I have the OMEGA Cannon Tank or as someone call it the Particle Tank, Can it be done to make the weapon charge just before it fire, I think it would look cool.
Thanx


Make the OMEGA Cannon tank or the particle tank CHARGE ITS WEAPON???
Started By Admiral, Dec 17 2008 17:41
7 replies to this topic
#1
Posted 17 December 2008 - 17:41
#3
Posted 17 December 2008 - 20:11
The prefiredelay show an error. On the tank I am lost could you assist me in finding out??????????????I have also tried to look at the particleuplinkCannon but that dont work either.
Tanx
Tanx
#4
Posted 17 December 2008 - 22:10
sorry, my telepathic abilities are a bit dusty, so I can't see what you have in the INIs.
Post the codes.
Post the codes.
#5
Posted 18 December 2008 - 03:57
Weapon Lazr_ParticleTankCannon PrimaryDamage = 20.0 PrimaryDamageRadius = 25.0 ; 0 primary radius means "hits only intended victim" AttackRange = 400.0 DamageType = PARTICLE_BEAM DeathType = NORMAL WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant) LaserName = ParticleTankBeam LaserBoneName = WEAPONA01 ProjectileDetonationFX = FX_ParticleUplinkCannon_BeamHitsGround RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 100 ; time between shots, msec ClipSize = 12 ; how many shots in a Clip (0 == infinite) PreAttackDelay = 5000 ClipReloadTime = 10000 ; how long to reload a Clip, msec AutoReloadsClip = Yes AutoReloadWhenIdle = 5000 AntiAirborneVehicle = No AntiAirborneInfantry = No FireSound = ParticleUplinkCannon_GroundAnnihilationSoundLoop FireSoundLoopTime = 110 ; loop the firing sound until there's this much delay between shots End
Object AirF_AmericaTankParticle SelectPortrait = SAParticleTank_L ButtonImage = SAParticleTank UpgradeCameo1 = Upgrade_AmericaScoutDrone UpgradeCameo2 = Upgrade_AmericaHellfireDrone UpgradeCameo3 = Upgrade_AmericaNanoArmor UpgradeCameo4 = Upgrade_AmericaCompositeArmor Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes ExtraPublicBone = WEAPONA01 DefaultConditionState Model = AVParticleTank Turret = Turret01 End ConditionState = REALLYDAMAGED Model = AVParticleTk_D Turret = Turret01 End ConditionState = RUBBLE Model = AVParticleTk_D Turret = None End TrackMarks = EXTnkTrack.tga TreadAnimationRate = 4.0 ; amount of tread texture to move per second End ; ***DESIGN parameters *** DisplayName = OBJECT:ParticleTank Side = AmericaAirforceGeneral EditorSorting = VEHICLE TransportSlotCount = 3 ArmorSet Conditions = None Armor = TankArmor DamageFX = TankDamageFX End WeaponSet Conditions = None Weapon = PRIMARY Lazr_ParticleTankCannon End BuildCost = 3500 BuildTime = 10.0 ;in seconds VisionRange = 200 ShroudClearingRange = 300 Prerequisites Object = AirF_AmericaHeavyWarFactory End ExperienceValue = 100 100 200 400 ;Experience point value at each level ExperienceRequired = 0 200 300 600 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 2 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = ParticleTankCommandSet ; *** AUDIO Parameters *** VoiceSelect = MicrowaveTankVoiceSelect VoiceMove = MicrowaveTankVoiceMove VoiceGuard = MicrowaveTankVoiceMove VoiceAttack = MicrowaveTankVoiceAttack SoundMoveStart = OverlordTankMoveStart SoundMoveStartDamaged = OverlordTankMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveStart = NoSound TurretMoveLoop = OverlordTankTurretMoveLoop VoiceCreate = MicrowaveTankVoiceCreate VoiceEnter = MicrowaveTankVoiceMove SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject VoiceCrush = MicrowaveTankVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT CAN_CAST_REFLECTIONS VEHICLE SCORE ;CANNOT_RETALIATE Body = ActiveBody ModuleTag_02 MaxHealth = 400 InitialHealth = 400 ; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health. ; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own. SubdualDamageCap = 960 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = AIUpdateInterface ModuleTag_03 Turret ControlledWeaponSlots = PRIMARY TurretTurnRate = 90 // turn rate, in degrees per sec End AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL OverlordLocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 50.0 End ; Turret fly off death Behavior = SlowDeathBehavior ModuleTag_10 DeathTypes = ALL -CRUSHED -SPLATTED ProbabilityModifier = 50 DestructionDelay = 500 DestructionDelayVariance = 100 FX = INITIAL FX_GenericTankDeathEffect OCL = MIDPOINT OCL_MicrowaveTankDeath FX = FINAL FX_GenericTankDeathExplosion End Behavior = TransitionDamageFX ModuleTag_12 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmallLightSmokeColumn ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_BattleMasterDamageTransition End Behavior = DestroyDie ModuleTag_13 DeathTypes = NONE +CRUSHED +SPLATTED End ; A crushing defeat Behavior = FXListDie ModuleTag_14 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_15 DeathTypes = NONE +CRUSHED +SPLATTED CreationList = OCL_MicrowaveTankDeath_CrushEffect End Behavior = CreateCrateDie ModuleTag_CratesChange CrateData = SalvageCrateData ;CrateData = EliteTankCrateData ;CrateData = HeroicTankCrateData End Behavior = EjectPilotDie ModuleTag_17 GroundCreationList = OCL_EjectPilotOnGround AirCreationList = OCL_EjectPilotViaParachute ExemptStatus = HIJACKED VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot End Behavior = MaxHealthUpgrade ModuleTag_18 TriggeredBy = Upgrade_AmericaCompositeArmor AddMaxHealth = 100.0 ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH End Behavior = ObjectCreationUpgrade ModuleTag_Upgrade03 UpgradeObject = OCL_AmericanScoutDrone TriggeredBy = Upgrade_AmericaScoutDrone End Behavior = ObjectCreationUpgrade ModuleTag_Upgrade04 UpgradeObject = OCL_AmericanHellfireDrone TriggeredBy = Upgrade_AmericaHellfireDrone End Behavior = ProductionUpdate ModuleTag_Prod01 MaxQueueEntries = 1; So you can't build multiple upgrades in the same frame End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 3 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Behavior = VeterancyGainCreate ModuleTag_23 StartingLevel = ELITE End Behavior = AutoHealBehavior ModuleTag_27 HealingAmount = 100 HealingDelay = 1000 ; msec TriggeredBy = Upgrade_AmericaNanoArmor End Behavior = CommandButtonHuntUpdate ModuleTag_24 ; allows use of command button hunt script with this unit. End Geometry = BOX GeometryMajorRadius = 26.0 GeometryMinorRadius = 13.0 GeometryHeight = 19.0 GeometryIsSmall = No Shadow = SHADOW_VOLUME ShadowSizeX = 45 ; minimum elevation angle above horizon. Used to limit shadow length End
Thanx
#6
Posted 19 December 2008 - 15:09
you have to give the weapon ini a notion of which delay you want 
can be:
PreAttackType = PER_ATTACK ; Do the delay each time we attack a new target, doesn't work with force fire (makes it PER_SHOT)
PreAttackType = PER_CLIP ; Do the delay the first shot of each clip <---- this is the one you want
PreAttackType = PER_SHOT ; Do the delay every single shot
also the clip reload time is longer that the clipreload when idle time, this is should be changed too
ClipReloadTime = 10000
change to:
ClipReloadTime = 4800
Pirate

can be:
PreAttackType = PER_ATTACK ; Do the delay each time we attack a new target, doesn't work with force fire (makes it PER_SHOT)
PreAttackType = PER_CLIP ; Do the delay the first shot of each clip <---- this is the one you want
PreAttackType = PER_SHOT ; Do the delay every single shot
also the clip reload time is longer that the clipreload when idle time, this is should be changed too
ClipReloadTime = 10000
change to:
ClipReloadTime = 4800
Pirate
#7
Posted 20 December 2008 - 17:40
Thanx, the only thing I am missing is a charge module for the tank to charge weapon before firing, like the particleuplinkcannon.
Thanx
Thanx
#8
Posted 20 December 2008 - 18:45
you need to do that with condition states, not with the particle cannon update 
PREATTACK_A
to be exact...
make a model with laser connections on the original model and use it under the condition state PREATTACK_A
or just use particles for this condition

PREATTACK_A
to be exact...
make a model with laser connections on the original model and use it under the condition state PREATTACK_A
or just use particles for this condition

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