Project Perfect Mod Forums
:: Home :: Get Hosted :: PPM FAQ :: Forum FAQ :: Privacy Policy :: Search :: Memberlist :: Usergroups :: Register :: Profile :: Log in to check your private messages :: Log in ::


The time now is Thu Apr 18, 2024 1:26 pm
All times are UTC + 0
superweapon expertise needed badly
Moderators: Global Moderators, Tiberian Sun Moderators
Post new topic   Reply to topic Page 1 of 1 [2 Posts] Mark the topic unread ::  View previous topic :: View next topic
Author Message
Slavack
Soldier


Joined: 07 Jan 2008

PostPosted: Sun Feb 05, 2012 5:08 pm    Post subject:  superweapon expertise needed badly
Subject description: Blowing up my own base with split logic :)
Reply with quote  Mark this post and the followings unread

I have a new Nuke Superweapon using Banshee's tutorial... http://www.ppmsite.com/forum/viewtopic.php?t=634
It replaces the Multispecial and im trying to add a fireing Anim for my building using LKO's Split-logic tutorial..
http://www.ppmsite.com/forum/viewtopic.php?t=28705

I believe ive added it correctly because everything works ingame, but after the anim sequence starts at the temple(removed missile silo), it spawns the WH AT the temple... basically i need to have my weapon go where its suppost to go(where i target it), not at my base Mad

As always, Thanks for any help

******weapons*********
[MultiLauncher]
Damage=1
ROF=100
Range=999
Projectile=NUKEPROJ
Speed=40
Warhead=NUCLEARWH
Camera=yes

[MultiLauncherS1]
Damage=0
ROF=100
Range=999
ProjectileRange=0.02
Projectile=MissileLaunchProj
Speed=1
Warhead=MissileLaunchWH
Report=SAMSHOT1

[NUKEPROJ]
Arm=2
High=yes
VeryHigh=yes
Shadow=no
Proximity=yes
AA=no
Image=none
ROT=4
Color=DarkGreen
IgnoresFirestorm=no

****Projectiles******
[MissileLaunchProj]
Image=none
High=yes
VeryHigh=no
Shadow=no
Proximity=no
Cluster=1
Ranged=yes
Range=0
AA=no
AG=yes
ROT=100
Color=DarkGreen
Splits=yes
AirburstWeapon=MultiLauncher
IgnoresFirestorm=yes
RetargetAccuracy=100%
Acceleration=10

****Warheads*******
[NUCLEARWH]
Spread=1
Wall=no
Wood=no
Verses=1%,1%,1%,1%,1%
Conventional=yes
Rocker=yes
InfDeath=2
AnimList=NUKEDOWN
Deform=0%
Tiberium=no
Sparky=yes
Bright=no
ProneDamage=1%
Deform=10%
DeformThreshhold=900

[MissileLaunchWH]
Spread=4
Verses=1%,1%,1%,1%,1%
InfDeath=5
AnimList=TEMPLEFIRE
Sparky=no
ProneDamage=1%
Bright=no

Back to top
View user's profile Send private message
Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Wed Feb 08, 2012 7:52 am    Post subject: Reply with quote  Mark this post and the followings unread

ROT=4 is way too low for the second stage projectile NUKEPROJ.
Second stage split projectiles always spawn with the flight direction facing vertical down towards the ground.
Thus your second stage projectile is unable to get the turn that short above the ground and hits the ground instead.

To fix this, there are 2 ways
a) set ROT=100
b) set ROT only a bit higher and give NUKEPROJ Acceleration=1, so it has more time to turn.
play around with the keys to get the right result

btw, Camera=yes doesn't works. This key has no functionality in TS.

_________________
SHP Artist of Twisted Insurrection:  Nod buildings

Public SHPs
X-Mech Calendar (28 Mechs for GDI and Nod)
5 GDI, 5 Nod, 1 Mutant, 1 Scrin unit, 1 GDI building

Tools
Image Shaper______TMP Shop______C&C Executable Modifier

Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic Page 1 of 1 [2 Posts] Mark the topic unread ::  View previous topic :: View next topic
 
Share on TwitterShare on FacebookShare on Google+Share on DiggShare on RedditShare on PInterestShare on Del.icio.usShare on Stumble Upon
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum


Powered by phpBB © phpBB Group

[ Time: 0.1388s ][ Queries: 11 (0.0082s) ][ Debug on ]