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gattling cannon
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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Thu Jun 15, 2006 3:24 pm    Post subject:  gattling cannon Reply with quote  Mark this post and the followings unread

i have a problem: i want to make yuri's gattling cannon aa only. this works but it has 2 problems:
1. it doesn't "load up" good; it jumps from stage 1 to 3 and stops shooting then.
2. sometimes it fires at ground troops if the gc is under fire by them.

here's the code:
Code:
; Gattling Cannon
;GEF GCAN was allready taken by the Grand Cannon, so have to settle for Gattling Gun
[YAGGUN]
UIName=Name:GattCannon
Name=Yuri Gattling Cannon
;Image=NASAM
BuildCat=Combat
Strength=900
Armor=steel
TechLevel=4
Prerequisite=BARRACKS,YACNST
Adjacent=5
Sight=10
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=1000
BaseNormal=no
Points=30
Power=-50
Crewed=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=3
MinDebris=2
ThreatPosed=30 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
Powered=yes
Turret=yes
TurretAnim=YAGGUN
TurretAnimIsVoxel=True
TurretAnimX=0
ROT=10
TurretAnimY=15
TurretAnimZAdjust=-40
HasStupidGuardMode=false
WorkingSound=PowerOn
NotWorkingSound=PowerOff
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
Drainable=yes
AntiInfantryValue=0
AntiArmorValue=0
AntiAirValue=25
VeteranAbilities=STRONGER,FIREPOWER,ROF,SIGHT
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Trainable=yes
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)

;-----Gattling stuff-------
;GEF There is a _lot_ of stuff in this section, hope it's worth it

;Do I have a gattling gun or not
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

Weapon1=AAGattling
EliteWeapon1=AAGattlingE
Weapon2=AAGattCann
EliteWeapon2=AAGattlingE
Weapon3=AAGattling2
EliteWeapon3=AAGattling2E
Weapon4=AAGattCann2
EliteWeapon4=AAGattling2E
Weapon5=AAGattling3
EliteWeapon5=AAGattling3E
Weapon6=AAGattCann3
EliteWeapon6=AAGattling3E

;TurretCount=1
;WeaponCount=6

;Weapon1=AGGattling
;EliteWeapon1=AGGattlingE
;Weapon2=AAGattCann
;EliteWeapon2=AAGattlingE
;Weapon3=AGGattling2
;EliteWeapon3=AGGattling2E
;Weapon4=AAGattCann2
;EliteWeapon4=AAGattling2E
;Weapon5=AGGattling3
;EliteWeapon5=AGGattling3E
;Weapon6=AAGattCann3
;EliteWeapon6=AAGattling3E

;How many stages does this gattling gun have, and how long does it
;take to progress through these stages;
WeaponStages=3
Stage1=200
Stage2=400
;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=600

EliteStage1=100
EliteStage2=200
EliteStage3=300

;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=50


;-----End Gattling stuff-------


can anyone plz help me? Razz

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ChielScape
General


Joined: 07 Mar 2006
Location: In ur BIOS, Steeln ur Megahurtz!

PostPosted: Thu Jun 15, 2006 3:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

the yuri's chainguns use 2 different weps for air and ground, just disable the ground one.

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