Posted: Sun Dec 14, 2008 6:04 pm Post subject:
S.O.S. Need help with WeaponObject.ini
Subject description: Need Help with WeaponObject.ini
Hi people.First let me introduce myself:
My codename is ZER0-F0RCE,I recently got into all this modding bussiness and now am working on a big project (all alone,yes).The (work)name of the project is Destructive Forces Reborn.Sounds familiar?That's right!The good old DF mod for Zero Hour-and now I am trying to further improve it.And just to make things clear,I did ask for permission from the mods original creator,I even got close to him through modding :)But,that's not the point.
I really need help from someone who is in this modding alot more then me,since I started only few weeks ago,but I already got ALOT of cool stuff into mod.
Now,here is what I need help about:
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = No
DefaultConditionState
Model = ExSmartBmb
End
ConditionState = JAMMED
ParticleSysBone = None SparksMedium
End
End
; ---- begin Projectile death behaviors
Behavior = InstantDeathBehavior DeathModuleTag_04
DeathTypes = NONE +LASERED
; shot down by laser.
FX = FX_GenericMissileDisintegrate
OCL = OCL_GenericMissileDisintegrate
End
Behavior = InstantDeathBehavior DeathModuleTag_05
DeathTypes = ALL -LASERED -DETONATED
; shot down by nonlaser.
FX = FX_GenericMissileDeath
End
; ---- end Projectile death behaviors
Behavior = SlowDeathBehavior ModuleTag_04
DestructionDelay = 1000
DestructionDelayVariance = 100
FX = INITIAL FX_SmartBombExplsmall
FX = FINAL FX_SmartBombExplBig
End
Behavior = PhysicsBehavior ModuleTag_06
Mass = 1
End
Scale = 1.4
Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake
GeometryMajorRadius = 8.0
GeometryHeight = 4.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 89
End
When the weapon detonates ingame-nothing happens!All the parametars are ok but when it comes to
Behavior = SlowDeathBehavior ModuleTag_04
DestructionDelay = 1000
DestructionDelayVariance = 100
FX = INITIAL FX_SmartBombExplsmall
FX = FINAL FX_SmartBombExplBig
End
its like it skips the whole ModuleTag,and there is no FX for Detonation!
I know the FX List is ok,and those FX_SmartBombExplsmall and FX_SmartBombExplBig are good,because when I add
DetonationFX to Weapon.ini,they work just fine.
I tried every and I mean every ModuleTag,from InstantDeathBehaviour to CreateObjectDie,but none of them worked in game.
Now please tell me why?Am I missing something here?
Cause I know it CAN work that way,as all other Objects work.
I managed to add a new superweapon with all its special effects that were not in DF mod with almost no problem at all,and now this stupid Object won't read its Behavior ModuleTag!
So,if you have any idea what the problem is,aka why this ModuleTag is not working,please tell me.Thanx in advance! QUICK_EDIT
Joined: 18 Jun 2005 Location: Dordrecht, the Netherlands
Posted: Sun Dec 14, 2008 6:09 pm Post subject:
What exactly is the problem: does it miss a firing anim, a detonation anim, damage, or a combination of all three.
Also, welcome to PPM. I'm one of the few Generals modders here, so I'll try and help you with as much as I can QUICK_EDIT
What exactly is the problem: does it miss a firing anim, a detonation anim, damage, or a combination of all three.
Also, welcome to PPM. I'm one of the few Generals modders here, so I'll try and help you with as much as I can
Oh,stupid me I forgot one module VERY important ModuleTag for this Object- HeightUpdateModuleTag
Now it works perfect
Anyway thanx for replying man! I appreciate it!
And thanx for wellcoming me to forum,now I am finnaly a real Modder
And,if you ever need me-you know where to find me
PS:Man,I need to ask you,since you are a modder:
Do you by some chance happen to have texture for infantry soldier that has berret on his head instead of helmet?
I couldn't find it,and i want to make a sniper soldier with berret,you know to look like the british sniper from Red Alert 2. Last edited by ZER0-F0RCE on Sun Dec 14, 2008 6:33 pm; edited 1 time in total QUICK_EDIT
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