

Scorp tank weapons and upgrades question
#1
Posted 12 September 2008 - 15:12
#2
Posted 12 September 2008 - 15:28
<SubObjectsUpgrade id="ModuleTag_ShowRails" ShowSubObjects="Turret2 Turret2_Gun Gun_Upgrade" HideSubObjects="Gun"> <-------Remove this <TriggeredBy>Upgrade_NODTechCenterLaserCapacitor</TriggeredBy> </SubObjectsUpgrade>
After removing that, go to the Scorpion's shell weapon.
<WeaponTemplate id="NODRaiderTankCannon" Name="NODRaiderTankCannon" AttackRange="275.0" WeaponSpeed="1000" MinWeaponSpeed="5000" MaxWeaponSpeed="5000" AcceptableAimDelta="20d" ClipSize="1" AutoReloadsClip="AUTO" CanFireWhileMoving="true" AntiMask="ANTI_GROUND" ForbiddenFiringObjectStatus="WEAPON_UPGRADED_01" <---------Remove this. FireSound="NOD_ScorpionTank_CannonFire" FireFX="FX_NOD_ScorpionTankGun" FireVeteranFX="FX_NOD_ScorpionTankGunHeroic" > <ClipReloadTime MinSeconds="2s" MaxSeconds="2s" /> <Nuggets> <ProjectileNugget WarheadTemplate="NODRaiderTankCannonWarhead" ProjectileTemplate="NodTankShell"> <VeterancyProjectiles VeterancyLevel="HEROIC" ProjectileTemplate="FXTankShell02_Veteran"/> </ProjectileNugget> </Nuggets> <ScatterRadiusVsType Radius="25.0"> <Filter Rule="NONE" Include="INFANTRY" /> </ScatterRadiusVsType> </WeaponTemplate>
That should do it.
Edited by JJ_, 12 September 2008 - 15:28.
#3
Posted 13 September 2008 - 06:30

ok next question, how can i find out what positions there are for squads, what location a soldier would be in, how many there are etc.
is it a set number of locations, or is it as many as you can come up with?
Edited by SPY46, 13 September 2008 - 07:43.
#4
Posted 13 September 2008 - 11:07

About the squads: in the squad code there is a piece where you can set the ammount of soldiers in the squad, what soldiers it are, and what their positions are. Search a bit and you will find it with ease


#5
Posted 14 September 2008 - 05:21
but as for the squads, i mean more like a map of the positions, what each spot is, in the squad, like this.
- 2-
-5 8-
-3 7 1-
-6 4-
-9-
i know where to change the number of squad units and the locations, im mostly looking for a maping of it so i know WHERE that guy is standing, and to see how many i can add to a squad, other wise im going to be guessing when i might actually want to make a funny shape for a squad or what ever.
or is there some thing like that already?
Edited by SPY46, 14 September 2008 - 05:22.
#6
Posted 14 September 2008 - 06:44
#7
Posted 14 September 2008 - 10:48
<RankInfo
RankID="1"
UnitType="NODMilitant">
<Position
X="20"
Y="0" />
<Position
X="10"
Y="-20" />
<Position
X="10"
Y="20" />
<Position
X="0"
Y="0" />
</RankInfo>
<RankInfo
RankID="2"
UnitType="NODMilitant">
<Position
X="0"
Y="-30" />
<Position
X="-10"
Y="-20" />
<Position
X="-10"
Y="20" />
<Position
X="0"
Y="30" />
<Position
X="-20"
Y="0" />
ok im guessing that the guy at
X=0
Y=0
is in the center, right? X being left and right and Y being up and down ...... right?
so X=-20
Y=0
would be ..... the secong guy to the left of the center ..... right?
im trying to understand the positioning of the code, so correct me if im wrong.
#8
Posted 15 September 2008 - 10:49
aside from making a new modle, would it be possible to be able to see the cannon still attatched or would i have to modle it for that?
#9
Posted 15 September 2008 - 12:24

#10
Posted 16 September 2008 - 06:26
JJ_, on 12 Sep 2008, 23:28, said:
<SubObjectsUpgrade id="ModuleTag_ShowRails" ShowSubObjects="Turret2 Turret2_Gun Gun_Upgrade" HideSubObjects="Gun"> <-------Remove this <TriggeredBy>Upgrade_NODTechCenterLaserCapacitor</TriggeredBy> </SubObjectsUpgrade>
Did you do that?
#11
Posted 16 September 2008 - 23:29
the weapon is there as in it fires, but you dont see the cannon sticking out of it.
Edited by SPY46, 16 September 2008 - 23:34.
#12
Posted 17 September 2008 - 15:14

I think you did something wrong mate


#13
Posted 18 September 2008 - 11:14
my mod now has that annoying cnc3game.dat error, what causes that when reguarding a mod and trying to play a skermish, i checked all my files by excluding so many at a time in the mod xml, not one of them stopped the error.
#14
Posted 19 September 2008 - 08:47
but, i still dont see the Cannon on the front of the Scorp tank.
as you can see, i removed that part of the code from the tank's XML file, the cannon will still shoot, but you dont see it.
i removed that one line just like you said.
Quote
<SubObjectsUpgrade
id="ModuleTag_ShowDozerBlade"
ShowSubObjects="DOZERBLADE">
<TriggeredBy>Upgrade_NODDozerBlades</TriggeredBy>
</SubObjectsUpgrade>
<SubObjectsUpgrade
id="ModuleTag_ShowRails"
ShowSubObjects="Turret2 Turret2_Gun Gun_Upgrade"
<TriggeredBy>Upgrade_NODTechCenterLaserCapacitor</TriggeredBy>
</SubObjectsUpgrade>
<StatusBitsUpgrade
id="ModuleTag_UpgradeWeapon"
StatusToSet="WEAPON_UPGRADED_01">
<TriggeredBy>Upgrade_NODTechCenterLaserCapacitor</TriggeredBy>
</StatusBitsUpgrade>
so unless you actually meant to remove the code it was part of thou i dont think you did, i dont know what to tell you, so ive even attatched the XML file to this just to make sure that there wasnt some thing else that i might have missed.
Attached File(s)
-
NODRaiderTank.xml (20.77K)
Number of downloads: 3
#15
Posted 20 September 2008 - 07:54
or are people just giving up again because they dont know, or dont care to help ...... not sure what one would be better.
#16
Posted 20 September 2008 - 09:29
#17
Posted 20 September 2008 - 10:23
Quote
<SubObjectsUpgrade
id="ModuleTag_ShowDozerBlade"
ShowSubObjects="DOZERBLADE">
<TriggeredBy>Upgrade_NODDozerBlades</TriggeredBy>
</SubObjectsUpgrade>
<SubObjectsUpgrade
id="ModuleTag_ShowRails"
ShowSubObjects="Turret2 Turret2_Gun Gun_Upgrade">
<TriggeredBy>Upgrade_NODTechCenterLaserCapacitor</TriggeredBy>
</SubObjectsUpgrade>
<StatusBitsUpgrade
id="ModuleTag_UpgradeWeapon"
StatusToSet="WEAPON_UPGRADED_01">
<TriggeredBy>Upgrade_NODTechCenterLaserCapacitor</TriggeredBy>
</StatusBitsUpgrade>
#18
Posted 20 September 2008 - 14:09
but i dont know why .......... did i miss some thing in it?
#19
Posted 20 September 2008 - 14:13
#20
Posted 20 September 2008 - 21:16
i had a problem with an older one and i was forced to remove it from the mod XML, i replaced the tanks XML but forgot to put it back into the mod XML.
i have like ....... every unit and building in there, and i was working on 5 other units at the same time, tweaking their speeds and sight range, trying to make sure a few of them were as close to being the same as i could make them but still different.
oh well, shit happens.
*only a lot more to me*
thanks guys for trying to help with that, i do appreciate it
one question about squads, is there a limit to how many CAN be added or could i actually make one of 1000 soldiers, not literally but you get the idea.
#21
Posted 21 September 2008 - 02:13
It's usually little things that screw me over as well.

Wesforce said:
#22
Posted 21 September 2008 - 09:38


#23
Posted 21 September 2008 - 19:13
#24
Posted 23 September 2008 - 04:18
Edited by SPY46, 23 September 2008 - 07:23.
3 user(s) are reading this topic
0 members, 3 guests, 0 anonymous users