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Make the OMEGA Cannon tank or the particle tank CHARGE ITS WEAPON???


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#1 Admiral

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Posted 17 December 2008 - 17:41

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

#2 Slye_Fox

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Posted 17 December 2008 - 19:28

it is a prefire delay on the wepon, then an animation or particle efect on the uniit for that delay
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#3 Admiral

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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

#4 Sgt. Rho

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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.

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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 pirate

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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

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#7 Admiral

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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

#8 pirate

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Posted 20 December 2008 - 18:45

you need to do that with condition states, not with the particle cannon update :P

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 :P
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