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Scorp tank weapons and upgrades question


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#1 SPY46

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Posted 12 September 2008 - 15:12

is there a way i can have it so that when you buy the laser upgrade, the Scorp tank doesn't lose its forward cannon, i want to have both weapons on the tank, is this some thing that can be done and if so, how?

#2 JJ

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Posted 12 September 2008 - 15:28

First find this.

			<SubObjectsUpgrade
				id=&#34;ModuleTag_ShowRails&#34;
				ShowSubObjects=&#34;Turret2 Turret2_Gun Gun_Upgrade&#34;
				HideSubObjects=&#34;Gun&#34;>	<-------Remove this
				<TriggeredBy>Upgrade_NODTechCenterLaserCapacitor</TriggeredBy>
			</SubObjectsUpgrade>


After removing that, go to the Scorpion's shell weapon.

<WeaponTemplate
		id=&#34;NODRaiderTankCannon&#34;
		Name=&#34;NODRaiderTankCannon&#34;
		AttackRange=&#34;275.0&#34; 
		WeaponSpeed=&#34;1000&#34; 
		MinWeaponSpeed=&#34;5000&#34; 
		MaxWeaponSpeed=&#34;5000&#34; 
		AcceptableAimDelta=&#34;20d&#34; 
		ClipSize=&#34;1&#34;  
		AutoReloadsClip=&#34;AUTO&#34;
		CanFireWhileMoving=&#34;true&#34;
		AntiMask=&#34;ANTI_GROUND&#34;
		ForbiddenFiringObjectStatus=&#34;WEAPON_UPGRADED_01&#34;	 <---------Remove this.
		FireSound=&#34;NOD_ScorpionTank_CannonFire&#34;
		FireFX=&#34;FX_NOD_ScorpionTankGun&#34;
		FireVeteranFX=&#34;FX_NOD_ScorpionTankGunHeroic&#34;
 		>
		<ClipReloadTime MinSeconds=&#34;2s&#34;
				MaxSeconds=&#34;2s&#34; />
		<Nuggets>
			<ProjectileNugget 
				WarheadTemplate=&#34;NODRaiderTankCannonWarhead&#34; 
				ProjectileTemplate=&#34;NodTankShell&#34;>
				<VeterancyProjectiles
					VeterancyLevel=&#34;HEROIC&#34;
					ProjectileTemplate=&#34;FXTankShell02_Veteran&#34;/>
			</ProjectileNugget>
		</Nuggets>
		<ScatterRadiusVsType
			Radius=&#34;25.0&#34;>
			<Filter
				Rule=&#34;NONE&#34;
				Include=&#34;INFANTRY&#34; />
		</ScatterRadiusVsType>
	</WeaponTemplate>


That should do it.

Edited by JJ_, 12 September 2008 - 15:28.


#3 SPY46

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Posted 13 September 2008 - 06:30

sweet thanks, that auto give the tank the needed fire power to combat GDI armor after their upgrade and to make up for lost HP for speed |8




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 Dutchygamer

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Posted 13 September 2008 - 11:07

You have given me an ideer SPY |8
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 |8
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#5 SPY46

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Posted 14 September 2008 - 05:21

heh glad i could give you an idea ........ but sadly i dont think the change worked for the scorp tank.


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 JJ

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Posted 14 September 2008 - 06:44

Just use WB to picture the figures.

#7 SPY46

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Posted 14 September 2008 - 10:48

ok this is part of the Militant squad code that defines the locations of where each soldier is.

<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 SPY46

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Posted 15 September 2008 - 10:49

ok i need to correct my self, changing that code for the Scorp tank did work, only you dont see the cannon still on the front.

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 Dutchygamer

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Posted 15 September 2008 - 12:24

That has something to do with the drawing codes in the vehicle codes itself... Try looking there...
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#10 JJ

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Posted 16 September 2008 - 06:26

View PostJJ_, on 12 Sep 2008, 23:28, said:

			<SubObjectsUpgrade
				id=&#34;ModuleTag_ShowRails&#34;
				ShowSubObjects=&#34;Turret2 Turret2_Gun Gun_Upgrade&#34;
				HideSubObjects=&#34;Gun&#34;>	<-------Remove this
				<TriggeredBy>Upgrade_NODTechCenterLaserCapacitor</TriggeredBy>
			</SubObjectsUpgrade>


Did you do that?

#11 SPY46

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Posted 16 September 2008 - 23:29

yes i removed that entire line that has the arrow pointing to it, in the tanks xml file.

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 Dutchygamer

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Posted 17 September 2008 - 15:14

If you follow the codes JJ posted, it works perfect:
Posted Image
I think you did something wrong mate :P
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#13 SPY46

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Posted 18 September 2008 - 11:14

stupid freaking game.

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 SPY46

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Posted 19 September 2008 - 08:47

all right, fixed the error again ...... for now.

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

</ArmorUpgrade>
<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)



#15 SPY46

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Posted 20 September 2008 - 07:54

ok so im going to take it that i didnt do any thing wrong then?

or are people just giving up again because they dont know, or dont care to help ...... not sure what one would be better.

#16 JJ

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Posted 20 September 2008 - 09:29

Is the cannon firing? Did the xml actually get built into the mod?

#17 Golan

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Posted 20 September 2008 - 10:23

OMG, someone please tell him that there´s just a formating error near line 593, the ShowSubObjects="Turret2 Turret2_Gun Gun_Upgrade"-line of what he quoted. This is even an automatic report when opening the file in Firefox for god´s sake! When deleting the line JJ pointed to, he also deleted the ending > of the SubObjectsUpgrade. This one must be added again.

Quote

</ArmorUpgrade>
<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>

Now go out and procreate. IN THE NAME OF DOOM!

#18 SPY46

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Posted 20 September 2008 - 14:09

yes, i see the SHELL from the cannon when it fires, not the cannon.

but i dont know why .......... did i miss some thing in it?

#19 JJ

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Posted 20 September 2008 - 14:13

Then, the only thing that might be wrong is that the xml didn't get built into the mod.

#20 SPY46

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Posted 20 September 2008 - 21:16

OH FOR #%(&*$)(%%# sake.

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 Mighty BOB!

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Posted 21 September 2008 - 02:13

So you've gotten the Scorpion working now?

It's usually little things that screw me over as well. :)
WOL nick: migtybob

Wesforce said:

We are living in a post-common sense society.

#22 Dutchygamer

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Posted 21 September 2008 - 09:38

^Same here :)
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#23 SPY46

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Posted 21 September 2008 - 19:13

yeah its always the way, some thing small and really stupid.

#24 SPY46

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Posted 23 September 2008 - 04:18

Nvm, made new thread for this one

Edited by SPY46, 23 September 2008 - 07:23.




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