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Doggie weapon fail!
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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Mon Oct 18, 2010 9:33 pm    Post subject:  Doggie weapon fail! Reply with quote  Mark this post and the followings unread

My attempt at replicating RA3 Allied dogs 'bite' weapon have failed.
Specifically, the inability to add a 'Flags' attribute to the 'Dog' objects 'BezierProjectile' means that I cannot set a 'DONT_DIE_ON_DETONATE ' flag.
So my dog disappears after it uses it's 'bite' attack.

Any ideas how I can work around this?

Or any better ideas for a 'bite' weapon?

Dog Object
Code:
<BezierProjectile id="ModuleTag_Projectile" FirstHeightMin="0" FirstHeightMax="10" SecondHeightMin="20" SecondHeightMax="20" FirstPercentIndent="40%" SecondPercentIndent="90%" DieOnImpact="false" />


Weapon
Code:
<WeaponTemplate id="AlliedScoutInfantryMaul" AttackRange="30.0" ChaseWeapon="true" WeaponSpeed="125.0" ReAcquireDetailType="PRE_FIRE" ProjectileSelf="true" ClipSize="1" AcceptableAimDelta="10d" CanFireWhileMoving="true" HoldDuringReload="true" InstantLoadClipOnActivate="true" FinishAttackOnceStarted="true" AntiMask="ANTI_GROUND" MeleeWeapon="true">
    <!--FireSound="ALL_Dog_Attack"-->
    <!-- this is the amount of time the dog should spend in the air -->
    <FiringDuration MinSeconds="0.5s" MaxSeconds="0.5s" />
    <!-- this should match the time the dog spends attacking -->
    <ClipReloadTime MinSeconds="1.5s" MaxSeconds="1.5s" />
    <Nuggets>
      <!-- remove any effects that might prevent the hit reaction from making the victim face us -->
      <ParalyzeNugget RemoveParalyzeType="EMP">
        <SpecialObjectFilter Rule="ALL" Exclude="STRUCTURE VEHICLE AIRCRAFT"></SpecialObjectFilter>
      </ParalyzeNugget>
      <DamageNugget Damage="1.0" Radius="0.0" DamageType="UNRESISTABLE" DeathType="NORMAL">
        <SpecialObjectFilter Rule="ALL" Exclude="STRUCTURE VEHICLE AIRCRAFT"></SpecialObjectFilter>
      </DamageNugget>
      <AttributeModifierNugget AttributeModifierName="AlliedScoutInfantryMaulAttributeModifier" AttributeModifierOwnerName="AlliedScoutInfantryMaulOwnerAttributeModifier">
        <SpecialObjectFilter Rule="ALL" Exclude="STRUCTURE VEHICLE AIRCRAFT"></SpecialObjectFilter>
      </AttributeModifierNugget>
      <ProjectileNugget WarheadTemplate="AlliedScoutInfantryMaulWarhead">
        <SpecialObjectFilter Rule="ALL" Exclude="STRUCTURE VEHICLE AIRCRAFT"></SpecialObjectFilter>
      </ProjectileNugget>
    </Nuggets>
  </WeaponTemplate>
  <WeaponTemplate id="AlliedScoutInfantryMaulWarhead" ProjectileCollidesWith="ALLIES ENEMIES NEUTRAL STRUCTURES WALLS" RadiusDamageAffects="ENEMIES NEUTRALS" FinishAttackOnceStarted="true" HitStoredTarget="true">
    <FiringDuration MinSeconds="0.5s" MaxSeconds="0.5s" />
    <ClipReloadTime MinSeconds="0.3s" MaxSeconds="0.3s" />
    <Nuggets>
      <AttributeModifierNugget AttributeModifierName="AlliedScoutInfantryMaulLandedAttributeModifier" />
      <DamageNugget Damage="2000.0" Radius="0.0" DamageType="CRUSH" DamageFXType="CLUBBING" DeathType="NORMAL">
        <SpecialObjectFilter Rule="ALL" Exclude="STRUCTURE VEHICLE AIRCRAFT"></SpecialObjectFilter>
      </DamageNugget>
    </Nuggets>
  </WeaponTemplate>


Attribute modifier
Code:
<AttributeModifier id="AlliedScoutInfantryMaulAttributeModifier" Category="NONE" ObjectStatusToSet="IGNORE_AI_COMMAND NO_AUTO_ACQUIRE NO_ATTACK" Duration="1.5s">
    <Modifier Type="SPEED" Value="0%" />
  </AttributeModifier>
  <AttributeModifier id="AlliedScoutInfantryMaulOwnerAttributeModifier" Category="NONE" ObjectStatusToSet="IGNORE_AI_COMMAND" Duration="0.5s" />
  <AttributeModifier id="AlliedScoutInfantryMaulLandedAttributeModifier" Category="NONE" ObjectStatusToSet="NO_ATTACK" ModelConditionsSet="FRONTCRUSHED" Duration="2.0s" />

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Stygs
Cyborg Cannon


Joined: 27 Nov 2005
Location: Germany

PostPosted: Mon Oct 18, 2010 11:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Well, the zonetrooper jump also uses a BezierProjectile to make their jumpjets work and they dont disaapper. Might be a goo idea to start there

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Madin
Plasma Trooper


Joined: 05 Apr 2009

PostPosted: Wed Oct 20, 2010 6:41 pm    Post subject: Reply with quote  Mark this post and the followings unread

Stygs wrote:
Well, the zonetrooper jump also uses a BezierProjectile to make their jumpjets work and they dont disaapper. Might be a goo idea to start there

Adding a 'CrushStyle' attribute allows the dog to survive the bite attack.
Unfortunately it also disables the 'bite' weapon, so the jump attack does nothing!

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