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Projectile weirdness
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Somebody Else
Cyborg Soldier


Joined: 05 Mar 2008

PostPosted: Tue Aug 12, 2008 12:54 am    Post subject:  Projectile weirdness Reply with quote  Mark this post and the followings unread

I'm trying to make a new weapon. It uses the PulsPr anim as the projectile trailer and emp_fx01 as the warhead anim. I've duplicated the SHPs so as not to cause overlap; my only remaining problem is that whatever I do, the projectile just detonates about 5 cells away from the firer. Er, any help?

Thx ^_^

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Shakar
Cyborg Cannon


Joined: 04 Jan 2008
Location: Places

PostPosted: Tue Aug 12, 2008 1:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Have you set the range of the weapon? I'm not much help at making custom weapons yet, but that's my thought on what might be wrong. The range factor of the weapon might be the case, I do not know exactly.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Aug 12, 2008 1:43 am    Post subject: Reply with quote  Mark this post and the followings unread

I doubt that the SHP's could cause the problem.
So without further information about your code it's hard to tell.

It could be
-projectilerange=5
-rot=1 and acceleration=1 on the projectile
-art.ini anim doesn't loops and it just looks like it explodes, while it actually just disappears because the anim ends
-range and minimumrange are set to 5
-you shoot only on targets 5 cells away Very Happy

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Somebody Else
Cyborg Soldier


Joined: 05 Mar 2008

PostPosted: Tue Aug 12, 2008 1:53 am    Post subject: Reply with quote  Mark this post and the followings unread

None of those. Doh Sad Here's the code:

Code:

[PPCWHFX]
Normalized=yes

[PPCPROJFX]
Normalized=yes

[PPCPROJC]
Rotates=yes
Trailer=PPCPROJFX

[CPPC1]
Damage=200
ROF=90
Range=18
Projectile=PPCPROJ
Speed=70
Warhead=PPCWH
Report=BIGGGUN1

[PPCPROJ]
High=yes
Image=PPCPROJC

[PPCWH]
Verses=100%,100%,100%,100%,100%
InfDeath=3
AnimList=PPCWHFX
Tiberium=yes


With PPCWHFX, PPCPROJC, PPCPROJFX as shp files in ecache07.mix, and PPCWH added to warhead list.

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GameMaster0000
Missile Trooper


Joined: 23 Mar 2006
Location: Thailand

PostPosted: Tue Aug 12, 2008 2:01 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm not sure but I think I get same problem

Normal [PulsPr] Projectile code

Code:
[PulsPr]
High=yes
Image=PULSBALL


I have problem when I try to make EMP Cannon none super weapon. In that time when I fire EMP Cannon it stuck at cannon. I put this line.

Code:
[PulsPr]
High=yes
Image=PULSBALL
Arcing=true


It will make [PulsPr] go into air like artillery. And not stuck at cannon.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Aug 12, 2008 8:57 am    Post subject: Reply with quote  Mark this post and the followings unread

GameMaster0000 is right

without Arcing the projectile is fired in a straigt line towards the target. and since it hasn't speed=100 (like MGs) it doesn't reaches the target.

So either add arcing=true or add ROT=1 to the projectile so it is a homing weapon and isn't affected by gravity.

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X-Mech Calendar (28 Mechs for GDI and Nod)
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Somebody Else
Cyborg Soldier


Joined: 05 Mar 2008

PostPosted: Tue Aug 12, 2008 1:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ah I see. Makes sense now, the projectile was fired in a straight line but hits the ground due to gravity.

ROT=1 and Acceleration=30 seems to give a nice approximation of a straight flight Smile Cheers!

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