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small bug with spawned missile
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suraj_geddam98
Missile Trooper


Joined: 02 Aug 2009
Location: A red zone, helping the Scrin. Posts:100000000

PostPosted: Sat Sep 12, 2009 10:00 am    Post subject:  small bug with spawned missile
Subject description: *solved*
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I made a new spawned missile using a tutorial. But its stays in the air forever!

The code:
Code:
[MMISS]
UIName=Name:MMISS
Name=TomaHawk Missile
Primary=SpMGroundHit ;Dummy weapon
Secondary=SpMCollision ;Actual Damaging Weapon
DeathWeapon=SpMCollision ;Actual Damaging Weapon
Strength=75 ;More strength than V3, high tech
Category=AirPower
Armor=special_2 ;As it is spawned missile now
Spawned=yes
MissileSpawn=yes ;Dont know much abt this tag, but it may coz the
;TMISS disapeared in the air when destroyed
TechLevel=-1
Sight=1 ;2
RadarInvisible=no
Landable=no ;yes ;Need this to do suicide
MoveToShroud=yes
Speed=18 ;Faster than V3, High Tech
PitchSpeed=.9
PitchAngle=0
Owner=British,French,Germans,Americans,Alliance
Cost=50
Points=20
ROT=3
Ammo=1
Crewed=no
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
CrashingSound= ;HornetDie ;No crash sound
ImpactLandSound= ;GenAircraftCrash ;No crash sound
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;Hornet Locomotor
;Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8} ;V3 Locomotor ;Abandoned
;Actually when u give it V3 locomotor, it gets V3 property
;But when it launched it hits u back !
MovementZone=Fly
MovementRestrictedTo=Water
ThreatPosed=10
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=V3Attack ;Taking off
ImmuneToPsionics=yes
NoShadow=yes
Selectable=no
Trainable=no
DontScore=yes
OpportunityFire=yes
ConsideredAircraft=yes
PreventAttackMove=yes
IsSelectableCombatant=no
CanPassiveAquire=no
CanRetaliate=no
Dock=NONE ;Cant have no dock, but its AirportBounded, thats why it suicide
AirportBound=yes

[SpMGroundHit]
Damage=1
ROF=45
Range=4
Speed=80
Warhead=DummyWepWH
OmniFire=yes
Projectile=MMJUMP

;Actual Damaging Weapon
[SpMCollision]
Damage=250
ROF=45
Range=4
Speed=80
Warhead=SpMWH
OmniFire=yes
Projectile=MMJUMP

[DummyWepWH]
Verses=100%,90%,80%,90%,70%,70%,100%,100%,50%,80%,0%
Conventional=yes
Rocker=yes

[SpMWH]
CellSpread=1
PercentAtMax=.25
Wall=yes
Wood=yes
Verses=100%,90%,80%,90%,70%,70%,100%,100%,50%,80%,0%
Conventional=yes
Rocker=yes
InfDeath=2
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG,TWLT070
Deform=10%
DeformThreshhold=300
Tiberium=yes
Sparky=no
Bright=yes
ProneDamage=70%




Oh btw, how do i make the trail appear behind the rocket, instead of in the middle of it? And also, how's my voxel? I made it myself using a self-made 3d model.

Pic:

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Last edited by suraj_geddam98 on Sun Sep 13, 2009 4:37 am; edited 1 time in total

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Sat Sep 12, 2009 11:45 am    Post subject: Re: small bug with spawned missile Reply with quote  Mark this post and the followings unread

It is a SAM (surface to air missile)? Think your projectile needs AG tag. This is the GGI SAM


;GI Missile Launcher
[MissileLauncher]
Damage=40
ROF=40
Range=8
Burst=1
Projectile=AAHeatSeeker2 ;AirToGroundMissile
Speed=30 ;40
Warhead=GUARDWH
Report=GuardianGIDeployedAttack
MinimumRange=1

; aircraft and ground heatseeker
[AAHeatSeeker2]
Arm=2
Shadow=no
;Proximity=yes
Proximity=no
Ranged=yes
AA=yes
AG=yes
Image=DRAGON
ROT=60
SubjectToCliffs=no
SubjectToElevation=no
SubjectToWalls=no


Missile that belongs in the art(md).ini. try this for smoke trail. rename it to your missile.

[DRAGON]
Trailer=SMOKEY2
UseLineTrail=yes ; SJM
LineTrailColor=216,216,255 ; SJM
LineTrailColorDecrement=16 ; SJM
Rotates=yes

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suraj_geddam98
Missile Trooper


Joined: 02 Aug 2009
Location: A red zone, helping the Scrin. Posts:100000000

PostPosted: Sat Sep 12, 2009 1:17 pm    Post subject:   Reply with quote  Mark this post and the followings unread

its not a SAM Missile, its supposed to be like v3

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Sep 12, 2009 2:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

Add Suicide=yes to [SpMGroundHit]

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Sat Sep 12, 2009 3:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

You using RA2 or YR? If using RA2 you cant make your own missile system, but you can use your image for replacement in the V3 code.

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EVA-251
General


Also Known As: evanb90
Joined: 20 Feb 2005
Location: o kawaii koto

PostPosted: Sat Sep 12, 2009 3:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
Add Suicide=yes to [SpMGroundHit]

AFAIK the game doesn't like aircraft with Suicide=yes weapon.

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Former Project Lead Developer Star Strike (2005-2012), Z-Mod (2006-2007), RA1.5 (2008-2013), The Cold War (2006-2007)

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sat Sep 12, 2009 4:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Whats your coding for projectile MMJUMP?

Only way to make a new missile without exe hack is the limbo launch method which leaves a radar ping on map.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sat Sep 12, 2009 4:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

The lack of limbo launcher code lead me to believe he is using the old crashing plane with DeathWeapon method.

Edit: Think he is using this tutorial.

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suraj_geddam98
Missile Trooper


Joined: 02 Aug 2009
Location: A red zone, helping the Scrin. Posts:100000000

PostPosted: Sat Sep 12, 2009 5:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Code:
[MMJUMP]
Image=MJUMP ;Use same voxel as MMISS
AA=yes
AG=yes
AN=no
Arm=2
ROT=8 ;requires to use Rotates
Shadow=yes
Proximity=yes
Ranged=yes
FirersPalette=yes


added Suicide=yes, didn't do anything.
I used a similar tutorial that uses the no-dock crash method.
It seems like it refuses to fire the dummy weapon.

EDIT:Yay, changed the range on [SpMGroundHit] to 7 and it worked
How do i make the rocket trail to appear behind it instead of in the middle of it as shown in the pic? Also, how's my VXL?

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crevio
Commander


Joined: 19 Apr 2009

PostPosted: Sat Sep 12, 2009 6:35 pm    Post subject: Reply with quote  Mark this post and the followings unread

I dont think you can use the No Dock crash method with a spawned missile.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Sat Sep 12, 2009 7:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

suraj_geddam98 wrote:
How do i make the rocket trail to appear behind it instead of in the middle of it as shown in the pic? Also, how's my VXL?

Afaik do you can't move the point where the anim spawns. Thus you simply have to move the missile a bit forward so the end of the missile is at the rotation centre. (should be a fast hva-builder job by moving the missile a bit forward)

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suraj_geddam98
Missile Trooper


Joined: 02 Aug 2009
Location: A red zone, helping the Scrin. Posts:100000000

PostPosted: Sun Sep 13, 2009 4:37 am    Post subject: Reply with quote  Mark this post and the followings unread

ty LKO it worked!

@crevio:No-dock crash method works perfectly fine on spawned missiles.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Sep 13, 2009 9:10 am    Post subject: Reply with quote  Mark this post and the followings unread

I'd recommend using a limbo launcher, it works a lot more smoothly.

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suraj_geddam98
Missile Trooper


Joined: 02 Aug 2009
Location: A red zone, helping the Scrin. Posts:100000000

PostPosted: Sun Sep 13, 2009 9:13 am    Post subject: Reply with quote  Mark this post and the followings unread

I don't know how to use limbo-launcher. AG also said it leaves a radar ping on the map. I don't want that.

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Sun Sep 13, 2009 10:20 am    Post subject: Reply with quote  Mark this post and the followings unread

Add LimboLaunch=yes to [SpMCollision] & make it the primary weapon (the other weapons can be removed to) that should work.

As for the map ping I've never had the problem myself.

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Allied General
General


Joined: 19 Mar 2004
Location: United Kingdom

PostPosted: Sun Sep 13, 2009 11:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Well it happens because when a unit limbo launches, it still "exists"

Classic example is mind control limbo launch normal way, if you click the controlled unit, the mc link will link to "nowhere"

You can make it RadarInvisible=yes and its only a minor issue tbh for the functionality.

Info on bug/kamikaze aircraft here - http://www.modenc.renegadeprojects.com/Adding_A_Kamikaze_Airstrike_To_RA2/YR

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