Posted: Fri Dec 14, 2007 1:37 am Post subject:
artillery unit code no longer supported in c&c3?
I tried to make an Artillery unit type (something similar to the M109 paladin howitzer and the MLRS), but the code from generals ZH for barrel pitching is no longer supported or was removed from c&c3. heres an example code from C&C Gen ZH;
Behavior = DeployStyleAIUpdate ModuleTag_03
Turret
TurretTurnRate = 15
TurretPitchRate = 15 FirePitch = 45 ; Instead of aiming pitchwise at the target, it will aim here
AllowsPitch = Yes
RecenterTime = 2500 ; how long to wait during idle before recentering
ControlledWeaponSlots = PRIMARY
InitiallyDisabled = Yes
End
AutoAcquireEnemiesWhenIdle = Yes
PackTime = 1600
UnpackTime = 1600
TurretsFunctionOnlyWhenDeployed = Yes
TurretsMustCenterBeforePacking = Yes
ManualDeployAnimations = Yes
End
Those codes in green color are still used by C&C3 but those in Red are no longer supprted. The rest of these codes may not be supported in C&C 3 anymore.
The only way you can make a deploying artillery is to animate the unit itself and have the barrel deploy in a 45 degree position.
I'm just wondering why EALA removed those nice coding in C&C3. QUICK_EDIT
I have no experience modding c&c3, but from what I've seen fro the Kane's Wrath expansion, there is an artillery unit that posistions it's payload/barrel like in Generals. So either the tags have been renamed or they are currently removed and shall be brought back in the x-pack. _________________ Please, read the signature rules of the forum. QUICK_EDIT
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