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#26 Sgt. Rho

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Posted 06 December 2007 - 21:51

FiringDuration = I dunno

WeaponTemplate = Simply the used weapon

#27 Ort

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Posted 08 December 2007 - 15:32

Mb anything else? Making some sense plz :asshole:

#28 Sgt. Rho

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Posted 08 December 2007 - 15:59

ok, so firingduration is the same as delaybetweenshots

#29 Slye_Fox

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Posted 08 December 2007 - 18:12

"FiringDuration =" is the amount of time the weapon is fired for (the duration in which it is fired), this is per shot.
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#30 Sgt. Rho

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Posted 08 December 2007 - 18:41

so also the time between every shot :P

#31 CodeCat

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Posted 10 December 2007 - 01:30

Yes it is. Time per clip is calculated as FiringDuration * ClipSize + ClipReloadTime.
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#32 tank50us

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Posted 11 December 2007 - 09:35

At Golum, wouldn't it work if you set the armor of the various unit types (IE Infantry, tanks, etc.) so that certain weapons are basicly useless against them? I know it works in ZH if you look at the tank armor code you'd notice that its something to this tune ----> "Sniper = 0%". I don't see why it wouldn't work here, irl, the only time most tanks will use their main gun on troops is to take care of the rats in the woodworks :rocket: (Garrisoned Troops), otherwise they'll use the Coax, or cupala mounted weapons. Give that a shot and see if it works. If not, then I'll shut up and wait for all the dang bugs to be worked out like a good little modder :D

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Dauth edit: Sig removed for height violation.

#33 Golan

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Posted 26 December 2007 - 20:58

Problem was allrady solved on page 1, look plz if ya care. Sorry for not reply earlier. TW SAGE is the ROX00E, ShW should switch too! EA OWNS!
Now go out and procreate. IN THE NAME OF DOOM!

#34 Darkwander

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Posted 29 December 2007 - 02:39

 CodeCat, on 24 Sep 2007, 3:41, said:

I got them working for several single units, but I'm not sure about squads.


I have noticed this problem as well, i even try loading the Ox thinking it was a problem with my coding but it does the same thing. Maybe it is something we should tell EA about and see if they know how to fix it.

#35 Slye_Fox

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Posted 29 December 2007 - 03:09

EA allready know, and don't care about it.
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#36 Golan

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Posted 29 December 2007 - 10:09

Y should they care for a prob that gets fixed in KW?
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#37 Sgt. Rho

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Posted 29 December 2007 - 10:25

How do you know that it gets fixed in KW?

#38 Golan

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Posted 29 December 2007 - 10:29

Recconners can load up wit 2 squad. Also, i wont be luving APOC anymor if he doesnt care.

Edited by Golan, 29 December 2007 - 10:30.

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#39 Kris

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Posted 29 December 2007 - 10:39

Wow...You're fucked up..







#40 Darkwander

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Posted 29 December 2007 - 10:42

 Golan, on 29 Dec 2007, 20:09, said:

Y should they care for a prob that gets fixed in KW?


If they fix it in KW then maybe it might be in the new update for TW.

#41 Golan

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Posted 29 December 2007 - 10:50

 Chris, on 29 Dec 2007, 11:39, said:

Wow...You're fucked up..
And most intirestingl still mor on topic and les spammy than most...lol

Edited by Golan, 29 December 2007 - 10:51.

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#42 Ort

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Posted 31 December 2007 - 14:50

Got a very stupid question, dunno how to fix this:
i got an APC turning toward the target when it is about to shoot at the target. RotateToTargetWhenAiming="false" doesn't work. Does anyone know how to prevent units from rotating to targets? BTW, units don't rotate to targets if targets are buildings.

What do these parameters mean:
AIUpdate block:
- CanPickDynamicTargets
- SympathyRange

TurretAITargetChooserData block:
- CanAcquireDynamicIfAssignedOutOfRange

#43 Golan

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Posted 31 December 2007 - 15:15

Dunno about ur problem. R u sure that its not just the unit tryying to folow its target?

CanPickDynamicTargets means the unit will pick its own targets when idle.
SympathyRange means in what range an friendly unit must b in order for the unit to defend it. Like say u got a tank under attck and there sime infantry with SR close enuff they should help the tank automatically.
CanAcquireDynamicIfAssignedOutOfRange is like CanPickDynamicTargets but 4 the turret. In TW, turrets can act independentently from the unit they beling to, so u should never have both activated, or they willz act like madz, cause then the unit might pick a dynamictarget while the turret decides for another 1 and its then all screwed up.
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#44 Ort

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Posted 31 December 2007 - 18:36

I thought CanPickDynamicTargets means the unit can attack moving objects =\ and CanAcquireDynamicIfAssignedOutOfRange means that the unit will MOVE in order to attack a target.

#45 Golan

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Posted 31 December 2007 - 18:45

Lol no, it simply means what it sais.
CanPickDynamicTargets -> The unit can dynamicaly chose ("pick") its targets.
CanAcquireDynamicIfAssignedOutOfRange -> If the Target assiged to the turrt by the unit is out of range, the turret can acqire targets dynamiically.
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#46 Ort

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Posted 06 January 2008 - 20:38

Anyone got the idea of difference between INTERLEAVE_FIRST_AVAILABLE and INTERLEAVE_RANDOM keywords?
My idea on INTERLEAVE_FIRST_AVAILABLE:
imagine we got a tank with 2 weapons (say, a tankgun and an MG). When it fires the tank gun, it starts using the MG. Once the gun is reloaded, it is fired again.
My idea on INTERLEAVE_RANDOM:
we got a tank with 2 weapons. When it fires the gun, it starts using the MG. Once the gun is reloaded, it is not fired again. When the MG stops firing (out of ammo), the gun is fired.

#47 Golan

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Posted 07 January 2008 - 07:34

AFAIK they are void. What counts is that you allow interleaved firing (AllowInterleavedFiring="true"), then he unit will start the attack with it´s primary/longest range weapon and switch to secondary weapon while reloading.
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#48 Ort

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Posted 29 January 2008 - 19:43

How can I make a unit with a ground-based locomotor sail? I mean sail properly, without rolling on the bottom or hovering above the water level or rolling at the sea level. Half of the vehicle should be under water. I did this in Generals, but sadly I forgot how.

#49 Darkwander

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Posted 10 February 2008 - 04:41

"Ort" said:

Got a very stupid question, dunno how to fix this:
i got an APC turning toward the target when it is about to shoot at the target. RotateToTargetWhenAiming="false" doesn't work. Does anyone know how to prevent units from rotating to targets? BTW, units don't rotate to targets if targets are buildings.


Also you have to change

Quote

AcceptableAimDelta="XXd"
this controls how much the turrent can spin, if you make it 360 then it will rotate around 360 degrees.

#50 Sgt. Rho

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Posted 10 February 2008 - 10:03

you haven't asinged the turret properly.

Also, "AcceptableAimDelta" doesn't define how much it can rotate, it defines how much the turret movement can be ignored.

MaxDeflectionAntiClockwise="XXd"
MaxDeflectionClockwise="XXd"

Defines how much a turret can go in both directions (delete it for no limit)

Edited by Master_Chief, 10 February 2008 - 10:48.




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