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S.O.S. Need help with WeaponObject.ini
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ZER0-F0RCE
Vehicle Driver


Joined: 14 Dec 2008

PostPosted: Sun Dec 14, 2008 6:04 pm    Post subject:  S.O.S. Need help with WeaponObject.ini
Subject description: Need Help with WeaponObject.ini
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Hi people.First let me introduce myself:
My codename is ZER0-F0RCE,I recently got into all this modding bussiness and now am working on a big project (all alone,yes).The (work)name of the project is Destructive Forces Reborn.Sounds familiar?That's right!The good old DF mod for Zero Hour-and now I am trying to further improve it.And just to make things clear,I did ask for permission from the mods original creator,I even got close to him through modding :)But,that's not the point.
I really need help from someone who is in this modding alot more then me,since I started only few weeks ago,but I already got ALOT of cool stuff into mod.
Now,here is what I need help about:

I added a new weapon to Weapon.ini

;-------------------------------------
Weapon SmartBombWeapon

PrimaryDamage = 50.0
PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = 5.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 1000.0
MinimumAttackRange = 600.0
AcceptableAimDelta = 30
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 99999
ProjectileObject = SmartBombMissile
ProjectileExhaust = NeutronMissileExhaust
FireFX = None
FireSound = RaptorJetMissileWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
DelayBetweenShots = 500
ClipSize = 1
ClipReloadTime = 8000
AutoReloadsClip = RETURN_TO_BASE
ProjectileCollidesWith = STRUCTURES
AntiAirborneVehicle = No
AntiAirborneInfantry = No
ShowsAmmoPips = Yes
End


And,I added a projectile object to that weapon in WeaponObject.ini

;------------------------------------------------------------------------------
Object SmartBombMissile

; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = No
DefaultConditionState
Model = ExSmartBmb
End
ConditionState = JAMMED
ParticleSysBone = None SparksMedium
End
End

; ***DESIGN parameters ***
DisplayName = OBJECT:TomahawkMissile
EditorSorting = SYSTEM
VisionRange = 100.0
ShroudClearingRange = 100

ArmorSet
Conditions = None
Armor = BallisticMissileArmor
DamageFX = None
End

; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PROJECTILE BALLISTIC_MISSILE
Body = ActiveBody ModuleTag_02
MaxHealth = 200.0
InitialHealth = 200.0
SubdualDamageCap = 200
SubdualDamageHealRate = 100000
SubdualDamageHealAmount = 50
End

; ---- begin Projectile death behaviors
Behavior = InstantDeathBehavior DeathModuleTag_04
DeathTypes = NONE +LASERED
; shot down by laser.
FX = FX_GenericMissileDisintegrate
OCL = OCL_GenericMissileDisintegrate
End
Behavior = InstantDeathBehavior DeathModuleTag_05
DeathTypes = ALL -LASERED -DETONATED
; shot down by nonlaser.
FX = FX_GenericMissileDeath
End
; ---- end Projectile death behaviors

Behavior = SlowDeathBehavior ModuleTag_04
DestructionDelay = 1000
DestructionDelayVariance = 100
FX = INITIAL FX_SmartBombExplsmall
FX = FINAL FX_SmartBombExplBig
End

Behavior = PhysicsBehavior ModuleTag_06
Mass = 1
End

Behavior = MissileAIUpdate ModuleTag_07
TryToFollowTarget = Yes
FuelLifetime = 50000
IgnitionFX = FX_TomahawkIgnition
InitialVelocity = 60 ; in dist/sec
IgnitionDelay = 1200
DistanceToTravelBeforeTurning = 5
End

Locomotor = SET_NORMAL PatriotMissileLocomotor

Scale = 1.4
Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake
GeometryMajorRadius = 8.0
GeometryHeight = 4.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 89
End


When the weapon detonates ingame-nothing happens!All the parametars are ok but when it comes to

Behavior = SlowDeathBehavior ModuleTag_04
DestructionDelay = 1000
DestructionDelayVariance = 100
FX = INITIAL FX_SmartBombExplsmall
FX = FINAL FX_SmartBombExplBig
End


its like it skips the whole ModuleTag,and there is no FX for Detonation!

I know the FX List is ok,and those FX_SmartBombExplsmall and FX_SmartBombExplBig are good,because when I add
DetonationFX to Weapon.ini,they work just fine.

I tried every and I mean every ModuleTag,from InstantDeathBehaviour to CreateObjectDie,but none of them worked in game.

Now please tell me why?Am I missing something here?
Cause I know it CAN work that way,as all other Objects work.
I managed to add a new superweapon with all its special effects that were not in DF mod with almost no problem at all,and now this stupid Object won't read its Behavior ModuleTag!

So,if you have any idea what the problem is,aka why this ModuleTag is not working,please tell me.Thanx in advance!

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Sun Dec 14, 2008 6:09 pm    Post subject: Reply with quote  Mark this post and the followings unread

What exactly is the problem: does it miss a firing anim, a detonation anim, damage, or a combination of all three.
Also, welcome to PPM. I'm one of the few Generals modders here, so I'll try and help you with as much as I can Wink

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ZER0-F0RCE
Vehicle Driver


Joined: 14 Dec 2008

PostPosted: Sun Dec 14, 2008 6:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

Dutchygamer wrote:
What exactly is the problem: does it miss a firing anim, a detonation anim, damage, or a combination of all three.
Also, welcome to PPM. I'm one of the few Generals modders here, so I'll try and help you with as much as I can Wink


Oh,stupid me Smile I forgot one module VERY important ModuleTag for this Object- HeightUpdateModuleTag Very Happy
Now it works perfect Smile

Anyway thanx for replying man! I appreciate it!

And thanx for wellcoming me to forum,now I am finnaly a real Modder Smile

And,if you ever need me-you know where to find me Wink

PS:Man,I need to ask you,since you are a modder:
Do you by some chance happen to have texture for infantry soldier that has berret on his head instead of helmet?
I couldn't find it,and i want to make a sniper soldier with berret,you know to look like the british sniper from Red Alert 2.

Last edited by ZER0-F0RCE on Sun Dec 14, 2008 6:33 pm; edited 1 time in total

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Dutchygamer
President


Joined: 18 Jun 2005
Location: Dordrecht, the Netherlands

PostPosted: Mon Dec 15, 2008 1:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Sorry, I'm more a coder and a bit of modeler, not a texture or skinner Wink

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