4
Owner=Russians,Confederation,Africans,Arabs,British
RequiredHouses=Russians,Confederation,Africans,Arabs,British
ForbiddenHouses=none
CrateGoodie=yes
Cost=3
Soylent=3000
Points=60
ROT=5
Crewed=yes
Crusher=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=MCVSovietSelect
VoiceMove=MCVSovietMove
VoiceAttack=MCVSovietMove
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=MCVMoveStart
CrushSound=TankCrush
MaxDebris=6
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Weight=3.5
MovementZone=Destroyer
ThreatPosed=0 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
SpecialThreatValue=99
ZFudgeColumn=12
ZFudgeTunnel=15
Size=6
Trainable=no
Bunkerable=no; Units default to yes, others default to no
OmniCrushResistant=yes; so Crusher can crush Crushable, OmniCrusher trumps Crushable=no, and then OmniCrushResistant trumps OmniCrusher
Insignificant=no
UnloadingClass=PICK
DeployFire=yes
DeployToLand=yes
IsSimpleDeployer=yes
IsGattling=yes
;How weapons does it have? Currently, all Gattling Units have had anti-air
;capability, so the mechanics currently depends on having twice the number
;of stages in weapons, alternating anti-ground first, and anti-air second.
TurretCount=1
WeaponCount=6
;How many stages does this gattling gun have, and how long does it
;take to progress through these stages;
WeaponStages=3
Stage1=500
Stage2=800
;This last stage is used to determine what the maximum fireing timer can be. Once it
;hits this it will stop increasing. If this is larger than the previous stage, then
;it will have a grace period once the unit stops firing before it needs to drop
;down to the lower weapon.
Stage3=801
EliteStage1=0
EliteStage2=0
EliteStage3=0
;How many increments or decrements does the timer get per frame?
;If RateDown is zero, then it overrides the previous stage vaules,
;causing the tank to instantly go to zero when it stops firing
;if it can't find a new target
RateUp=1
RateDown=0
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