I changed the Scud Launcher around abit and now when it fires the existing missile does not dissappear, also if the vehicle is at a strange angle the missle still fires from the original Z axis. Any solutions?
Scud Missile problem
Started by Hostile, Aug 19 2004 09:57 PM
5 replies to this topic
#1
Posted 19 August 2004 - 09:57 PM
#2
Posted 19 August 2004 - 10:05 PM
I think this problem is caused by the fact that the original missile is part of the Model. If you open the model in a w3d viewer the missile is also attached. I would presume you would need to give it a new model with the new missile attached and new animation.
For the second problem, check you have this in the Scud's code
The important line there is the FirePitch Line.
For the second problem, check you have this in the Scud's code
Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 60 ; turn rate, in degrees per sec TurretPitchRate = 60 FirePitch = 90 ; Instead of aiming pitchwise at the target, it will aim here AllowsPitch = Yes ControlledWeaponSlots = PRIMARY SECONDARY End AutoAcquireEnemiesWhenIdle = No NotWhileAttacking End
The important line there is the FirePitch Line.
#3
Posted 19 August 2004 - 10:13 PM
I did make a new model for it, I removed the upgrades and used one of the upgraded missiles renamed as the original. I used the ZH code with the upgrades removed. There actually isn't any animation. It's all appears to be done with the TURRETEL.
AI update should be the same. Have to look closer...
(EDIT)It appears to control the dissappearing here.
ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not
just used for firing offset
DefaultConditionState
Model = MobileTopal
Turret = TURRET
TurretPitch = TURRETEL
WeaponLaunchBone = PRIMARY WeaponA
End
AI update should be the same. Have to look closer...
(EDIT)It appears to control the dissappearing here.
ProjectileBoneFeedbackEnabledSlots = PRIMARY ; WeaponLaunchBone will be shown/hidden, not
just used for firing offset
DefaultConditionState
Model = MobileTopal
Turret = TURRET
TurretPitch = TURRETEL
WeaponLaunchBone = PRIMARY WeaponA
End
Edited by Hostile, 19 August 2004 - 10:27 PM.
#4
Posted 20 August 2004 - 02:03 PM
Also, dont forget the Weapon the SCUD Launcher uses, changing stuff about its 'Clip' will cause the missile to show up, and take a look if the original SCUD Launcher itself carries a missile or not (based on weapon or model)
#5
Posted 25 August 2004 - 01:09 PM
That SCUD Launcher, that's scrap upgrade level 2. I've made that before in my mod, it works well and nothing wrong, even when I change the clip count into 2.
#6
Posted 25 August 2004 - 04:24 PM
I solved it, thanks...
Save the environment, use green text
Some Bullshit Somewhere
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