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Problem with weapon behavior.
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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Tue Jul 07, 2009 9:30 pm    Post subject:  Problem with weapon behavior.
Subject description: with illustration!
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Working on a new unit. I only want help to make it work, not balance Wink



; Tesla Tank for Russians
[TNKART]
UIName=Name:TTNK
Name=Tesla Tank
Prerequisite=NAWEAP;;;;,NARADR,NATECH
Primary=TankBoltArtillery
;;;FireAngle=48
Strength=450
Category=AFV
Armor=heavy
Turret=no
IsTilter=yes
TooBigToFitUnderBridge=true
TechLevel=10
Sight=8
Speed=3
CrateGoodie=yes
Crusher=yes
Owner=Russians,Confederation,Africans,Arabs
;;;RequiredHouses=Russians
Cost=4000
Soylent=2000
Points=80
ROT=2
IsSelectableCombatant=yes
AllowedToStartInMultiplayer=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
VoiceSelect=TeslaTankSelect
VoiceMove=TeslaTankMove
VoiceAttack=TeslaTankAttackCommand
CrushSound=TankCrush
VoiceFeedback=
DieSound=GenVehicleDie
MoveSound=TeslaTankMoveStart
Maxdebris=3
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
;MovementZone=Normal ;gs FLAW needs to be changed to this when The Flaw is fixed
MovementZone=Destroyer
ThreatPosed=40 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
DamageSmokeOffset=100, 100, 275
Weight=3.5
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Accelerates=false
ZFudgeColumn=8
ZFudgeTunnel=13
Size=3
ElitePrimary=TankBoltArtilleryE
BuildTimeMultiplier=0.6 ;Individual control of build time



; large anti-armor cannon (two shooter)
[TankBoltArtillery]
Damage=250
ROF=300
Range=17
Projectile=ArtilleryBolt
Speed=20
Warhead=ApocAP
Report=ApocalypseAttackGround
Anim=APMUZZLE
Burst=1
Bright=yes



[ArtilleryBolt]
Level=no
Arcing=true
ShrapnelWeapon=TankBoltE
ShrapnelCount=5
Inviso=yes
Image=120MM
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no



Ass illustrated, I want an effect like the Juggernaut from TS, but with bolts when the projectile lands.

Also, I need it to fire with an angle of 66,7 degrees.



illustrate.gif
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illustrate.gif



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OmegaBolt
President


Joined: 21 Mar 2005
Location: York, England

PostPosted: Tue Jul 07, 2009 9:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

Lobber=yes on the weapon. Use FireAngle on the unit to alter barrel angle.

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Tue Jul 07, 2009 9:45 pm    Post subject: Reply with quote  Mark this post and the followings unread

My unit doesn't have a barrle, only the main body. But will try asap!

EDIT:

Can't say if it worked or not, as the "cannon ball" itself is still inviable!



no_cannon_ball.png
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Last edited by Dupl3xxx on Tue Jul 07, 2009 9:54 pm; edited 1 time in total

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Tue Jul 07, 2009 9:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think the IonWH has that effect

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MT
General


Joined: 23 Jun 2008
Location: Wandering Time

PostPosted: Tue Jul 07, 2009 9:57 pm    Post subject: Reply with quote  Mark this post and the followings unread

Quote:
Inviso=yes

Maybe this has something to do with it? xD

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Dupl3xxx
Commander


Joined: 22 Aug 2006
Location: somewhere south of the north pole

PostPosted: Tue Jul 07, 2009 10:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

will try.

EDIT:
That worked, thanks MT. Maby I should read threw my own code every now and then? :p

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