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GI Assault Rifle prob
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Keanu113
Vehicle Drone


Joined: 17 Dec 2017

PostPosted: Thu Jan 03, 2019 12:57 pm    Post subject:  GI Assault Rifle prob Reply with quote  Mark this post and the followings unread

um, i made my gi to equip with m16, i used a spark particle to look like they are firing bullets, and so it was fine firing at enemy soldiers, but firing a structure, when firing a structure at first they will shoot a couple of times, as the lifebar of the structure is decreasing, the gi will stop, unless you command tthem once again and yet responding the same results as before, it will shoot a second then stopping, what seems to be the problem?

My Codes:
[M16]
Damage=40
AmbientDamage=0
ROF=20
Range=6
Projectile=ARProj
Speed=100
Warhead=AssaultRifleWH
Report=HMGAttack
OccupantAnim=UCFLASH
IsRailgun=yes
UseSparkParticles=yes
AttachedParticleSystem=VolkovRailgunSys
RevealOnFire=no
Ammo=0

[AssaultRifleWH]
Verses=120%,110%,90%,70%,50%,30%,30%,20%,10%,100%,100%
InfDeath=1
AnimList=PIFFPIFF,PIFFPIFF
Bullets=yes
ProneDamage=70%

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jan 03, 2019 1:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Can't tell with the most important part of the code is missing:
ARProj
VolkovRailgunSys and the appropriate particle

AmbientDamage is useless. It doesn't work with UseSparkParticles
IsRailgun=yes is redundant.
Either use UseSparkParticles or IsRailgun. not both.


One of the 2 PIFFPIFF on the warheads animlist is redundant. There is no point in having the game randomly choose between 2 completely the same anims.


Ammo=0
What is that supposed to do? 0 Ammo = can't fire the weapon at all?
just read Ares doc? you use Ares, right?
Do you have the correct Ammo and Reload settings on the unit?

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Last edited by Lin Kuei Ominae on Thu Jan 03, 2019 1:38 pm; edited 4 times in total

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Virgil
Stealth Laser Trooper


Joined: 22 Jul 2018

PostPosted: Thu Jan 03, 2019 1:25 pm    Post subject: Reply with quote  Mark this post and the followings unread

Before particles spawned last time wear off completely, a second particle can't be spawned.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Jan 03, 2019 1:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Virgil wrote:
Before particles spawned last time wear off completely, a second particle can't be spawned.

He writes they shoot a couple of times and then stop forever until ordered to fire again.
So it's not a problem of long lasting particles raising unintentionally the ROF.

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cxtian39
Commander


Joined: 11 Feb 2016

PostPosted: Thu Jan 03, 2019 11:23 pm    Post subject: Reply with quote  Mark this post and the followings unread

So this is a GI. Maybe secondary is a railgun tooo? Multi-railgun doesn't work well.

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Keanu113
Vehicle Drone


Joined: 17 Dec 2017

PostPosted: Fri Jan 04, 2019 1:28 am    Post subject: Reply with quote  Mark this post and the followings unread

heres the codes:

[ARProj]
Inviso=yes
Image=none
SubjectToCliffs=yes
SubjectToElevation=yes
SubjectToWalls=yes

; Volkov railgun
[VolkovRailgunSys]
HoldsWhat=VolkovRailgunPart
BehavesLike=Fire
Lifetime=2
ParticleCap=5

[VolkovRailgunPart]
Image=VLKRAIL
Deacc=0
Velocity=300
BehavesLike=Fire
MaxEC=3
StartStateAI=1
EndStateAI=2
StateAIAdvance=1
Translucent50State=9999
Translucent25State=999
Translucency=0
DeleteOnStateLimit=no
Normalized=no
FinalDamageState=2

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Jan 04, 2019 12:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

hmm, apart from a few redundant keys, I can't see what could cause your described ingame behaviour.

It should fire the weapon, run the same time the particlesystem for 2 (Lifetime) frames while it spawns particles that last 3 frames (MaxEC)

All this shouldn't prevent it from firing again, nor from delaying it further than the ROF delay


Disable the ParticleSystem on the weapon and try again.
Disable/enable parts and try each time to narrow down the issue.

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Starkku
Cyborg Commando


Joined: 28 Dec 2007
Location: Finland

PostPosted: Fri Jan 04, 2019 12:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

It really does sound that there's a weapon conflict like cxtian suggested. Problems like this occur if unit has two weapons (Primary and Secondary) with IsRailgun or UseSparkParticles (although you might have some success using one for each based on my experience - although be warned that they behave kind of differently). Also several systems that swap weapons on fly like Gattling, NoAmmoWeapon and garrisoned buildings can run into similar problems, especially when going from a weapon that has attached particles into one that does not.

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