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Siege Chopper Not Firing ?
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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Sun Jul 16, 2023 11:43 pm    Post subject:  Siege Chopper Not Firing ? Reply with quote  Mark this post and the followings unread

I gave the siege chopper a long range but even when I deploy it, it doesn't fire on its own and when I do select a target it shows that it can't attack it.

Code:
; Deployed Soviet Siege Chopper
[SCHD]
UIName=Name:SiegeChopper
Name=ZZZ Deployed Soviet Siege Chopper
Prerequisite=NAWEAP
Primary=SiegeChopperArtillery
Strength=300
Category=AirPower
JumpJet=yes
Armor=light
TechLevel=-1
Sight=11
Speed=12
PitchSpeed=1.1
JumpjetSpeed=30 ;params not defined use defaults (old globals way up top)
JumpjetClimb=10
JumpjetCrash=12 ; Climb, but down
JumpJetAccel=12
JumpJetTurnRate=6
JumpjetHeight=1550
JumpjetWobbles=.01
JumpjetDeviation=1
Owner=Russians,Confederation,Africans,Arabs
Cost=1000
Points=15
ROT=5
Crewed=yes
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=65
VoiceSelect=SeigeChopperSelect
VoiceMove=SeigeChopperMove
VoiceAttack=SeigeChopperAttackLand
VoiceCrashing=BlackOpsVoiceDie
DieSound=
CrashingSound=BlackOpsDie
ImpactLandSound=GenAircraftCrash
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;flying
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet
MovementZone=Fly
DamageParticleSystems=SparkSys,SmallGreySSys
;AuxSound1=BlackOpsTakeOff ;Taking off
;AuxSound2=BlackOpsLanding ;Landing
ThreatPosed=0
SpecialThreatValue=1
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=15
SizeLimit=2
HoverAttack=yes
AllowedToStartInMultiplayer=no
Crashable=yes
CanPassiveAquire=yes ; Won't try to pick up own targets
SpeedType=Hover
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
ElitePrimary=BlackHawkCannonE
PreventAttackMove=yes
TooBigToFitUnderBridge=true
Trainable=yes
Bunkerable=no; Units default to yes, others default to no
IsSimpleDeployer=yes
UnloadingClass=SCHP
Turret=yes
DeployFire=yes
DeployToLand=yes
GuardRange=75

; Artillery Cannon
[SiegeChopperArtillery]
Damage=175
ROF=150
Range=75
MinimumRange=0
Projectile=Ballistic
Speed=5
Warhead=SCHOPWH
Report=SeigeChopperAttackDeployed
Anim=GUNFIRE
;Lobber=no
Lobber=yes


[SCHOPWH]
;Spread=6
CellSpread=2
PercentAtMax=.25
Wall=yes
Wood=yes
Fire=yes
Verses=100%,80%,60%,80%,50%,50%,100%,100%,60%,100%,100%
Conventional=yes
Rocker=yes
InfDeath=2
AnimList=XGRYSML1,XGRYSML2,EXPLOSML,XGRYMED1,XGRYMED2,EXPLOMED,EXPLOLRG
Deform=15%
DeformThreshhold=120
Tiberium=yes
Bright=yes
ProneDamage=50%

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Mon Jul 17, 2023 1:21 am    Post subject: Reply with quote  Mark this post and the followings unread

So from what I understand, SCHD is just a dummy unit. If you look at the vanilla code, it doesn't even have the artillery weapon assigned. I believe the vanilla rules have a comment about it assigning art or something like that, but I have never played with the siege chopper and so couldn't really tell you what exactly it does.

What I can say is that you should probably be making modifications to the base siege chopper. The deploy weapon is on the Secondary tag and has DeployToFire=yes. Also, keep in mind that any weapon the chopper uses in-flight needs to be OmniFire=yes (you can use Phobos to make them turn to their target while firing though).

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Mig Eater
Defense Minister


Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Mon Jul 17, 2023 10:15 am    Post subject: Reply with quote  Mark this post and the followings unread

As Darkstorm said, [SCHD] is only used for the deployed artwork, the weapon is controlled by the Secondary= on [SCHP].

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adamstrange
Tiberian Fiend


Joined: 07 Mar 2013

PostPosted: Thu Jul 20, 2023 11:10 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks Guys
I got it working. Very Happy

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