Posted: Fri Aug 13, 2021 4:04 pm Post subject:
Advice implementing HunterSeeker SW?
Subject description: Plus anim issue...
Hi guys, was hoping for some advice on implementing the Hunterseeker type superweapon, which has apparently been reactivated. I thave been experimenting, using the related Ares tags, but had no luck so far.
I have a specific aircraft-type unit for the H.S. vehicle (a missile voxel I made, which works when fired from another unit), and a H.S. building that grants the superweapon. I also have made an animation to show the building is ready.
Problems; the building animation doesn't display (the base building stays as is), and when I activate the weapon not only do I get no chance to select when/where to fire (it just fires instantly, even though by the tag descriptions I thought it would), and when it fires, nothing fires from the building (the H.S. vehicle doesn't appear.
I have thus far tried to test it so it is meant to only target enemies on water targets, and I made a map with a trapped enemy hovercraft on water, but I guess it's irrelevant at the moment as I don't get the chance to select the target...
[AircraftTypes]
43=CLUBKROCKET ; this is my H.S. launch vehicle
All [sides] have been given;
HunterSeeker=CLUBKROCKET
[CLUBKROCKET]
UIName=Name:CLUBKROCKET
Name=CLUB-K Missile
Image=K300Msl ; shares the same look as the missile voxel I made for
; my K-300P system.
HunterSeeker=yes
FireAngle=1
Strength=250
Category=AirPower
Armor=special_2
DeathWeapon=ISKboom ; valid weapon I made used on other stuff
Spawned=yes
MissileSpawn=yes
TechLevel=-1
Sight=1
RadarInvisible=no
Landable=yes
MoveToShroud=yes
Ammo=1
Speed=30
Owner=British,French,Germans,Americans,Alliance,YuriCountry,Russians,Confederation,Africans,Arabs,Belarus,China
Cost=50
Points=5
ROT=21
Crewed=no
Explodes=no
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={B7B49766-E576-11d3-9BD9-00104B972FE8}
MovementZone=Fly
ThreatPosed=10
DamageParticleSystems=SmallGreySSys
AuxSound1=V3Attack
MoveSound=IntruderMoveLoop
ImmuneToPsionics=yes
NoShadow=yes
Selectable=no
Trainable=yes
DontScore=yes
[cablushipbpreck] ; building that grants the SW.
Image=cablushipb ; uses This building as a base to copy from
UIName=Name:cashipcon
Name=Test Building
TechLevel=-1
Strength=1200
Cost=5
Insignificant=yes
Nominal=yes
Capturable=yes
Spyable=yes
SpyEffect.SabotageDelay=15
RadarInvisible=no
LeaveRubble=no
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=12
MinDebris=7
DebrisAnims=Dbris3sm,Dbris4lg,Dbris4sm,Dbris6sm,Dbris7lg,Dbris7sm,Dbris8sm,Dbris10lg,Dbris10sm
Points=15
Armor=steel
Owner=British,French,Germans,Americans,Alliance,YuriCountry,Russians,Confederation,Africans,Arabs,Belarus,China
Selectable=yes
IsBase=yes
BaseNormal=no
Sight=6
ClickRepairable=no
CanBeOccupied=no
SolidHeight=1
SolidLevel=1
SuperWeapon=Clubk1Special
ChargedAnimTime=1
Artmd;
[cablushipb] ; Art of base building
Foundation=1x2
NewTheater=yes
DemandLoad=true
Height=3
DamageFireOffset0=12,12
DamageFireOffset1=22,19
CanHideThings=true
CanBeHidden=false
OccupyHeight=3
PrimaryFirePixelOffset=0,44
SuperAnim=cablushipckactive
SuperAnimYSort=543
SuperAnimZAdjust=-2
SuperAnimDamaged=cablushipckactive_d
[cablushipckactive] ; anim for building when superweapon ready (doesn't
; play)
Normalized=yes
Start=0
End=19
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
StartSound=NuclearSiloReady
[cablushipckactive_d] ; the damaged anim, also doesn't play
Normalized=yes
Start=0
End=19
Rate=200
Layer=ground
NewTheater=yes
Shadow=yes
StartSound=NuclearSiloReady
I have tried many different possibilities, but have failed so far...
On the vehicle itself, do the following tags interfere/are they necessary;
Spawned=yes
MissileSpawn=yes ?
On my active anims, which currently won't play, the anims (so far) have only 1 frame (plus a shadow frame), but I have just put;
Start=0
End=19
But does it matter? Should they both be set to 1? I was hoping it would just loop the same frame..
Ares documents that HunterSeeker needs to be a VehicleType, not an AircraftType.
Quote:
[SuperWeapon]?HunterSeeker.Type= (VehicleType)
The Hunter Seeker unit to spawn. Only set this to use a specific unit instead of each players’ side default. Defaults to the side’s HunterSeeker.
Ares documents that HunterSeeker needs to be a VehicleType, not an AircraftType.
Quote:
[SuperWeapon]?HunterSeeker.Type= (VehicleType)
The Hunter Seeker unit to spawn. Only set this to use a specific unit instead of each players’ side default. Defaults to the side’s HunterSeeker.
Hi m7, Now that is interesting, though it does seem counterintuitive.. I shall try setting it as a vehicle type, which can fly, and see if that does anything. That said, I still don't get offered a chance to target the SW... QUICK_EDIT
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