Posted: Mon Aug 22, 2011 1:54 am Post subject:
Spawned aircraft only fire once
This spawned aircraft will fire once, and then go back to its carrier, even if I choose a new target(after it have fired his first ammo) while it is in the air.
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Aug 22, 2011 8:41 am Post subject:
Try it with FireOnce=yes on the weapon. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Was it a question from FistOfFire in the first place?
FistOfFire wrote:
This spawned aircraft will fire once, and then go back to its carrier
Looks to me like he just wanted to show some code as i don't see any question.
If it really was a question, and he wants to know how he can prevent the unit from firing 5 shots in the overrun attack, then the answer is: particlesystems are your friend.
A particlesystem forbids the unit to fire again until the PS is over, so simply give it a PS which lasts as long as the unit takes to pass the target (well chosen MaxEC value). _________________ SHP Artist of Twisted Insurrection: Nod buildings
FireOnce=yes did not work. And it did not cause any IE. Probably because it had no effect ingame.
Lin Kuei Ominae, how could my question be unclear?
Here is it again, my spawned aircraft can only fire once before it will have to go back and reload. I want it to fire at least two times. Ammo is set to two, but this unit seems to ignore the ammo tag, and just fire once and then go back. QUICK_EDIT
Lin Kuei Ominae, how could my question be unclear?
Which Question?
Read your first sentence and you'll notice that there is no questionmark (which you usually expect to see on a question),
no description of what you actually want (which you usually expect to see, to understand the problem)
and no description of what exactly isn't working (which you usually expect to see, to give help that goes in the right direction). _________________ SHP Artist of Twisted Insurrection: Nod buildings
What a coding fail, this coding is absolutely not doable!!! Ivan bomb is special code that only is fired once for obvious reason, you can't do dropped bombs that would start ticking when hit the target, nice idea but ivan logic is absolutely not applyable for this kinda use as it is a plant logic and it needs to be accurate, not ROT=1. QUICK_EDIT
I could have sworn Ivan logic still only applied on [InfantryTypes] anyway. I could be wrong on that one though. _________________ KGR | AT
AZUR
Discord: theastronomer1836
Steam QUICK_EDIT
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Aug 22, 2011 9:24 pm Post subject:
Ares. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
What a coding fail, this coding is absolutely not doable!!! Ivan bomb is special code that only is fired once for obvious reason, you can't do dropped bombs that would start ticking when hit the target, nice idea but ivan logic is absolutely not applyable for this kinda use as it is a plant logic and it needs to be accurate, not ROT=1.
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