View Full Version : Making new units NOT look weird when they fire...
Kodan
06-15-2008, 11:07 PM
So, I've been fooling around with the Super Weapon General, and re-enabled her Crusader. Only, I changed it.
I gave it weaker armor, faster move speed, and 2 'new' weapons...
I edited the basic Crusaders weapon. I made it 20 damage points weaker, only it fires twice (Instead of once) per attack, and gave it a rocket/missile attack.
I intended for the Rocket/Missile to be used against aircraft.
However, this leads to a problem...
I copied and pasted the Hummer missile weapon, for air. Renamed it, and slightly changed it (Lowered damage, SLIGHTLY decreased reload time)
But. Whenever the Crusader fires it, it comes out from *UNDER* the tank, not the barrel O_o
The same thing occurs for the main cannon, too.
How do I fix this?
apple23
06-19-2008, 07:52 PM
i dunno... i did almost the exact same thing you did and it worked out fine with me. I DID, however, have this problem, when i tried to make the crusader shoot a laser...
Kodan
06-20-2008, 05:51 AM
Well, I managed to fix the cannon problem. SOMEHOW. Yeah, no clue how I did that.
But, the other one is still there.
And. No clue about yours. When I made a regular Crusader shoot a laser, I basically just used the Laser Crusaders weapon specs and it worked.
apple23
06-21-2008, 03:30 AM
well, what was the last set of changes you made since you last had the problem?
And, also, switching to the crusader's laser weap directly works... I tried changing the the fx and I added some extra tags from the origional weapon... I guess i'll base my modifications off the laser weapon, since it was coded right to work that way...
Master_Zenor
07-17-2008, 09:46 PM
To get the crusader to shoot the missle from the its main gun barrel you need to add some code into the turret section of the crusader.
First, open up the .ini that the crusader ur using is in, and then go find it. Near the start you should see the turret section. The main bit ur looking for should look something like this. Thats unless you have already edited some of it.
DefaultConditionState
Model = AVLeopard
Turret = Turret
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
End
You need to add 2 more lines under "WeaponLaunchBone = PRIMARY TurretMS" to get the missile to launch correctly. These lines are:
WeaponFireFXBone = SECONDARY TurretMS
WeaponLaunchBone = SECONDARY TurretMS
If the missile weapon is the tertiary weapon, then replace the secondary with tertiary.
So the edited version should look something like this.
DefaultConditionState
Model = AVLeopard
Turret = Turret
WeaponFireFXBone = PRIMARY TurretMS
WeaponRecoilBone = PRIMARY Barrel
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponLaunchBone = PRIMARY TurretMS
WeaponFireFXBone = SECONDARY TurretMS
WeaponLaunchBone = SECONDARY TurretMS
End
That should fix the problem, I haven't tested it but I'm sure it will work.
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